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Indigoair

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About Indigoair

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  1. Hello, As the title suggests I am looking for a way for an item to check who is using it, and then use a conditional branch (at least I'm guessing I would need to do so) to have it use a different skill for each actor. I took a look through the script editor and found this in the Battle Manager; #-------------------------------------------------------------------------- # * Get Actor for Which Command Is Being Entered #-------------------------------------------------------------------------- def self.actor @actor_index >= 0 ? $game_party.members[@actor_index] : nil end Could this command somehow be used for what I need? Thanks in advance
  2. Hmmm... that sounds really complicated @_@ But maybe once I do it I will understand it better. I'll give it a try, thank you!
  3. Hello, so I tried searching for something like this but I couldn't find anything that seemed the same as what I'm looking for, perhaps I was just reading it wrong. I simply want to have an event where the skill menu opens when a player interacts with it, and if the player selects the correct skill it triggers a switch to remove an obstacle/move them to a new map, etc. This seemed like it should be incredibly easy with a conditional branch but that only gives an option (by default) to trigger a certain result if the player KNOWS the skill. I want players to find/select the correct skill themselves. Thanks.
  4. Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance
  5. Indigoair

    Shadow on Parallex

    Argh -.- Such a simple solution. Somehow my eyes always passed right over that tool, I had no idea it was there. Thank-you! I think I've more or less resolved the issue with the bridge too. I'm still not entirely happy with the map's layout but I've been working on it for the past two hours or so >.< I think it's easier to tell there's some distance between the two cliffs this way, thoughts?
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