![]() If you use a "Stone wall" book, you'll be asked if you want the A character to learn the stone wall, for he uses Earth magic. If he's got "Waterfall" state on him, you'll be asked if you want the B character to learn Waterfall, for this spell can be learned only by the B character. And then a common event will be triggered, with only state checks for the A character (just because all the books give the A character corresponding state). But given the complexity of the task, I think to do it the more easy way: The books will not affect all characters but will be applied to the whole party, that is, when you use the book, the A character (it doesn't matter what character, the only thing matter is the state) will be given a state depending on the spell. The creation of hundreds of states for characters depending on the spell is not the last idea either. I don't mind creating a separate switch for each spell, or better yet, creating a database where each possible spell is assigned a number, and that way you can register all the spells in one variable that will determine which spell the character must learn depending on its value. Restrictions: I don't want to do this by creating a common event for each spell, because in my combat system, characters can learn as many spells as they want and combine them by adding them to their active slots, so there will be plenty of spells, giving the player a lot of room for experimentation. So If you try to use it on the character "A", who uses Fire,Ice and Earth spells, you will have a message "This character can't use water magic".īut if you use the book on the character "B", then this character will learn the spell "waterfall", for he can handle water magic, and will be able to equip it in his spell slot. In the description of the item you can see that this spell belongs to the water school (spell deals water damage). It doesn't cost anything to learn the spell, you can do it at any time if you have the spell book, and if your character doesn't already know the spell.Įxample: You found a spell book "waterfall" in the cave. ![]() There is more than one book of each spell, so you can find the same book in the dungeon, or buying from a merchant. But they will not be able to use them effectively, because as long as the character does not have enough experience, the mana cost of complex spells will be too high. Any character can learn any spell from their respective school, even the most difficult one. Character B knows the "Wind gust" spell of the wind school.Īdditional spells characters can find in spell books in different parts of the world. Character A knows the "beginners flame" spell of the flame school. In the beginning, characters know only the basic spells of their school. There are 7 types of elements and 4 characters, I'll be calling them a,b,c,d for simplicityĬharacter A can use Fire, Ice and Earth magicĬharacter D can use Electro and Dark magic. The number of slots can be increased if your character gains expirience. So each character may know a large number of spells, but at the same time can use only those that are active and are in the slots. I don't know if I'm making myself clear, but I just see no way to learn a specific spell through a common event. I don't know how to connect the specific book and specific spell, that should be learned after using it. This system will work, but not correctly. I can branch this out and after checking for "book" status, make a check to see if the book with the spell is in the inventory and if it is, give the player that spell.īut then I would be using a book with a flight spell and learning a fireball, if I have 2 books in the inventory (If the fireball check is before the flight check in the common event). I can't just do "if character 1 doesn't know the flight spell - learn flight spell", because then the first character will always learn that same spell, regardless of the book. (it checks for all the characters after the first one). The common event checks if character 1 has the "book" state. The character that used a book gets the "book" state. Let's say a character 1 uses a book with a spell, it's a group A book, the one that should give the first character "flight" spell. ![]() ![]() ![]() Each book just runs a common event, it's not consumable. Spells are divided by groups (A,B,C,D) depending on the character that can learn them. Click to expand.Unfortunately, I will not be able to attach screenshots for two reasons:Ģ) I have nothing to attach because I just do not understand how it should work. ![]()
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