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SOLVED. You can close this thread =]
Solution:
Thank you so much. I ended up using the program's Conditional Branching by itself without extra scripts, using variables instead of switches. In case anyone wants to use the same system I use, this is what I did:
- Each item that gives the character a class adds a variable. For example: Main character chooses Priestess.
- 2nd party member chooses Paladin.
- When exiting the room, a message comes up: "Are you sure? Y/N." If 'Yes,' conditional branching comes up: "If Member 12 (Alice) is Class X (Priestess), then X +1 (and Shield +1)" "If Member 11 (Mark) is Class X (Paladin), then X +1 (and Shield +1)"
(The only classes who get Shield +1 are Priests, Paladins, and Soldiers)
- Now we have: Priestess 1, Paladin 1, and Shield 2.
- Go down to where the equipment item events are. You can spend 1 point for a Priestess item, of which there is only 1 (a hammer), 1 point for a Paladin item (a spear), and 2 points on Shields (1 point per, so 2 Shields). Only items with X +1 will be viewable.
- When gathered, minus a variable for that specific item, and the item will disappear from view, allowing for no more looting.
I think I'm a bit more excited about this than I should be XD
Original Problem
Mmmk. I've googled around and can't seem to find an answer, although I'm sure one exists somewhere.... I'm pretty new to RPG Maker and this game I'm making is mostly just a "sample" game where I can figure everything out.
In this game, I have a system where the main character starts out as a class called "None." By going through the beginning story, the character eventually interacts with an object and is able to change their class to one of the default classes RPG Maker automatically gives you. The character *also* picks up a 2nd party member and chooses a class for that guy as well. Every time they pick a class, a switch for their class turns on. For example, I pick the Soldier class, and the Soldier switch turns on.
Later, they're told to pick up equipment for their class. I have counterspace with 8 events. Each event has a condition for the switches mentioned above. If you have the Soldier switch, then you can see a Shield, and interact with it. When you interact with it, you're given a shield. I added a Variable to this, and when Shield = 1, the event graphic disappears (as if you literally picked it up). Therefore you only see the items that you and your party member can use based on the switch they turned on when they chose their class.
But there's some issues. This system is easily exploited...
First of all, a player could change their class to ALL the classes (one at a time) when they interact with the objects, which I allow them to do. When he/she leaves the room, party member says: You sure you want this class? You can still change it before its too late. Yes: saved, items no longer interactable. No: auto-move back into the room to change.
Unfortunately, that gives them the ability to switch ON everything.
And when they go to the Equipment counter, they can loot all the things, which gives them a huge Gold advantage...
Secondly, if a player wants - for example - both party members to be Soldiers, they should have the ability to loot a Shield twice. I fixed this by having a Variable Condition = 2 before disappearing, but if a person *doesn't* need two shields... I'd rather they not be able to loot two shields...
Right now, my work-around for the 2nd problem is allowing Variable = 2 before the graphic disappears, and adding a message that says "We can just sell the extras~"
What I need is some sort of system to avoid that 1st issue. I'd love some sort of "Class" condition to the event. That way, "If Class = Soldier," then a shield shows up, instead of "Switch = Soldier." But I can't find anything like that.
It is dilemma...
Here's some screenies to add some sort of depth to my crazy rant:
Interact with Shield -> Get "Soldier" class -> Soldier Switch = ON
If Soldier Switch = ON, then you can see a Shield graphic to interact with:
Solution:
Thank you so much. I ended up using the program's Conditional Branching by itself without extra scripts, using variables instead of switches. In case anyone wants to use the same system I use, this is what I did:
- Each item that gives the character a class adds a variable. For example: Main character chooses Priestess.
- 2nd party member chooses Paladin.
- When exiting the room, a message comes up: "Are you sure? Y/N." If 'Yes,' conditional branching comes up: "If Member 12 (Alice) is Class X (Priestess), then X +1 (and Shield +1)" "If Member 11 (Mark) is Class X (Paladin), then X +1 (and Shield +1)"
(The only classes who get Shield +1 are Priests, Paladins, and Soldiers)
- Now we have: Priestess 1, Paladin 1, and Shield 2.
- Go down to where the equipment item events are. You can spend 1 point for a Priestess item, of which there is only 1 (a hammer), 1 point for a Paladin item (a spear), and 2 points on Shields (1 point per, so 2 Shields). Only items with X +1 will be viewable.
- When gathered, minus a variable for that specific item, and the item will disappear from view, allowing for no more looting.
I think I'm a bit more excited about this than I should be XD
Original Problem
Mmmk. I've googled around and can't seem to find an answer, although I'm sure one exists somewhere.... I'm pretty new to RPG Maker and this game I'm making is mostly just a "sample" game where I can figure everything out.
In this game, I have a system where the main character starts out as a class called "None." By going through the beginning story, the character eventually interacts with an object and is able to change their class to one of the default classes RPG Maker automatically gives you. The character *also* picks up a 2nd party member and chooses a class for that guy as well. Every time they pick a class, a switch for their class turns on. For example, I pick the Soldier class, and the Soldier switch turns on.
Later, they're told to pick up equipment for their class. I have counterspace with 8 events. Each event has a condition for the switches mentioned above. If you have the Soldier switch, then you can see a Shield, and interact with it. When you interact with it, you're given a shield. I added a Variable to this, and when Shield = 1, the event graphic disappears (as if you literally picked it up). Therefore you only see the items that you and your party member can use based on the switch they turned on when they chose their class.
But there's some issues. This system is easily exploited...
First of all, a player could change their class to ALL the classes (one at a time) when they interact with the objects, which I allow them to do. When he/she leaves the room, party member says: You sure you want this class? You can still change it before its too late. Yes: saved, items no longer interactable. No: auto-move back into the room to change.
Unfortunately, that gives them the ability to switch ON everything.
And when they go to the Equipment counter, they can loot all the things, which gives them a huge Gold advantage...
Secondly, if a player wants - for example - both party members to be Soldiers, they should have the ability to loot a Shield twice. I fixed this by having a Variable Condition = 2 before disappearing, but if a person *doesn't* need two shields... I'd rather they not be able to loot two shields...
Right now, my work-around for the 2nd problem is allowing Variable = 2 before the graphic disappears, and adding a message that says "We can just sell the extras~"
What I need is some sort of system to avoid that 1st issue. I'd love some sort of "Class" condition to the event. That way, "If Class = Soldier," then a shield shows up, instead of "Switch = Soldier." But I can't find anything like that.
It is dilemma...
Here's some screenies to add some sort of depth to my crazy rant:
Interact with Shield -> Get "Soldier" class -> Soldier Switch = ON
If Soldier Switch = ON, then you can see a Shield graphic to interact with:
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