Metamagic

fireflyege

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I use @Yanfly plugins and I have a little question to you guys.

I am making a Red Mage for my game. He has some abilities called Metamagic, which will imbue his spells with various things. There is one thing I need help with though.

The spell is an instant cast spell. Your spells are level 1 spells, and this spell completely replaces the spells with level 2 spells. You cannot even see level 1 spells in your skill list since they are entirely replaced by level 2 spells and that is where the problem is. I also make a skill learn system, so the level 2 spells must be only unlocked when the spell 1 is needed.

For example, my skill tree looks like this:

Fire1 (Learned)
Ice1 (Learned)
Thunder1 (Learned)

Metamagic will upgrade it to:

Fire2
Ice2
Thunder2

So if the character did not learn fire1, Metamagic should not give you Fire2. Metamagic only lasts that turn so after the character casts its level 2 spell, its spells must revert back to normal.

I can use lunatic state a little but I can hardly understand anything with doing such a complex action. Can some expert actually help me with that?
 
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Maliki79

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Going by what you wrote, I can't place what exactly is your issue here.
 

Alchemancy

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@fireflyege , this might be a roundabout way of doing it, but have you considered just making your Metamagic ability call a common event with conditional branches?

Conditional Branch...
-If [Actor] > [Skill] is learned: (Fire1)
-Change Skill... (Fire1) forget
-Change Skill... (Fire2) learn

You could also make Metamagic a passive state with a similar, tiered conditional branch:

Conditional Branch...
-If [Actor] > [State] is afflicted: (Metamagic)
Conditional Branch...
-Change Skill... (Fire1) forget
-Change Skill... (Fire2) learn

You may need another common event that reverts Fire2 back to Fire1 when the battle is over, etc. That might get tricky depending on how you want Metamagic to function. Hope this helps.
 
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fireflyege

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@Alchemancy that seems like a great idea. Though made 2 states.

1. state hides Fire1 from the skillset.

Now I am working on the 2nd, which will teach Fire2 if the player knows Fire1 temporarily.

I guess I like to make it simple. ^^
 
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Tiamat-86

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i did this (also with RDM) a different way. i made 2 passive state that RDM learns. and the damage formula checks for state use a stronger version. so my RDM with has the damage built in for tier 1-3 version based on what auto passive skill is learnd
damage formula
if (a.isStateAffected(54)) { a.level * 5 + a.mat * 5 - b.mdf * 2; } else if (a.isStateAffected(53)) { a.level * 3.5 + a.mat * 5 - b.mdf * 2; } else { a.level * 2 + a.mat * 5 - b.mdf * 2; }i

oh ya my RDM also gets stronger magic based on level but thats all 3 tiers in 1 damage formula
but u can just remove the level bits n change the mat multiplier
 

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