Leon 55 Report post Posted December 3, 2009 I feel like making a public, unique script for RmXPU. I just want advice on what script to write. I am open to any suggestion that is not a battle system. Waaaaaay too much of a headache. Same with a full CMS. A CMS main screen, sure. or any particular option, sure. But not an entire CMS. I just want to build something, and take a short break from my game. Share this post Link to post Share on other sites
Noob Saibot 38 Report post Posted December 3, 2009 You know I have been playing the game Lost Odessy and they have some characters who can can Link a Skill. So if you have not played it they can learn another skill by linking to a characters skill. Share this post Link to post Share on other sites
Leon 55 Report post Posted December 4, 2009 can you elaborate? Share this post Link to post Share on other sites
Wyzrd 12 Report post Posted December 4, 2009 I think he means like, if you have Wyzrd and you have Leon in your party. By themselves they have their own skills. But if you have both of them together, they have some kind of special skill. Share this post Link to post Share on other sites
Kaylen 1 Report post Posted December 4, 2009 I think he means like, if you have Wyzrd and you have Leon in your party. By themselves they have their own skills. But if you have both of them together, they have some kind of special skill. Like in Chrono Trigger? Share this post Link to post Share on other sites
Noob Saibot 38 Report post Posted December 4, 2009 Here's What I Mean: Your party members are defined and customized by the skills you give them. Skills can be either passive (always active) or selectable (available in-battle only). Passive skills include helpful things such as anti-poison or anti-sleep, or more active like Level 3 White Magic. Selectable skills generally need a target, such as the classic Steal, or even defensive such as Prayer that can restore some Hit Points to an ally. Depending on whether your character is mortal or immortal, they gain skills differently. Mortals, such as Jansen, gain their skills through level ups; i.e., the classic way. Skills are generally related to each other: most of Jansen's skills relate to magic, for example. Mortals' skills are permanent: once learned, they cannot be forgotten or replaced. Immortals are more flexible. For an immortal to learn a new skill, he has take advantage of Skill Linking, found via the main menu. The immortal in question can link his abilities to any mortal within the active party. This allows the immortal to slowly learn the skill, by gaining Skill Points (SP) in battle. SP is gained through battle victory, not skill use itself. (For example, if Kaim is Skill Linked and is trying to learn Steal, he doesn't actually have to use Steal in battle to gain SP.) Skills can also be learned by equipping certain accessories. Regardless of how you learn a skill, it doesn't become part of the immortal's repertoire until it's equipped into Skill Slots. Unlike mortals, skills in Skill Slots can be swapped out at will (well, between battles). When coming to a new set of enemies or a boss with a particular gimmick, you can arrange an immortal's skills as necessary to maximize your advantage. Skill Slots can be increased with certain items throughout your adventure. It's up to you if you want to simply increase one particular immortal's number of Skill Slots, or if you want to spread the wealth among all your immortals. http://guides.ign.com/guides/731773/ Share this post Link to post Share on other sites
Leon 55 Report post Posted December 5, 2009 Okay. Passive and Active skills I have whipped up. Steal is an interesting skill which requires the knowledge of which battle system you currently use. Skills from leveling is built in. Equipping skills I have actually done. Learning skills from equipment I have done. Honestly, the only thing on this request I HAVEN'T done is the link from immortals to mortals in battle. That will also have 1 small trick to it. I will have to find a way of saving which persons they are linked with, and what skills they are linked with. Then check that in the end of the battle for the Skill Points. (I'd change that to AP if I were you... just because SP is a standard thing in RmXP though it means something else.) SO, question: What battle system are you using? That is going to be the biggest bitch. If you say RTAB or default, you just made my day. Share this post Link to post Share on other sites
Noob Saibot 38 Report post Posted December 6, 2009 Well I was not requesting it just making a suggestion to your request. So go with the default battle system. Share this post Link to post Share on other sites
Leon 55 Report post Posted December 11, 2009 Ahh... well, the only thing would be to check if both actors are int he party, then add the points if they are. Share this post Link to post Share on other sites
Obsession 3 Report post Posted December 12, 2009 If its entirely possible, a script for your own HUD interface. Not HP or MP, but a special multi-purpose meter, so say if someone wants a special power meter of some sort. I hope that makes sense. Its very difficult to do with eventing in my opinion, a script would make it tons easier. Something more for the feild than battle, but if it can be intertwined into battle as well, great. Share this post Link to post Share on other sites
Leon 55 Report post Posted December 12, 2009 The way a bar works is it takes value a, compares it to value b, and fills a square based on those values. With that, all you'd have to do is build the HUD interface in Scene_Map using alias (for compatibility reasons) The hardest part about a 'specialized' bar, is calling the two values to compare. Share this post Link to post Share on other sites