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RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: epson777341 on January 28, 2007, 06:09:40 AM

Title: Job specific Items
Post by: epson777341 on January 28, 2007, 06:09:40 AM
How do i make some items job specific (Like Shurikens for Ninjas)

I don't know if i need a script or not.
Title: Re: Job specific Items
Post by: :) on January 28, 2007, 06:28:00 AM
I don't understand the example...just give another?
Title: Re: Job specific Items
Post by: ataraxy2 on January 28, 2007, 07:03:36 AM
Here's a good example Nouman. Shurikens and drinks.
Title: Re: Job specific Items
Post by: &&&&&&&&&&&&& on January 28, 2007, 08:01:02 AM
Quote from: epson777341 on January 28, 2007, 06:09:40 AM
How do i make some items job specific (Like  for Ninjas)

I don't know if i need a script or not.
Quote from: Nouman on January 28, 2007, 06:28:00 AM
I don't understand the example...just give another?

Either your joking, or your slow... I'm guessing, knowing you, joking.

Ok, no, you dont need a script, it's already in the maker.

And if your not joking, he means, you can equip a Shuriken to a ninja, but not a knight.
Title: Re: Job specific Items
Post by: modern algebra on January 28, 2007, 09:56:38 AM
Go to Classes tab in Database. Check off Shurikens for all classes except Ninjas.
Title: Re: Job specific Items
Post by: ataraxy2 on January 28, 2007, 10:04:05 AM
Either you don't understand what he means or I don't understand what he means...

I'll ask a question to try and understand which one.

Espon!

A - Do you mean limited items such as Shurikens, where one shot they go and you need to use another one (like an item I suppose) and drinks?

B - Or do you mean something else?

I need the answer to A myself.
Title: Re: Job specific Items
Post by: epson777341 on January 28, 2007, 05:17:02 PM
Yes! A! i want it so that only my ninja class can use shurikens! If not, then they hurt themselves or something. Not a weapon but an item!
Title: Re: Job specific Items
Post by: :) on January 28, 2007, 05:32:07 PM
then set it up in the database.
Title: Re: Job specific Items
Post by: epson777341 on January 28, 2007, 05:46:43 PM
You can't do it in the database! There's nothing that makes only one class able to use an item!
Title: Re: Job specific Items
Post by: modern algebra on January 28, 2007, 06:20:32 PM
Sorry, I had misunderstood. I suppose you could maybe set it up as a common event. Just, something like:


Conditional Branch: Script: $game.actors[actor_id].class name
    [Whatever animations and stuff you want in here, damage, buffs, etc...]
    Change items: Shuriken -1
else
     Your class cannot use this item.
Title: Re: Job specific Items
Post by: epson777341 on January 28, 2007, 10:47:08 PM
Thank You! That's exactly what i need! Except. I need it for all my characters(i have only 4)

Would i do it like this :
Conditional Branch: Script: $game.actors[actor_id].ninja


or would i have to acdtually add the actor's id? 
Title: Re: Job specific Items
Post by: modern algebra on January 28, 2007, 11:57:57 PM
My syntax wasn't proper earlier. It'd be more like:

Conditional Branch: Script: $game_actors[<actor_id>].class_id == <class_id>

So, [Conditional Branch: Script: $game_actors[001].class_id == 001]
would check that the 1st hero is of the first class in the database.
So, if standard, it would check if Arshes is a fighter.



But, in thinking about it, it probably will not work the way you want it to since it would work for any character as long as that one character was the right class. I guess you might have to define a variable or something which determines who is using the item. I'm not a very competent scripter unfortunately, and I'm not sure what the syntax is to determine who is using the item in battle. I'll see if I can find it. In the meantime, maybe someone else knows.
Title: Re: Job specific Items
Post by: modern algebra on January 29, 2007, 09:44:55 PM
Sorry, I'm not really sure how it could be done. Maybe someone else will know. One thing you can do (it's kind of a cop-out) is make "Throw Shuriken" a common event-based skill which costs 0 mana in the database and just have your guys forget it if they switch classes. It'd be a similar construction, but instead of the conditional branch checking class, it'd just check to see if you have the appropriate item. It'd be a lot easier because not only do you not have to check who is taking the action, you can also target enemy.