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Rep: +0/-0Level 84
Righting the misdeeds of evil men
This is a run down on a skill similar to the enemy skill from FF7 all I ask is a little credit for it. This one was written for RPGM-2K3... and this is my first tut. so go easy on me.

To begin with this ability you should first make the two most important parts the actual skills. Lets for this example call them learn and e.skill, the skill learn should be set to an "archtype: link to event" under the battle commands settings found in the "class tab". Also while in this tab make th e.skill, from which the spells will be cast from, this should be set to "archtype: sub-set".

Now that the skills are done assuming you have already made animations and the monster skills to be learned we can finally get to the triggers and such.

Under the "M. Groups Tab" make 2 pages by clicking "new page" at the bottom. On the first page click the [....] selector for the Trigger selection and place with in it "[hero] uses [learn] command". The result from using such would go under by double clicking and selecting from the list "Switch Op: [[000X]name learning] ON". [[000X]name learning] is refering to a switch we will use on the second page. If done right it would look something like this:

Trigger: [name] uses [learn] command

Switch Op:[[000X]name learning] ON.

On to page 2 on this page we will use variables to make the skill a little like the actual skill, for mine I usd a number range to make it random on learning a monster skill.

For the Trigger selection this time we need to select the switch we made before on page 1, select "Switch Op: [[000X]name learning] is ON". Below this we begin to use branches and variables. This part may get tricky for some... Begin by selecting to make a variable and for example this will be a random draw. "Variable Operation: [[000X]:learning] set, Rng [x-x]", [[000X]:learning] is a variable that will be made, the Rm maker will auto open a selector for you and here you can make one. Below this we select to make a branch, or fork for the 2K users, the conditional brach should be made to read "Branch if [[000X]name learning] is {x}" x refers to a number you can select. Between the branch and the else handler for spice you can throw in a message saying so-and-so has learned this ability it isn't required its just a nice touch. Adding the skill is done by using the command "Change Skills: [name] [skill] Add". THIS IS IMPORTANT: the switch must be turned off or it will remain on and be rendered useless in later attempts to learn skills, but no worries this can be done by selecting "Switch Operations" it reads as thus "Switch Operation: [[000X]:name learning] OFF".

Now that we have learning the skill down what happens if the character doesn't learn the skill? This part is easy, beneath the else handler apply a message if you wish to say that the havent learned a skill and apply the switch off as above "Switch Operation: [[000X]: name learning] OFF". It should look something like this when done:

Trigger: Switch [[000X]: name learning] On

Variable Operation:[[000X]:learning] set, Rng [x-x]
Branch if Variable [[000X]:learning] is {x}
Message: (this isn't required)
Change Skills: [name] [skill] Add
Switch Operation: [[000X]: name learning] OFF

Else Handler

Message: (this isn't required)
Switch Operation: [[000X]: name learning] OFF

End

For the case off a group of monsters that don't have a learnable skill we need to apply this:

Trigger: [name] uses [learn] command

Switch Operation: [[000X]: name learning] OFF
Message: ( this isn't required)

I am sure there are other versions of this out there but I created this one and all I ask is some credit for this version of e.skills.
All that is required for the triumph of evil is for good people to do nothing.