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Post by PhotonWeapon on Jan 14, 2003 12:52:32 GMT -5
I want the characters to learn new techniques via Chrono Trigger's AP method (I know in the game it's called SP or something, but my game already has an SP, which is actually "MP"). Basically you see what spell the character will learn next and how much AP is needed to learn it. When he/she gains enough, he/she learns the tech.
I want to do something like that in my game, but the trouble is that I don't know how exactly to do the costs. I shouldn't make it too high, but I shouldn't make it too low, either. It's pretty hard for me to tell how long it would take the player to learn the tech because I can't tell if they're the types who avoid a lot of battles or who fight a lot of battles...
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Post by ObviousDelirium on Jan 14, 2003 15:32:23 GMT -5
You'll need a cms then,some pictures of your skills and numbers for ap.For winning the ap,you'll have to do like that system I told you about,with some modification,first the number won't be random,then,you'll have to make the characters win the same number of ap,it's easy,you make a variable ApWon,you set the ap of the skill he's(character) suppose to learn in a skill variable,you make a switch at the start of the battle that will activate a common event,you then add a number in the ApWon variable,after that,you select change variable a second time and choose a character skill variable,make it -,and under it choose the variable ApWon,then it's time for fork.
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Post by PhotonWeapon on Jan 14, 2003 19:05:52 GMT -5
Actually, I just said the seeing the next tech thing to explain how Chrono Trigger did things. I can always have the next new tech be shown as a "Job/Occupation" in the DMS.
As for your ApWon method, basically you're saying to turn on a switch in battle that will activate a Common Event. Then set whatever AP they're supposed to gain in that variable when the battle is won. Then in the common event, have the skill variable (whatever the next tech is going to be) be added by the ApWon variable. Do the necessary forks, and at the end of the common event I would set ApWon back to 0... Is that right?
By the way, battles are on-touch so that may make some things easier.
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Post by ObviousDelirium on Jan 14, 2003 21:22:05 GMT -5
Yeah,that's what I mean,thought you only need one variable for each character for their skills.And yes,it make things easier when battle are on-touch.You won't need the switch in battle then,you also don't need the common event,as all can be done on one event page in a simplier way.
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Post by PhotonWeapon on Jan 18, 2003 19:32:21 GMT -5
Hey wait, my game has a different way of powering up so I don't need to use EXP to gain levels. So everyone's max level is 1. But remember that even if a character in RM2K reaches his/her max level, he/she can still gain EXP.
So what if I use EXP as AP instead? Will things be able to work the same way?
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Post by ObviousDelirium on Jan 19, 2003 0:05:36 GMT -5
Yeah,it could work,though again,for each characters,you'll have to make a variable,what I don't know is if the variable still count the exp after reaching the max level.
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Post by PhotonWeapon on Jan 19, 2003 0:42:05 GMT -5
It does.
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