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Learning abilities

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*****
Art Master
Rep:
Level 90
I'm trying to make it so that when a certain character has a certain object equiped and gets to a certain level he will gain a certain ability like blizzard or such.Here is where the problem comes in,i have it so that multiple items are like that,and when he equips another item of the sort when at a certain level he will learn the spell right of the bat.....would anyone be able to tell me how to fiz my problem?

******
Rep:
Level 91
easy..
make a parallel process on each map going:

if heroX is equipped with itemY then (it's builded in conditional branches just gotta look for it)
-if heroX level >= Z then
--change heroX skills: +skill S
-else
--change heroX skills: -skill S
else
-change heroX skills: -skill S

do that for every hero and every item like that

might take some work, but it's easy enough for anyone to do.
holy shit my sig was big!

*****
Art Master
Rep:
Level 90
is there any way to stop the following stiuation *ahem*

-Let's say that a character in a game is Lance,the player equips lance with an item that teaches him fire spells at certain levels.Once all the fire spells are learned he wants to switch of to a different item to learn a different set of spells but,when he switches to the item which teaches lance ice spells at a certain level,he finds that as soon as lance equiped the item he gained the spells.
This poses a tiny problem for me :P you see all a person has to do is level up to a certain point and buy the certain items and equip them,take them of and then he'll have all the spells...

******
Rep:
Level 91
so you just want to gain the abilities but don't want to lose them if your requirements fade away?

then do:
if heroX is equipped with itemY then
-if heroX level >= Z then
--change heroX skills: +skill S

and that's it.
holy shit my sig was big!

*****
Art Master
Rep:
Level 90
gawd i'm no good at explaining stuff X.X......i'll try and explain better,this should be easier to understand :P

Lance equips an item which teaches him fire magic.When he reaches a certain level h learns fire,fira,firaga...and such.Now he could be at LV 30+

here is what it looks like when he has the fire item equiped after learning asll the spells:
-------------------------------------
Fire             Fire2          Fire3
Flameingg ball         fire wall
---------------------------------------
now that he has learned all the fire skills the player wants to switch to a different item to learn....ice skills! but when hje equips that item he finds that as soon as he equiped the item,he automatically learned all the skils because he was LV30+ example:
-----------------------------------------Before....
Fire             Fire2          Fire3
Flameingg ball         fire wall
-----------------------------------------


------------------------------------------right after equiping ice item.
Fire             Fire2          Fire3
Flameingg ball         fire wall
Ice1             ice2           ice3
ice wall         snowstorm
-------------------------------------------



see the problem? i was wondering if i could make it so that this wouldent happen.A person levels up to LV25 to learn all fire skills but when he goes to equip the ice item,as soon as he equips it,he learns all of it's strongest spells because his level was already to high.......is there anyway i could make it so that after battles i could recive AP and then after a certain ammounts of AP gain a new spell?

******
Rep:
Level 91
parallel process:
if heroX is equipped with itemY then
-if heroX level >= Z then
--change heroX skills: +skill S

in every map, for example:

if hero1 is equipped with itemlance then
-if hero1 level >= 30 then
--change hero1 skills: +skill omgfire

it will however stay even after unequipped

if hero1 is equipped with itemsword then
-if hero1 level >= 30 then
--change hero1 skills: +skill omgice

he equipped the sword thus gained the ice too, you can make many of them in the same parallel proccess resulting in many skills

as for ap:

in every battle event (where you put monsters together to make a battle group, it's there on the bottom) simply put a first turn trigger that do variable(aphero1) +1

then outside the battle in every map make something like:
parallel process:
if ap >=10 then
-entire party: +omgfire
if ap >=20 then
-entire party: +omgice

so on.
holy shit my sig was big!

*****
Art Master
Rep:
Level 90
Great! thanks alot!

***
Rep: +0/-0Level 89
I think its aprpriate to put this here. Ho woul I make it so that ertain items instantly cast a sell wehn used and weapons have a skill equited with them so when you use that weapon u cna cast fire but when u uniquiped that weapon u cant use fire? thx
I'LL EAT YOUR BABYS!!!

Copella
Check out my website for details about my upcoming game

*
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Level 97
Definitely better than Hitler.
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If Hero is equipped with Super Sword then
Change Hero Skills: Add Fireball
Else
Change Hero Skills: Remove Fireball
:tinysmile:

******
Rep:
Level 91
if i got it right you also wanted items.
so link any item of that sort to a common event (there is an option there)
add animation and via common events put damage and damage changes 1 enemy or the entire party of them.

for example:

vX=herostr
vY= enemy1int
vDMG=vX
vDMG=*142
vDMG=/vY
change enemy hp: enemy1 -vDMG
show battle animation X

or anything else you want
holy shit my sig was big!