I am starting a project on RMXP (hasn't been named yet) where you play as different characters with their own unique abilities, like in FF2, FF4 and FF6. This is not only the
first RMXP project I started that is making headway, but also my very first expirience coding on any RM program, so please bear with me here.
The first skill I'm making is the Thieving skill, similar to the !Steal skill used in FF5. It's a relitivily easy system to make, but I have a few questions with it. Here's what I have so far...
Common Event [
Called when the "Thieving" skill is used]
--------------------------------------------------------------------------------------
@>
Conditional Branch: Switch [0001: battle_on] == ON @>
Conditional Branch: Variable [0001: t_enemy_item] == 0 @>Text: This enemy has no item!
@>
:
Else @>
Conditional Branch: Variable [0001: t_enemy_item] == 1 @>
Change Items: [Tonic], + 1 @>Text: You stole a Tonic!
@>
Control Variables: [0001: t_enemy_item] = 0 @>
:
Else @>
Conditional Branch: Variable [0001: t_enemy_item] == 2 @>
Change Items: [Nectar], + 1 @>Text: You stole a Nectar!
@>
Control Variables: [0001: t_enemy_item] = 0 @>
:
Else @>
:
Branch End @>
:
Branch End @>
:
Branch End @>
:
Branch End@>
--------------------------------------------------------------------------------------
The way this system works is that before an event initiates a battle, I declare the
switch "
battle_on" to ON and declare a value for the
variable "t_enemy_item". Then after the battle is over I turn the switch off and I set
"t_enemy_item" back to 0. Here's how it looks.
Action Button Event--------------------------------------------------------------------------------------
@>
Control Switches: [0001: battle_on] = ON@>
Control Variables: [0001: t_enemy_item] = 1@>
Battle Processing: Soldier@>
Control Variables: [0001: t_enemy_item] = 0@>
Control Switches: [0001: battle_on] = OFF@>
--------------------------------------------------------------------------------------
Obviously, the system is coming along well. But it can be better.
My goal right now is to make...
A) A failure/success systemB) Assigning the item variables to enemiesI have some idea to make this, but that would involve tedious coding which probably isn't nessecary. So, I need help. I'll post a few screenshots and mabye an exe. example (if someone told me how...
) if you want, so don't hesitate to give the word.
~
Darkblast