The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Abisbowa on March 26, 2007, 03:51:59 AM

Title: Spell Components / Reagents
Post by: Abisbowa on March 26, 2007, 03:51:59 AM
Is there anyway to have spells require certain items to use?

Ex:

Fireball: requires magic dust and flint
Cross Cut: requires a sword equipped.
Title: Re: Spell Components / Reagents
Post by: Blizzard on March 26, 2007, 09:24:19 AM
Go into Scripts Database. My Add-on collection Tons of Add-ons has the add-on "EQUAP Skills". This script will allow you this feature.
Title: Re: Spell Components / Reagents
Post by: Abisbowa on March 26, 2007, 03:31:01 PM
Is that in the RM XP program? or do you have a link?
Title: Re: Spell Components / Reagents
Post by: Snailer on March 26, 2007, 03:33:35 PM
Quote from: Blizzard on March 26, 2007, 09:24:19 AM
Go into Scripts Database. My Add-on collection Tons of Add-ons has the add-on "EQUAP Skills". This script will allow you this feature.
Title: Re: Spell Components / Reagents
Post by: Blizzard on March 26, 2007, 03:49:20 PM
http://rmrk.net/index.php/topic,8907.0.html
Title: Re: Spell Components / Reagents
Post by: Kokowam on March 26, 2007, 07:29:58 PM
Ahhh... I've wanted this... I've tried it for a couple of days, trying to do it with events/common events but I failed...

Quote from: OFFTOPICLol...Blizzard changed his avatar to the pikalol that I found funniest XD
Title: Re: Spell Components / Reagents
Post by: Abisbowa on March 27, 2007, 01:11:59 AM
Alright, I am really new at this. I downloaded the Tons_of_addons. I took the text from that file when to the script editor when to main, and r-clicked and pressed insert. Then I game the script a name "Addons" and pasted the contents of the file into that window. Then I went through the code and changed everything that I wanted from false to true. Now what am I supposed to do?
Title: Re: Spell Components / Reagents
Post by: Irgna on March 27, 2007, 01:27:25 AM
Now you have to configure the features you want to use. Go down through the script and adjust the configuration sections of each feature you set to true. Now test your game to make sure they all work properly. Not that that script can be VERY buggy with other scripts, such as CMS (custom menu systems) and CBS (scustom battle systems).
Title: Re: Spell Components / Reagents
Post by: JFloyd on March 27, 2007, 03:13:39 AM
how do u use the add ons thing? Just copy and paste it all?
Title: Re: Spell Components / Reagents
Post by: Irgna on March 27, 2007, 01:03:32 PM
What do you mean?
Title: Re: Spell Components / Reagents
Post by: Abisbowa on March 27, 2007, 01:12:40 PM
Then how do I set it up in the maker? Do I have to change the code or does it give some GUI in the RPG Maker XP gui?
Title: Re: Spell Components / Reagents
Post by: Irgna on March 27, 2007, 01:16:55 PM
The only thing you have to change is the "Configuration" areas for the features you plan on using and the "Configuration" area that turns different features on and off.