We are trying to figure out a way to have certain accessories in the game act as "boosters" for certain skills, IE if you have a "Doctor's Bag" equipped, then your "First Aid" skill will heal more HP per usage, etc. We were thinking that we could use a common event, something like:
@>Conditional Branch: [Player] is [First Aid] Learned
@>Change Skills: [Player], - [First Aid]
@>Change Skills: [Player], + [First Aid]
@>
: Branch End
In this case the ( - [First Aid] ) is the original skill, and the ( + [First Aid] ) is a "boosted" version of the skill, with the same name but a different entry on the master list. However, wouldn't you know, it doesn't seem possible to attach common events to a piece of equipment.
Any suggestions?