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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Alerith on April 16, 2007, 02:58:04 PM

Title: Equipment Skills [UN-Resolved]
Post by: Alerith on April 16, 2007, 02:58:04 PM
I tried using some of the scripts from hbgames.org but I couldnt get them working.

I need a somewhat simple script that allows you to learn/lose skills when you equip/unequip a certain item.

Example: A knight equips a wind magicite. He learns Aero and Areoa.
      A knight unequips a wind magicite. He unlearns Aero and Areoa.

Thanks in advance.

Cheers,
-Alerith-
Title: Re: Equipment Skills [Request]
Post by: Blizzard on April 16, 2007, 04:01:18 PM
I'm not familiar with Seph's script, so I don't know how exactly it works, but you should try reading the instructions. You might find out.

As alternative you can try my Tons of Add-ons. It has a script like this. It's called EQUAP Skills.
Title: Re: Equipment Skills [Request]
Post by: Alerith on April 16, 2007, 04:15:22 PM
Ah I see thanks. Did you release a new version of your tons of add ons?

It may have been something I just skipped over.
Title: Re: Equipment Skills [Resolved]
Post by: Blizzard on April 16, 2007, 04:20:23 PM
Well, it's v4.5b right now. I didn't upgrade it for at least 2 weeks though.
Title: Re: Equipment Skills [UN-Resolved]
Post by: Alerith on April 16, 2007, 07:24:45 PM
Ok, can you explain what to do here? I put in the ID of the armor/accessory and then I put the ID of the skill and its not working.

[spoiler]case ids[0]
    when 6 # weapon ID
      skill_ids.push(10) # EQUAP skill ID
      skill_ids.push(11) # EQUAP skill ID
    when 10 # weapon ID
      skill_ids.push(8) # EQUAP skill ID
      skill_ids.push(12) # EQUAP skill ID
    end
    case ids[1]
    when 1 # armor1 ID
      skill_ids.push(2) # EQUAP skill ID
      skill_ids.push(25) # EQUAP skill ID
    when 19 # armor1 ID
      skill_ids.push(25) # EQUAP skill ID
    end
    case ids[2]
    when 5 # armor2 ID
      skill_ids.push(15) # EQUAP skill ID
    when 18 # armor2 ID
      skill_ids.push(27) # EQUAP skill ID
    end
    case ids[3]
    when 34 # armor3 ID
      skill_ids.push(1) # EQUAP skill ID
      skill_ids.push(25) # EQUAP skill ID
    when 3 # armor3 ID
      skill_ids.push(7) # EQUAP skill ID
      skill_ids.push(4) # EQUAP skill ID
    end
    case ids[4] ## add more ids if you are using a custom number of equip parts
    when 34 # armor4 ID
      skill_ids.push(1) # EQUAP skill ID
    when 8 # armor4 ID
      skill_ids.push(32) # EQUAP skill ID
      skill_ids.push(29) # EQUAP skill ID
    end[/spoiler]
Title: Re: Equipment Skills [UN-Resolved]
Post by: Blizzard on April 17, 2007, 10:46:30 AM
That's the way how you have set it up:

weapon: 6 -> skills: 10, 11
weapon: 10 -> skills: 8, 12
armor1: 1 -> skills: 2, 25
armor1: 19 -> skills: 25
armor2: 5 -> skills: 15
armor2: 18 -> skills: 27
armor3: 34 -> skills: 1, 25
armor3: 3 -> skills: 7, 4
armor4: 34 -> skills: 1
armor4: 8 -> skills: 32, 29

The first ID set is weapons, the second ID set is the first armor and so on. You need to specify it correctly. I noticed that you use ID 34 as armor3 AND armor4. Of course it doesn't work.
Title: Re: Equipment Skills [UN-Resolved]
Post by: Alerith on April 17, 2007, 07:28:24 PM
The only problem I am having now is that the skill is learned when equipped, but does not dissapear when unequipped.
Title: Re: Equipment Skills [UN-Resolved]
Post by: Alerith on April 18, 2007, 08:34:43 PM
Bump.

This is one of the last major scripts I need.
Title: Re: Equipment Skills [UN-Resolved]
Post by: Winged on April 24, 2007, 03:41:46 AM
Try Conditional Branches, I THINK below I got a GUIDELINE (not the actual event)

<>When [Chocobo] equips [Claws] Change skills to [XXXXX]
<> When [Chocobo] unequips [Claws] Remove skills [XXXXX]


Please correct me if I'm wrong

~Winged
Title: Re: Equipment Skills [UN-Resolved]
Post by: KiraRaito on April 24, 2007, 11:54:11 AM
You have to make a new attribute called $EQUAP_ELEMENT and then add that atrribute to the skill.