Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Okay, lemme try to explain in the best detail I can what I am trying to do.

Be able to change his class from the Sharpshooter to the Tech Soldier, and Vice Versa. One of the classes can be defaulted outside of battle. This is important because The Sharpshooter and Tech Soldier have COMPLETELY different stats. Also, I am wanting to make it so that the Tech Soldier (Melee) is super-effective against grounded enemies, but weak to flyers. The Sharpshooter (Ranged) is super-effective against flying enemies, but weak against grounded ones. 

Be able to equip each class with a different weapon (I am wanting to implement a normal weapon store AND a Bazaar, that way I have my "generic" weapons, but also some exclusive weapons for certain characters you can only get through the special missions or at different times.) This way, I don't have to rely so much on the characters level determining what weapon they have equipped. Have some variety. Make it fun. Y'know. Strategize.

OP Has been updated with this information.

____________________________      ________________________      ______________________________      ____________________________      ______________________________

Example: They buy the Annihilator 2000, equip it, then use the transform skill to make it the Decimator 2000.  When they buy the Annihilator 5000, the event morphs it into the Decimator 5000 automatically.  They still get different weapons per class but only need to upgrade once.
Your wording may be what is confusing me here. Let me make sure I got this right. The character would buy and equip the Annihilator 2000. When they change from one form to the other, the system would read for a condition, and equip the corresponding weapon for the new form? If I got that right, that would be beautiful.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
then you'd need a class change since features are a lot easier to manage via that (if it was even possible to add/remove features in-game)
 

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Alright. I don't think that'd be too bad, though I still don't know how I would make it check for a condition to know which weapon ID to replace it with.
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
1) You can change stats through common events if you wish.  You can change class the same way too.  Heck, Fomar even made a way to change class by State.  http://cobbtocs.co.uk/wp/?p=172

2) You can apply the weaknesses and strengths via common events as well.  The effectiveness of an attack is usually based on the damage type of the attack, so modifying that modifies the effectiveness.

Your wording may be what is confusing me here. Let me make sure I got this right. The character would buy and equip the Annihilator 2000. When they change from one form to the other, the system would read for a condition, and equip the corresponding weapon for the new form? If I got that right, that would be beautiful.
My thought was this... if you buy and equip the Annihilator 2000, it has a partner called the Decimator 2000 that it transforms into when you switch forms.  Yes, it's through reading the conditional to see what your current weapon is so you can transform it into the correct weapon alternate.  If you have equipped the 2000 version, it summons and equips the 2000 version of the other weapon, and vice versa.  But when you upgrade to the 5000 model, the condition is met to summon and equip the 5000 version of the alternate weapon.  In this way you can have a SINGLE weapon purchase that transforms into two different weapons.

If you just want the script to scan your inventory for the beefiest version of the other class's weapon type, that's easy too... but it's less cool.  :p
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
You'd need to set that up yourself... you need to check if a certain weapon is equipped and change it to the corresponding weapon... so if you have lots of weapons, doing it via conditional branches will give you a very long event...

You can apply the weaknesses and strengths via common events as well. The effectiveness of an attack is usually based on the damage type of the attack, so modifying that modifies the effectiveness.
And how do you change damage type of an attack via common events? Plus remember that the enemies' damage will also change, I think...


but oh well, he can just add a permanent state which adds those features...


though really, why use LOTS of event commands to modify stats and features when you can just use two classes??? that will be far easier to handle and will keep the common event itself, short... especially seeing as how he seems to be struggling with setting up the basics of the change event, I don't think suggesting to do everything using the event instead of using two classes will make it easier for him...
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Lol, Kyutaru, I think Shana just said the same thing you did in half the amount of words.


