Anyone who has played final fantasy tactics, and used the ninja class, knows what I'm talking about. The character can equip a weapon, but instead of a shield slot, they have a slot for a second weapon.
Post by Doan the Nado on Sept 1, 2006 21:27:17 GMT -5
Can this be done?
That is a dangerous question to ask an RPGM2 user. The answer is always "Yes." Basically, anything can be done with RPGM2, it's just a question of how hard you want to work at it.
If you're trying to stick to the default stuff, you might have a little trouble implementing this. The easiest way would probably be to create "shields" equippable by certain classes which were actually weapons, increasing attack power instead of defense. I haven't messed around with items a whole lot, but I don't really see a fundamental flaw in this approach, as it is easy to implement and as it should, it prevents someone from having 2 weapons and a shield equipped. The only possible issue would be if you wanted to create "two-handed" weapons which would take up both slots; that would require a bit more work.
So in short, I think it should be easy. Just because it's called a "shield slot" doesn't mean you can't create a "shield" that is in reality a weapon. Remember, you can name these things whatever you want and cause them to affect the stats however you wish.
Post by JimmyPaladin on Sept 2, 2006 22:01:47 GMT -5
Yes, this is possible and I know how, but ALL of what Doan explained is VERY true as well as should DEFINITELY be taken to heart.
I don't have time now, but I will be back to explain my method sometime shoon, I hope. Post again to remind me if I forget!!!
Also, keep in mind game balance. FFT's Ninjas' dual Ninja Blades and the Ninja class on a whole (as well as the Summoner class), NOT JUST ORLANDU, ruined the game significantly (still good game, but still) by being WAY too effective. If you're incapable of seeing and admitting this about FFT you'll never be able to make a good game yourself (because it will never be well-balanced).
Post by JimmyPaladin on Sept 2, 2006 23:37:16 GMT -5
Okay, it's roughly along these lines:
Copy/Paste/Edit a 'Shield' called a sword of some sort, and like Doan said have it raise ATK instead of GRD.
Copy/Pate/Edit the Normal Attack/Member Direct Effect.
Make a new Script like this:
Data: Member Info: Change to Member Order var86[Member Number] = var48[Insti Member] + 0 (these two commands find the current member’s database number and store it in var86[Member Number] Script Condition: var?? (default variable, go find it!)[Weapon: Equipped] = (database # of some allowed to be dualed Weapon) Script Condition: var?? (default variable, go find it!)[Shield: Equipped] = (database # of some allowed to be dualed Shield) Call: default script [Battle Formula] Call: default script [Battle Formula] Condition End Condition End
Basically, normally it only calls the Battle Formula (does the actual damage) script once, and now it will call it twice when both an allowed to be dualed Weapon AND allowed to be dualed Shield are equipped on the member that is TAKING ACTION.
Oh yeah!!!! Put this Script in place of the [Battle Formula] script in the new Direct Effect you Copy/Pasted/Editted!!!
Then put this Direct Effect on your Dual Allowed Weapons!!!!
Post by Neo Samurai on Sept 4, 2006 8:01:54 GMT -5
this be good for a ninja ai in battle whether it be for the enemy or ally
You could create extra party members for the enemies and call their data via their database number (If we're talking about a CBS or something, but maybe that is possible in the DBS. Maybe I should give it a shot sometime, just to see).
What'd I'd like to add to this topic is about that two-handed weapon comment... In my game, honestly I kind of cheesed out a bit in regards to this but, I made a weapon type like in Monster Hunter, that is just Dual Wielded weapons.
But anyways, there's a simple way of making it so that you can designate a weapon as 2-handed and can't be worn with a shield, and visa versa. Also works with my Dual-wield weapon type. I made two scripts, one called RemoveShield, and the other is called Remove2hWeapon simply. Don't have the exact script right in front of me right now, but basically, each of em you can either do a sort or script conditions, to check which party member it is.
Went something like...
RemoveShield: Data: Flag: 2h Weapon=On Script Branch Condition: Variable: Party Member=0 Remove Shield from Party Member 0 Script Branch End Script Branch Condition: Variable: Party Member=1 Remove Shield from Party Member 1 Script Branch End ...
RemoveWeapon: Script Branch Condition: If Flag: 2h Weapon= On Script Branch Condition: Variable: Party Member=0 Remove Weapon from Party Member 0 Script Branch End Script Branch Condition: Variable: Party Member=1 Remove Weapon from Party Member 1 Script Branch End ... Script Branch End Data: Flag: 2h Weapon= Off
Make sense? So, in the item editor, in every weapon that is 2handed, in equip item under advanced, you want to put the RemoveShield script, and in every shield you want to put the RemoveWeapon Script.
It's not particularly long, quite short depending on how many characters you have, thinking something like this up might be hard tho.