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Weapon-specific skills?

Is it possible to have skills only available when you're armed with specific weapons? ie, special shooting attack when armed with a gun and special slicing attack when armed with sword, but at no other time... I've had a look around, nothing in Skills or Weapons seems to allow this, and I tried to make a common event for it, but it doesnt work... what can i do? :( thanks
 

Jason

Awesome Bro

Conditional Branch; If [ACTOR] has [WEAPON] equipped
Change Skill; [ACTOR] + [SKILL]

So for example;

Conditional Branch; If [Arshes] has [Bronze Sword] equipped
Change Skill: [Arshes] + [Cross Cut]

That's just a really basic example and I don't have RMXP open at the moment, but something along those lines should work, not the most convenient, and a little buggy at times without a script, but either way it'll work.
 

Jason

Awesome Bro

Dibthebountyhunter":3eefn48u said:
cheers :) though it hasnt worked :( he just has no skills no matter what weapon is equipped...

Hmm, once you've equipped the weapon, you might have to exit the menu and go back into it, this is what I mean by buggy and not the most convenient, however if this fails, you might have to search for a script (I'm sure there's a few knocking around) :thumb:
 
uum... *checks it... tries it* no :( didnt work for me... here's the common events ive got set for it at the moment (though they dont work)


Edit: okay, just realised that rebellion/stinger has a parallel set to it doing NOTHING, but they were both set to none before...
 
How did you do that? The only options for common events running are Parallel Process, Autorun, and being called by events, and the Parallel Process and Autorun versions need a switch to be on.

I kinda think that this would be your problem-- that common event that turns the switch on isn't going to run unless it's called by an event.
 
Probably the problem is that they weren't working, because there is actually no way to code what you describe without scripting.

Instead, use the parallel-process common event method that was described above, and just have the switch that triggers it be turned on in your opening cutscene or something.
 

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