Throwing Weapons/Items?

Reapergurl

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Of course, I could simply just have the items be used normally for the same effect, but then anyone could use them, and that's not the idea.


Like, I have a Ninja Class, and only that class should be allowed to Throw Weapons.


Thus far, I've not been able to figure out how to implement this.


I actually am using scripts, the ones I'm using that I'm hoping to achieve the desired effect are Victor Item Command and Materia System.


Of course, if anyone has any suggestions as to how to achieve this effect, I'm all ears.


I'm in no rush to complete the game (if you've read my profile or my introduction you should be well aware of how much of a scatterbrain I am), so I'll await a response.


But a quick response would be appreciated, thank you.
 

Engr. Adiktuzmiko

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AFAIK there's an actual throw script out there for Ace...
 

Fugama

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So, do you just want an ability that lets you throw weapons that you can just give to the ninja class? Also would you want them to be able to throw any weapon so long as it isn't equipped? or only weapons that you specify with a notetag?
 

Reapergurl

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So, do you just want an ability that lets you throw weapons that you can just give to the ninja class? Also would you want them to be able to throw any weapon so long as it isn't equipped? or only weapons that you specify with a notetag?


With the setup I have, I'd be setting up Items with a specific note-tag that makes them Throwing Items.


For Victor Item Command, only an actor/class/state/armor/weapon with that note-tag would be allowed to use that item.


The next part is the Materia System. I have a Skill Set Materia for Ninja Class Skills, and in that Materia I have the note-tag for that specific item type to be used...


only that it doesn't appear when equipped. With Victor Materia System, the Materia is set up in the Armors section of the database.

AFAIK there's an actual throw script out there for Ace...


I've looked before, and even had a friend help me look and we couldn't find it before...


Why I resorted to the setup I'm currently attempting...
 

Adventurer_inc.

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I've looked before, and even had a friend help me look and we couldn't find it before...


Why I resorted to the setup I'm currently attempting...
If you are feeling less adventurous, one way to do it is with Yanfly's Cost Manager:


https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/


With the script, you could point a skill to an item through note tags. For example:


Putting the below into the skill's notebox will use 300 of item index 101 in your inventory to activate. If you don't have 300 of item index 101, the skill won't be usable. ie. If item index 101 is Ninja Stars, this skill will use 300 of them.


<custom cost requirement>
$game_party.item_number($data_items[101])>=300;
</custom cost requirement>
<custom cost perform>
$game_party.lose_item($data_items[101],300);
</custom cost perform>


With this out of the way, you can add/remove/disable/enable the skill to the character, class, or item you want just like a normal skill through the editor or other scripts. All done without touching the actual item.
 

Reapergurl

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@Adventurer_inc. That is interesting.


As far as using it, it requires a lot of changes in the database and scripts, but it can't hurt to try this.
 

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