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Skill System practically done... needs tweek.

I've been having a problem lately with my chosen system of skill gathering within the game I'm currently making. What I wanted was that characters gather Skill Points, and trade them in at a trainer for "training" in the form of a Skill Learning Object. My initial problem was that XP had no way to make an item that can teach any actor a skill with one object. I would have had to code in one object and one common event for EACH skill for EACH person.

So.. after three days of intensive Common Event looping, I came up with this. It's still got a small snafu in it where if P1 has the Skill Points to learn the skill and hasn't learned the skill to be taught yet the skill item will teach it to him instead of the proper player. I honestly don't know how to overcome this, maybe someone out there will be able to... Either way, the download is in the spoiler.

Warning however, the Common Event is rather long.... and if you add more Actors, you have to code more conditional branches... which could be a pain in the arse... Either way, if you solve the problem I've been having, Please post it back on here... I'd really like to have this system be in my game. I worked damn hard on it to begin with lol.

 

Star

Sponsor

Wrong Section Bub!

But I'll help you anyway

Screw the common event system. It's not going to work. You're going to need to do this.

First make the heal scroll set it to a scope of one ally. And make it change to a random state. And we'll call this state "Heal State 01" Or you can name it "Normal" To make it seem like an invisible state

Now under a parallel process on every map you can make it call this common event with a wait of 20 frames at the bottom so it doesn't repeat and cause your game to lag. Or you can make it an auto run with a self switch

Learn Heal
Conditional Branch
if State "heal state 01 is inflicted on Aluxes
>>>>Conditional branch
>>>>If Aluxes Has learned Heal
>>>>"Aluxes already knows Heal"
>>>>Remove State "Heal state 01 on Aluxes"
>>>>Else
>>>>>>>>conditional branch
>>>>>>>>if Variable [Aluxes Skill Points] is equal to or greater than 1...3?
>>>>>>>>Change Skills Aluxes Heal
>>>>>>>>Change Variable [Aluxes Skill Points] - 1...3?
>>>>>>>>Text: "Aluxes has just Learned Heal!"
>>>>>>>>Change State Remove "Heal State 01" on Aluxes
>>>>>>>>Else: Text: "Aluxes Does not have enough Skill points
>>>>>>>>Remove State "heal State 01" on Aluxes
>>>>>>>>End
>>>>>End
Else: Do nothing
End

Make one for each character in the same event. Or different events if it's an Autorun
 
OMG That's... I am humbled and bow down to your incredible skills oh master StarGGundam2.... I had this long drawn out conditional TREE of events that went "Ok... does this one have the skill points... Yes? Does he know the skill yes... ok well does this one have the .... and on and on and on and on."

The only problem I see is that if multiple skill cost the same skill points, and I try to learn each in succession, it might screw things up.

Cause the way I'm making it.....

Heal
Fire
Ice
Thunder
Wind
- and -
Earth

all cost 1 Skill Point... if they get their hands on one of them, and try to use the scroll.. will it teach them ALL the skills for the price of the skill point? Or will it just teach them the first on the list and work it's way down...

Like say I make the events "006: Learn Cure, 007: Learn Fire, 008: Learn Ice" And they get their hands on an Ice Scroll... will they learn Heal if they haven't already because of the wording of the common event? Or do I have to make a "normal state" for each spell I want them to be able to learn? If that's the case, this could get complex... There are over 200 skills I have in mind for my game lol....

Sorry, this started out as a "I'm going to teach myself to use XP" project, and has ended up being a "THIS IS MY FINAL FANTASY!" type.... I think I'm obsessing...

:smoke:

Ah.. better.
 

Star

Sponsor

Don't let Conditional Branches Bite you. In the end, They are going to be your biggest Ally. That and Variables

Yup. you'll have to make at least 200 normal states. But that's not to bad. Just copying and pasting. Until you get enough. XD You'll have to make that many items anyway. Game making is never easy like we wish it to be.

But I guarantee it was probably gonna be a lot less work than that common event system

Be well
 

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