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[REQUEST] Expertise script

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pokeball DisOfflineMale
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Rep: +0/-0Level 82
Games its been in
I’m playing the Hungarian online browser based RPG game Thrillion’s Treasures.

I decided to write a story alongside with the leaders of the guild I’m in, in that game, and then, I’ll make the story into an RPG maker VX game. I want to make the game’s system as much as possible to be like the original game.

Did you search? Where did you search? What did you search for?
Yes.  I have searched rmrk.net, hbgames.org, rpgrevolution.com, rpgmakervx.net and creationasylum.net for scripts, and found some that made it a lot like TT, but I haven’t found one type of script.  I searched with the search terms: Passive skills, skills, expertise. But, to tell the truth, I not only used the search function, but I also looked through all the mentioned place's whole script databases and requested scripts pages too, page for page, one by one.

That’s why I want to ask if anyone of you could point me to a script or can make a script that works like this:

Expertise script:

Summary
There would be a lot of expertise in the game, and the learned/experienced expertise would be displayed in the menu of the game, while the none learned/experienced expertise wouldn’t be shown, or would be in a different color or something the like.

There are 36 expertises in TT

When the player does something for example wielding a weapon, taking care of animals, hiding, doing first-aid, mining or making elixirs, his/her perfection in that expertise grows.   And as the players expertise reaches 101%, it lvls up and becomes lvl 1 (0%).  Depending on the expertise, when they reach lvl 1, the expertise, passively increase given stats by a defined amount and this amount will grow depending on the expertise and the lvl of the expertise.  The weapon wielding expertise would be similar, but they would only increase the given stat (in the weapons case, the damage you do), when the given type of weapon is used for the attack. For example, if you have lvl 2 piercing/slashing weapon expertise and you have a dagger equipped, your damage is increased by the given number, but only while you have that kind of weapon type equipped.

All expertise would start on lvl 0 (0%), except those that the player/actor already had when the game starts.

This script, if made could be used alongside with the mining, fishing, cooking, alchemy etc. proficiency scripts and the weapon requirements scripts out there. And it could be used for events like, for example, the player wants to work as veterinarian, or a stable-boy, but they only take him/her, if he/she has for example animal knowledge expertise lvl 2.
« Last Edit: February 19, 2010, 12:28:31 AM by Dis »
Where there's a will there's a way.

why don't you use variables, common events, pictures and switches?

pokeball DisOfflineMale
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Rep: +0/-0Level 82
Sorry if I’m replying slowly, but English isn’t my native language and it takes me some time to formulate what I want to say.

Well, not 100% sure if it is only these three, but perhaps more or less.

1.) I’m not sure if the creator can create the menu button that brings up the list of expertise that you started working on, and the list itself, with events and the like.
2.) I thought about switches, events and the like, but the connecting it with the menu part is would be a bit difficult (, but not impossible).
3.) It takes a longer time and it is easier to get lost in the jungle of events, than in one script.

It can be that you’ll prove me wrong on the above three, since I haven't been working with RPG Maker for a long time, and even less with VX.

The script I meant/want:
There would be an expertise button in the menu that would bring out the expertise page for the selected actor. If the actor doesn’t have any expertise, the page will be empty. If the actor does know some, then it would be shown in the expertise page, similar to the picture in the first post. The actor could raise the expertise they have, or get new ones and raise them too, with the specific action. One activity can give more than one expertise, and one expertise can be gained from more than one action. For example, by mining in the mines, your mining and carrying capacity would be raised by a given amount. But it would be randomly decided, if you get only one, both, or none on that mining activity of yours. Each expertise that the actor didn’t had already by the start, would start from lvl 0 and (0%), as it grows, the (0%) grows by a given amount and when it reaches (101%), the lvl of the expertise goes up. At the start, lvl 0 (0%), the expertise doesn’t give any passive bonuses till they reach lvl 1 (0%). For example, mining expertise would give +1 to strength on lvl 1. The weapon expertise would give to your damage, but only if you are wielding a type of weapon that you have expertise in.

I thought about that maybe this script could be done by combining a menu script, with a modified passive skills script, the professions scripts/events, and a modified(?) alchemy script
Where there's a will there's a way.

i am sure that it is possible, but you might be right that it will be a lot of work. i'm not such an advanced scripter that i can do this for ya, sorry.  ;9

Quote
english is not my native language
me neither  :lol: