Magic Counting System

Sorakun555

Warper
Member
Joined
Dec 15, 2015
Messages
4
Reaction score
0
First Language
English
Primarily Uses
I'm fairly new to RPG Maker and game design in general, so excuse me if I don't make 100% sense right away. Basically, what I'm looking for is a way for the game to keep track of how many times a character uses a particular element of magic and, depending on that number of times, have options available to them. For instance, they cast a fire spell --> fire counter +1 --> skills that cost 1 fire counter become available --> uses a cost 1 fire counter skill --> fire counter -1 --> skills that cost 1 fire counter skill become unavailable. I've been trying to maybe utilize the tp system to make it work kinda how I imagine, but to little success (even with a whole new tp managing system, Yanfly's specifically, the default code is determined to keep the tp regen at a stubborn minimum). If anyone could help, or hell if this system already exists somewhere and I just haven't found it yet, it would be much appreciated! 
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,100
Reaction score
13,705
First Language
English
Primarily Uses
RMMV
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Rinobi

Veteran
Veteran
Joined
Mar 24, 2014
Messages
579
Reaction score
219
First Language
English
Primarily Uses
RMVXA
You could have separate variables (one per element) count upward each time a skill used, then restrict skills which require a certain number of 'counters' using a Skill Restrictions script.
 

Sorakun555

Warper
Member
Joined
Dec 15, 2015
Messages
4
Reaction score
0
First Language
English
Primarily Uses
With some (a lot) of experimenting and trying to wrap my head around everything, I actually got it to work with a slightly different method. Just by making Common Events and linking those events into the effects of each skill I could tell Fire to add 1 to the control variable 1. From there, the same event would determine if the control variable 1 had a value greater than or equal to 1 and if so, to learn Fire II. Make another Common Event for Fire II and tell it to subtract 1 from that control variable and then determine if that control variable had a value less than or equal to 0 and if so, to forget Fire II.

Admittedly, had I gone in a bit deeper before asking maybe I could have found this, and maybe this will cause confusion for players down the line if I don't find a way to at least keep a log of what counters are needed for what skill, but thank you for taking the time to offer a solution. It at least pointed me in the right direction and I did still find a useful Skill Restrictions script to put away for a future game.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

Are we allowed to post about non-RPG Maker games?
I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:

Forum statistics

Threads
105,883
Messages
1,017,236
Members
137,608
Latest member
Arm9
Top