Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: Fallen Angel X on October 07, 2009, 10:38:03 am

Title: [Request] Weapon System
Post by: Fallen Angel X on October 07, 2009, 10:38:03 am
I'm currently using no scripts for my game. (I'm starting from scratch) And I'm using RMXP. It is a cracked version. Anyways, what I want is a system where the player themself doesn't level up, but their weapon/soul knight (I think it's applicable to both), levels up instead. BUT when they level up, it gains a very small boost in the stats but more importantly, it creates points that can be used to enfuse the weapon with more power. Similar to the weapon build-up system of Dark Cloud 2. But in my case, I'm infusing a spiritual ally, not a weapon. Though the concept can work for both. At the same time, I also need a system that can "spectrumize" items in the players inventory so that they can infuse those items.

http://www.youtube.com/watch?v=lZer6-4aXxY
^As a reference of what I want ._.

I think you have to rework some of the lines in RMXP's scripts so that way the character doesn't level up and the exp goes to a different class. And then you have to create the system itself afterwards O_O Though, I'm just a n00b ._.

I'm working on this myself but I haven't the slightest clue where to start. And it is rather complex for a first time script ._. If I can get help with this, that'd be great ^_^'
Title: Re: [Request] Weapon System
Post by: Magus on October 07, 2009, 10:54:39 am
oshi, I mislooked at your avatar...

Anyway, I think there is a script somewhere around here like that, if not, D:

Hopefully someone will take this request because it will make my Mario and Luigi game much
easier.
Title: Re: [Request] Weapon System
Post by: Fallen Angel X on October 07, 2009, 11:00:24 am
I did take note that there are scripts with weapons levelling up, but not to the extent that I want it. They don't include the points required to synthesize items into it or the spectrumization process altogether. It's a bit more complex like that, though O_O I suppose that's why I classified it as a system altogether =\
Title: Re: [Request] Weapon System
Post by: mila26 on October 07, 2009, 02:36:45 pm
that looks like a though request to fill O__O  i didn't get how the whole thing worked
Title: Re: [Request] Weapon System
Post by: Fallen Angel X on October 07, 2009, 02:45:08 pm
Thanks to NAMKCOR, I don't necessarily need to have different classes. However, I think I have to create a crafting system to accomodate what I need =\ I just have to figure out how to do that now xD

But if someone wants to try their hand in this, I can try to explain the concept better. I'll use it in the context of my game.

You have a spirit ally. It has several different stats. (Say, Flame, Aquatic, Lightning, Holy, etc) It can level up. Whenever it levels up, it gains a small boost in attack. At the same time, it also gains points called synthesis points.

In my game, I also want to break down common inventory items, such as bombs and whatnot. By breaking them down, it enables it to become synthesizable to your spirit. You can breakdown the same item several times at once. This leads the item to become "Spectrumized Bomb" x (Number of times you broke it down) and fits into one item slot.

Now, the "spectrumized" object can be synthesized, if the spirit has enough synthesis points. Each spectrumized object contains properties that can be transferred over to the spirit. For example, 1 spectrumized bomb will cost 1 synthesis point and when infused into the spirit, it will carry over its flame properties, thus raising the spirit's flame stat by 2. A "spectrumized bomb x 2" would take 2 synthesis points but boost up the flame stat by 4. The process can be repeated as many times over and the end result stacks up on each other. However, there are going to be limit caps to each stat.

Also, when the spirit hits a certain point at varied stat levels, it's possible for the spirit to "rank-up" or rather build-up (in the context of Dark Cloud 2). They also learn skills at certain stat levels. For example, a spirit might be lvl 10 but has weak skills but is balanced in all sections overall. While on the other hand, the spirit may have more advanced flame techniques because it has a main focus on the fire stat.