RESOLVED - RMXP - Making a skill that costs items

Started by swamp, November 21, 2010, 04:59:01 pm

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swamp

November 21, 2010, 04:59:01 pm Last Edit: November 22, 2010, 06:07:50 pm by swamp
I'm really new at this and I'm trying to figure out some basic scripting things. One little add-on I'd like to do, which I think will be easy enough, is to make a certain skill require a consumable item. Here's how it would work:

1. The skill, we'll call it Trick Shot, is only usable in battle and requires at least one of the expendable item Bullet.
2. If the inventory contains no Bullet, Trick Shot should be grayed out and unselectable in the skill menu.
3. If the inventory contains at least one Bullet, Trick Shot should be usable, and using it will remove one Bullet from the inventory.

I've figured out how to make part 3 work with just common events, but I'm still stuck on part 2. I've been trying to work within the Game_Battler 3 script where it seems to be determining skill usability based on SP and restrictions, but I keep getting errors that I don't understand & I'm way out of my depth scripting-wise. Thanks for your time.

Aqua


swamp

Whoops looks like I'm the asshole!! thanks, it looks like these cover a couple other things I was interested in too.