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Slime Knight
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Would an FF6 Esper-like point system be possible? 
 PostMon Aug 05, 2013 7:10 pm
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Like, if I were to equip a Hero with an item that temporarily teaches a spell until unequipped, could that hero learn the spell permanently once he earns enough points from battles while having said item equipped? (Not exp. points, but skill points)
Metal King Slime
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 PostMon Aug 05, 2013 7:28 pm
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With plotscripting, yes. How I'd do it:

I'd have a global variable for each spell for every hero. Hero1Fire1, for instance. And after every battle, I'd check their equipment, and grant them points to that variable if say, The Fire Stone warranted it.

Have a script that runs every time you close the Equipment menu. I think there's at least a clunky way to do this. This script should make the player forget all their spells and then reteach the ones that their current equipment grants them. Then, check the aforementioned global variables and teach whatever spells the player has earned the hard way. You'd also want to check tags or whatever, for any special spells the player may've learned through the course of the story.

It'd be kind of sloppy. The player would have to pay attention because their spell menu might get reorganized everytime they change equipment, and it might be harder to make a script run whenever you close the equipment menu than I think it is.

Long story short, it's definitely possible, it just might be frustrating.
Liquid Metal King Slime
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 PostMon Aug 05, 2013 7:30 pm
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This could be scripted by checking equipment before battles and altering spell lists, but it would be quite difficult.

This feature is definitely one I would like to add to the engine. it is in http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_improved_spell_learning but I can't make any promises about when that plan will be completed.
Metal Slime
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 PostMon Aug 05, 2013 7:45 pm
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Well, the Espers in FF6 didn't actually teach you the spell at all until you built up enough points, if I'm remembering right. That would make it a lot easier to deal with (since you'd only have to teach the spell once, when the points for that spell filled up, rather than teaching/deleting spells every time equipment was changed.)

But yeah, having it the way you described (learning the spell temporarily when equipped and permanently learning after a while if you build up the points, rather than exactly duplicating the FF6 Esper system) should be possible too, but (as mentioned in every other reply already) a bit more complicated due to scripts needing to run every time equipment could get changed AND every time the points for spells would be changed.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal King Slime
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 PostMon Aug 05, 2013 8:02 pm
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If you want to run a script after equipment changes, here is how:

Code:

plotscript, wrapped equip menu, begin
  equip menu
  on equipment change
end

script, on equipment change, begin
  # this script checks for changes to equipment and does the appropriate actions
end


Then set your main menu to "Allow Gameplay and Scripts" and then replace the "equip" menu item with a script menu item that runs this script and is named "Equip"

Handing the "equip" menu inside shops is much more difficult, and would require wrapping your shops in scripts. it might be easiest to just disable the equip menu from shops and make the player use the main menu.
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