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Tutorial - 'FF6 magic learning system' by Infinate_hellmasker

An item about RPGMaker 2000 posted on

Blurb

How to create a magic learning system similar to that of FF6

Body

This is for the DBS (you can use it in your CBS' but it would take a bit of edditing) and it basically lets you have a magic learning system like FF6 or 3. Like when you equip those crytal things to learn magic. You dont have to use crystals but there used for this example

It will require:
Variables=spells x charas x 2
Switches=charas x espers
Items=espers x1
Terms: % varibles are variables with a % sign
capital variables are written in CAPS

e.g. Ifrit- Fire attack
Fire x20
Fire2 x10
Fire3 x5

The programming: I'm going to give programming for 1 chara with 2 espers.
2 common events and 2 battle events are needed along with an item for each
spirit that teaches magic and an invisible, invincible enemy that:

Enemy X behavior

Type: Monster Quantity
Priority 100
Monster Quantity 1#more 1#less
Turn switch ready ON
Behaviour Nothing

Common event:

IF Ifrit equipped-->
change switch Ifrit ON
change switch Shiva OFF
change variable fire1%=20
change variable fire2%=10
change variable fire3%=5
change variable ice1%=0
change variable ice2%=0
change variable ice3%=0
ELSE change Ifrit OFF

IF Shiva equipped-->
change switch Shiva ON
change switch Ifrit OFF
change variable fire1%=0
change variable fire2%=0
change variable fire3%=0
change variable ice1%=20
change variable ice2%=10
change variable ice3%=5
ELSE change Shiva OFF

IF switch Shiva OFF
IF switch Ifrit OFF
change variable fire1%=0
change variable fire2%=0
change variable fire3%=0
change variable ice1%=0
change variable ice2%=0
change variable ice3%=0

IF variable FIRE = 100 or above
Set variable FIRE = 100 set
Change skill FIRE memory

IF variable FIRE2 = 100 or above
Set variable FIRE2 = 100 set
Change skill FIRE2 memory

IF variable FIRE3 = 100 or above
Set variable FIRE3 = 100 set
Change skill FIRE3 memory


IF variable ICE = 100 or above
Set variable ICE = 100 set
Change skill ICE memory

IF variable ICE2 = 100 or above
Set variable ICE2 = 100 set
Change skill ICE2 memory

IF variable ICE3 = 100 or above
Set variable ICE3 = 100 set
Change skill ICE3 memory

NB: Do NOT confuse fire% with FIRE. They are two different variables.

Battle Event[s]:

Page1:
Trigger: Turn [0]
Change switch Ready OFF
Change variable ABP= [xxx]= the amount of magic points gained from that mon ster party.

Page2:
Trigger: Ready ON
Set variable ABP2=ABP value
Change variable ABP2 x variable fire%
Change variable FIRE + variable ABP2

Set variable ABP2=ABP value
Change variable ABP2 x variable fire2%
Change variable FIRE2 + variable ABP2

Set variable ABP2=ABP value
Change variable ABP2 x variable fire3%
Change variable FIRE3 + variable ABP2

Set variable ABP2=ABP value
Change variable ABP2 x variable ice%
Change variable ICE+ variable ABP2

Set variable ABP2=ABP value
Change variable ABP2 x variable ice2%
Change variable ICE2+ variable ABP2

Set variable ABP2=ABP value
Change variable ABP2 x variable ice3%
Change variable ICE3+ variable ABP2

Play BGM Victory
Message: Got [xxx] Magic Points!
Message: \v[FIRE] %
Message: \v[FIRE2] %
Message: \v[FIRE3] %
Message: \v[ICE] %
Message: \v[ICE2] %
Message: \v[ICE3] %
Set enemy [X] normal condition add.

NB: \v[FIRE]% should not be confused with \v[fire%]

That's it!

Just so you know you will have to make sepperate variables.

Calculations:
Variables=spells x charas x 2 !!!
Switches=charas x espers !!!