The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: Snake712 on January 23, 2007, 03:28:01 AM

Title: Character Class problem
Post by: Snake712 on January 23, 2007, 03:28:01 AM
Ok, I want my characters to change class whenever they equip an accessory. I tried(as a common event):
 <>Conditional Branch hero [X] [Fire Ring] equipped
  <>Change hero class [X], [Fire Fighter].
  Else handler
  <>Conditional Branch hero [X] [Thunder Ring] equipped
    <>Change hero class [X], [Thunder Fighter].
and so on.
It doesn't work.
BTW, I did set it to parallel process and used the trigger at the opening cutscene. When that didn't work, I switched it to go off whenever I used a skill, and that didn't work either. Then I set a debug guy in the first map and tried stuff, and it  started not working once I used
<>Conditional Branch hero [X] [Fire Ring] equipped
as the condition.

Any suggestions?
Title: Re: Character Class problem
Post by: Yami on January 23, 2007, 10:48:49 AM
Try not using the else handlers.  And just making them all seperate.
Title: Re: Character Class problem
Post by: Blizzard on January 23, 2007, 12:29:21 PM
Have you made possible for every class to equip these rings?

And actually using else is fine, but the "event code" gets harder to read if you have many conditions.
Title: Re: Character Class problem
Post by: Ravenshade on January 23, 2007, 12:31:48 PM
Actually it's still easy...just tiresome...

you could split it up a bit more a suppose though.
Title: Re: Character Class problem
Post by: Snake712 on January 24, 2007, 12:11:13 AM
Yes, every class can equip the rings.
And I already tried having one without an else, and it didn't work.

EDIT: I found the problem by using the debug guy again. It's just not checking for the accessory.
So any idea how to fix this, or do I just change this system to other pieces of armor?
Title: Re: Character Class problem
Post by: landofshadows on January 24, 2007, 12:20:28 AM
I done mine using a common event handler linked to the Connditional Branch... Like skill in away...

Once I equipe the Item I made it so it gave the Char a Skill, like fire fighter, if you activate the skill then I had a conditional branch assign loads of new skills to the Char, change the sprite and all sorts... it even works in battle...

I know it may not be exactly what you want, but it breaks up what your trying to do, makes it much more simple.

If CHar has Fire ring equipied, give skill fire ring Activate... on the skill fire ring add the common event to assign the skills, like Inferno, or summon the God of Hell fire...Etc... once the battle ends or a certain amount of steps are taken turn the skill back off... Make it minus what ever MP you like also...
Title: Re: Character Class problem
Post by: Snake712 on January 25, 2007, 01:22:53 AM
Thanks, but that's not what I want.
So I guess I'm stuck using other pieces of armor for this system. Oh well.
But as long as I'm here, what script should tell the game to check for accessories and how do I see if mine isn't the same for some reason?