Okay, so let's say I go about it this route. I don't believe we have covered how to change the default outside of battle. The real purpose for this now that we have the weapon/class issue fixed is so that the player can choose what form the Cyborg enters the battle in. It would take a full turn to change from one form to the other, so it'd make it a bit easier on the player if they could decide their default/preference beforehand.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Which as I already outlined before: make a skill, make a common event to change classes, make the skill run that common event... since they can use skills outside of battle too, the player can "set the default" via that skill...


now if you want him to revert back to this "default" after the battle, you can always set a troop event for all events that run on battle start to set a variable or switch depending on which class the cyborg currently is... then make another one that runs on battle end to switch back the cyborg to that "default"


@Kyutaru - I think he needs this the easiest way possible, so I do believe letting the classes handle those data is the best choice for him in this case...
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Somehow, I seemed to have read over or forgot I read that o_O. Oh well. Okay. That makes sense. And then they can just look at the Cyborg in the party list and it should show the changes as well. Sounds good :)
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
the only thing left to decide is how you'll reorganize the weapons and other equipments if needed, when you change classes
 

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
I think I know what you mean here, but for the sake of making sure I have all my information right, please elaborate? Lol. I don't think I'd need to change around things too much now.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Well, like if those two classes have different weapon types and each cannot use the weapon type of the other class, then once you change classes you would also need to change his weapons... else you'll be left with a character with no weapon... same goes for his other equipments in case they are class specific too...


So it's either you:


1) Go kyutaru's path and make the weapon "transform" to the other version


- which means each weapon for the classes need to have a corresponding weapon to the other class


- you also need to decide if they will only buy the weapon of that "level" once (meaning they only buy either melee


or ranged, then it just auto-adjusts) or if they still need to buy both


- requires you to link each weapon to it's counterpart


2) Just probably do it like the "Optimize" command in the equipments menu


- meaning when you change class, they will auto-equip what is the "optimum" equipments for that class


- no real set-up needed


3) Let the player decide what is the "default" weapon for each class


- player-controlled, a bit more set-up for you (you need to "save" the settings)
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Oh! So it'd be more like this:


Conditional branch checking for which Class is equipped.


Change it to the one not equipped, going through the condition check for the weapons again.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Yes... something like that...


BTW, as a player, I would like set-up number 3 (from the post above)... that will be the best bet for the player...
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
Guys I'm not suggesting a common event chain because of some fettish, I'm saying it because it's required.  When you levelup, skills are learned through the learn_skill method.  But switching classes doesn't magically unlearn your skills.  You will still need to go through and use the forget_skill method to drop skills and pick up the new ones you want.  That's why I'm suggesting a simple weapon transform.

Weapons can have different damage types assigned to them, hence you can have strengths and weaknesses by weapon.  They and states can also govern YOUR elemental weaknesses.  You can adjust skills partially to accommodate the class differences, allowing for a general common pool of abilities to remain regardless of form.  Since you need to switch out skills anyway, why not go this route?

Weapons can also TEACH a character skills so by transforming a weapon, you can do most of the work with ease.
 

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
You can choose not to go back to starting conditions when you change classes.


Also, both classes will, at least for the most part (putting final touches on the classes right now) have the same skills. Since the Cyborg would keep his level, there'd be no real need to change skills. Though I do thank you for that suggestion in case I go that route.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
When you levelup, skills are learned through the learn_skill method. But switching classes doesn't magically unlearn your skills.
The skills is not really a problem... because he can simply make all Melee skills have their own type, and all Ranged skills have it's own type... So if they will have different skills, he just needs to set the types correctly and make each class be able to only use 1 type... End of problem... No need to forget and re-add skills...


this way it will also stay compatible with any skill modification script (like Grathnode) he has, in case he has any or plans to add one...


This method will also be better in case he then decides to this on another game where a certain weapon type usable by this "cyborg" is also usable by another class... if we go by your method and let the weapon handle it, then every other actor that can use that same weapon will have the benefits of that weapon...

Weapons can also TEACH a character skills so by transforming a weapon
BTW, another thing... if you use weapons to teach the skills, then how will you make it determine if the skill can already be "learned"??? Plus that means that for every new skill you make for that class, you need to add that skill into all weapons of that class...
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Meh. I didn't really plan to add any skill mod scripts. SBS, though, definitely. I like Tankentai, but Symphony has peaked my curiosity. At the moment, that's all I can think of.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
at the very least, the method is fool-proof in case you decide to do one of those things... especially shared weapon types... it's quite a typical thing... maybe not in this project but when you want to do it again on another project... so doing it this way will keep you from doing another thread when that time comes...
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Well, thank you both very much for your help.


EDIT: disregard my request to close this.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
so it works now?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

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.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top