XenonVoid
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XenonVoid
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Joined: 5:02 AM - Sep 07, 2015

9:48 PM - Nov 01, 2015 #11

I have a rather difficult question. I've never seen it done before, but I thought I'd ask anyway, since I'll be home and purchasing RPGmaker MV in a couple hours.

Is it possible to have a weapon that levels up with the character in MV? As in, when the character levels up, the equipped weapon gets stronger by a percentage or fixed rate as well?

I ask because I have a game idea in mind where the main character gets a legendary sword right off the bat (first dungeon, anyway), but the sword itself is only as strong as the wielder. That way it isn't too overpowered, considering the characters are still at the start of the game's plot, not the end.

EDIT: another possibility I'd be okay with is if I could get the weapon itself to gain EXP separately from the player, but at the same rate. But I'm not sure if that option is any more possible than option one, so I dunno which one is more worth asking. I'd probably have seven separate weapons in this game that could do this, for anyone who's wondering.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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XenonVoid
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XenonVoid
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2:27 AM - Nov 02, 2015 #12

Got MV about an hour ago, and I've created a few characters and messed around with the first map.

I have one question... where do you find door tiles? I looked all over and couldn't find any, but I'm probably doing something wrong.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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CS_Fox
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7:24 PM - Nov 02, 2015 #13

First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa...7OHs/edit#gid=0

Master Script Call List

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.
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CS_Fox
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7:35 PM - Nov 02, 2015 #14

Quick question.... a while back KatelynG offered an ABDL toolkit here: http://z13.invisionfree.com/foxtalestimes/...p?showtopic=495

Would anyone like it if I made a new one for RPG Maker MV with the new resource pack I've compiled? I could add in a simple potty script and annotate how it works.
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XenonVoid
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9:30 PM - Nov 02, 2015 #15

CS_Fox @ Nov 2 2015, 01:24 PM wrote: First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa...7OHs/edit#gid=0

Master Script Call List

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.

Actually, I figured out how to create doors about a half hour after I asked, through looking at a tutorial on YouTube. Thanks for telling me how to change the graphics, though; I think I'll fiddle around with that next.

As for the growing weapon thing, I think I'll go with the second one. Now to figure out how to do that... hmm...

Also, in regards to the toolkit with possible potty script... yes! I personally would be very grateful for something like that!
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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XenonVoid
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7:23 AM - Nov 03, 2015 #16

A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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CS_Fox
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4:05 PM - Nov 03, 2015 #17

XenonVoid @ Nov 3 2015, 01:23 AM wrote: A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.

Okay this is going to be very basic to get you started. Some of this is how potty systems work, so its a good intro.

First a common event is an event run in the database that can be accessed from any map or point in the game (even in battles).

To get to common events: Tools > Database > Common Events

Make a new common event, give it a name, whatever name you want since its only for your reference. I name mine by character, variable and a few other things to keep track when I start getting like 400 common events.

Add a conditional branch. Set the conditional branch to Variable, and then make a new variable (just name it, like Sword EXP or something). Then change the parameter to less then or equal too... and then set a number (like say 99). Click 'include ELSE' then click okay. This makes an IF THEN statement, right now, it says IF SWORD EXP is 99 or less, then _____ and if not, then _____. Now you fill in those _____.

This will be the level 1 part, so you can actually leave the first part _____ blank, as you don't want it to change your weapon from level 1 till they've hit level 2. So you'd make another event inside the ELSE portion just like the first, but now make it 199 or less. This means that when the event start it looks at SWORD EXP and says 'is this less then 99? Yes? Then I don't need to do anything. Is it more then 99? But not more then 199? Then we'll move on to level 2!

Sooo for the IF the SWORD EXP is more then 100, add 'Change Weapon' and choose a sword (in this case you'll need to make a copy of your LEVEL 1 sword in your item list, so for all intents and purposes, you'll have multiple swords named the same but with leveled up stats). So Change Weapon, and choose the level 2 sword, and increase the number by 1. Then change equipment, change to the Level 2 sword, then change weapon level 1 sword decrease by 1. Sooo this would give you a new sword, equip it, and then remove the old sword, without the player noticing.

That's basically it. The only thing beyond this would be how to increase SWORD EXP and trigger the event. I'd personally do it after battle. So at the end of a battle just add the line "call common event:" and whatever you named this common event. It would check sword exp and replace your sword if needed after every battle. You could set new levels by just making high brackets on the conditional branch to like 299, 399, 499, and creating new items to match.

You can add sword experience after each battle by just doing a control variable: SWORD EXP + whatever number.

Again this is all just a rough overview, but that's how I'd do it.
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XenonVoid
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10:24 PM - Nov 03, 2015 #18

How would I add an event specifically after a battle? I can't seem to figure out how to do that. And specifically, how to do it only after the sword gets equipped?
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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XenonVoid
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2:35 AM - Nov 04, 2015 #19

Just did something similar, but also kind of different. I set up two common events with parallel triggers.

Basically, I set up the conditional branches just like you said, but I made the sword EXP variable much lower, with the first part being less than or equal to 5, and the second part being less than or equal to 11. Then I set up a third part for less than or equal to 18, for the sword's third form. I set up the change weapons and change equipment commands just like you said.

Then, I set up another common event to control the sword EXP variable. I set it to equal the level of Sept, the main character.

So, would this work? I'm pretty sure it would, but I wanted to check before doing the same thing with another sword.

EDIT: also, I need help figuring out how to make a boss that looks like the main character. I haven't been able to find any useful results around the web, so I figured I'd ask here.

EDIT EDIT: I actually figured out that last part. The sprite still has a white background, however.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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XenonVoid
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8:40 AM - Nov 04, 2015 #20

Hey, CS... I don't mean to rush you, since I know you have less free time than I do, but... will that ABDL toolkit be coming out anytime soon? If you decided to make it, I mean. See, I'm almost done with the demo of my game (just a few small details left to put in, really), and I'll probably end up waiting on the toolkit so I can incorporate a potty script if it doesn't come out in the next few days.

Sorry if it seems like I'm rushing you, I promise it's not my intention.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness."

Links to my games:

[url=https://www.tapatalk.com/groups/foxtalestimes/proxi-rapture-xvvx-edition-t821.html]Proxi VX[/url]

[url=http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=629]Angels and Demons (kinda bad but it's getting better every release)[/url]
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