bow and arrow skill

grem333

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Hi!

I was wondering if you guys have any idea on how to create a skill that requires items instead or in addition to MP. I was hoping that Yanfly's SkillCost Plugin could allow you to specify required items, but it seems that it only allows you to have skills cost custom MP values or HP values.

I wanted to create skills for my archer character that he could only use with a bow equipped and that he would only be to use with a certain number of arrows (plain arrows, poison arrows, etc., depending on the skill) in the inventory.

Can this be done with any of the current plugins?

Thanks!!!
 

Neo Soul Gamer

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I don't think Yanfly's Skill Core supports this. I'm sure there'll be a plugin released to add this feature. There was an eval function in his previous Skill Cost script that allowed us to set a requirement.

You can set a Custom MP cost using that tag, but it still only shows as costing MP instead of the actual item.

https://youtu.be/7y3gMVNVVuQ?t=264

 

Here's the tutorial. You'll see the tags in the plugin's help file too.
 

grem333

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Thanks for responding! I hope for a plug-in that will allow me to do this in the near future :p

For now, I will see if I can event this somehow.
 

Neo Soul Gamer

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Honestly man? I wouldn't even bother with the headache. Maybe put that in the vault for now and come back to it later. I can't guarantee a plugin will be made, but I have faith that the community will make something.
 

Xekin

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Hello, after a bit testing i found a way that can solve this without plugin via common event call. The only problem is that the player animation will be double and if you need to require more than 1 arrow for the skill.

First you need to create a Initial Skill that will be showed for casting and call the common event, must be almost empy and have the Skill Icon.

Then you must create the real skill with values and powers.

Create an Arrow Item.

Create a common Event:

 - In the common event add Flow Control: Conditional Derivation, select the item needed (arrow) and check the [ ] add aditional derivation.

    - On Yes derivation: add Item Change and remove the arrow from inventory.

    - Next add Impose action, select the Character, the real skill and the target.

 - For the No derivation: just add a text that shows: There no arrows or whatever you want.

When all this is done, you only need to add Effect Event Call to the Initial Skill.

This can be perfected for sure, It's my firs time whit an RPG maker and for sure there will be different ways to do the same, but I hope this one can help you to start.

PS. I'm using a spanish version of MV I don't know how the options are called in english, so I just force-translated it, so if you have any question just ask for it.
 

grem333

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^Thanks for your suggestion! I actually spent a couple hours fiddling with skills and common events last night, and I figured out how to do it without plug-ins.

In case anyone else wants to have an arrow skill (or an ammo skill, etc.), this is what I did:

1) I created an arrow item and a poison arrow item that could only be used in battle.

2) I created two skills (Shoot Arrow and Shoot Poison Arrow). These skills, in addition to their regular damage and status-inducing effects called a common event (either "Shoot Arrow" or "Shoot Poison Arrow". These common events simply decreased the arrow item or poison arrow item by 1.

3) I turned on the base_troops_events plugin made by Yanfly. In my first enemy troop event box, I had two pages, both calling common event "Arrow Skill". The first page of the troop event was set to occur on "Turn 0" with a span of "Turn". The second page was set to occur at "Turn End, Turn1*X" with a span of "Turn".

4) The "Arrow Skill" common event is where the magic happens.

        Conditional branch to see if the Archer is in the party.

              Control variable "Archer Lvl" = the level of the Archer

              Conditional Branch to check if "Archer's Level" variable is greater or equal to 5.

                   Control variable "Number of Owned Poison Arrows" = number of poison arrows in inventory

                   Conditional Branch to check if "Number of Owned Poison Arrows" is greater or equal to 1.

                           Change Skill : Archer, + "Shoot Poison Arrow"

                            Jump to Label "X"

                    :else

                           Change Skill : Archer, - "Shoot Poison Arrow"

                           Jump to Label "X"

                :else

                    Change Skill : Archer, - "Shoot Poison Arrow"

                    Jump to Label "X"

               Label "X"

               Conditional Branch checking to see if "Archer Lvl" is greater than or equal to 1

                   Control variable "Number of Owned Arrows" = number of arrows in inventory

                   Conditional Branch to check if "Number of Owned Arrows" is greater or equal to 1.

                           Change Skill : Archer, + "Shoot Arrow"

                     :else

                           Change Skill : Archer, - "Shoot Arrow"

                :else

                    Change Skill : Archer, - "Shoot Arrow"

       :else

              Exit Event Processing

(That would have been a lot easier if I knew how to take and upload screenshots! haha)

I tested this, and it works so far. However, having a plug-in that allows skills to require items would probably be A LOT easier and less time-consuming!

:D             
 

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