RPG Maker Forums

Zalerinian
Zalerinian
If it's two separate classes, couldn't you just have them learn it at two different levels?
Vanilla Cheesecake
Vanilla Cheesecake
The problem is I'm teaching the skills via items, so essentially the skill is there, I'm trying to find out a way that if a class learns the same skill at a later


level, it's added.
Zalerinian
Zalerinian
That's easy with a little snippet once you find out how to get the item target into the snippet. I suppose you could use a damage formula somehow..


Try putting this:


$game_variables[100] = SceneManager.scene.item_target_actors[0]; 0


in the damage formula, and then check the value of variable 100 before and after you use the item.
Zalerinian
Zalerinian
does it change?
Vanilla Cheesecake
Vanilla Cheesecake
Before o use the item It's the number 0, and after using the item is used, "#<Game_Actor:0x13f7acc> :o
Vanilla Cheesecake
Vanilla Cheesecake
Before I*
22pepperjack
22pepperjack
I'm not sure if it would help or not (Im no coder, so the above conversation lost me.) but could making two skills with the same name and stats work? have one set to only show at one level and another at a different level?
Vanilla Cheesecake
Vanilla Cheesecake
Aha, thanks for the idea, Pepper. That idea could be do-able, but it'd mean I'd have to find a way to make the item that teaches the skill vary upon the class, somehow. I mean I couldn't subtly do it with common events, though
Zalerinian
Zalerinian
@22: He wants to teach the skills by using items if they would normally learn it at a later level.


@Essence: Good, now have the item run a common event, and in there make a conditional branch that has a script condition (last page of possible conditions). Put this in:


$game_variables[100].learnings.includes?(*insert the skill name here*)


Then inside the branch, learn the skill, otherwise don't. That should work fine for you. The damage formula puts th...
Zalerinian
Zalerinian
...the actor you selected to use the item on into a variable, and then the common event uses the variable (it is actually the actor you selected), checks the skills it *can* learn, and then if it has your skill, the conditional branch will teach the actor the skill.
22pepperjack
22pepperjack
ur welcome, i was thinking "hey ask a lazy man to do it, they will find the quickest and easyiest way to do something." so i pitched my idea as a lazy man, the only problem is what you said, i dont fully understand classes yet, so some things dont mathc up with teh idea. but anyways, glad to help ^-^
Zalerinian
Zalerinian
Hehe, that quote keeps floating around here. I like it a lot, though, and it's very true. I try to find easy ways to do things xD

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,585
Latest member
Reversinator
Top