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Tutorial - 'Requirement Equipment Tutorial' by LinkMaster Sab

An item about RPGMaker 2000 posted on

Blurb

A tutorial on how to make certain items have "requirements"

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Tutorial for RPG MAKER 2000
Requirement Equipment Tutorial

This tutorial will tell you how you can set special requirements, or the equipment,
whatever it may be, will be removed. It is actually quite simple once you get
into it, so here I am to do just that. This little nifty thing will put some nice
new flavor into your RPG.

You can begin on any of them by creating any piece of equipment, any piece at all,
like my other tutorials. It can be anything at all, and do anything. You might even
combine this with a special effect from my earlier tutorials. After this is done,
proceed to the correct section below for which type of requirement you wish to use.

Skill Required-
Begin this one with a fork option asking for the item to be equipped. Inside the main
part of this fork create yet another one asking for the special skill which you will
need to have learned. In the else section of this new fork create a message (It should
say something about how you need a skill to use it) and empty the slot in which the item
will be equipped to. Then you are done, go try it out! I suggest making special skills
just for using items such as "Use Magic Items".

Parellel Common Event CODE (Skill Required)-
<> FORK Optn:Hero-Item Equipped
<> FORK Optn:Hero-Skillname Learnt
<>
:ELSE Case
<> Messg:Alas! You need Skillname to use Itemname!
<> Equipment: Hero-Slot Empty
<>
:END Case
<>
:END Case
<>

Minimum Attribute-
An attribute is the statistical data such as Maximum HP, MP, or Attack, Defense, Agility, and Mind. Begin by defining a new variable and make it set to the attribute in which you wish to base the equipment on. Next make a fork checking for the equipment. In the first part of this fork, make a new fork checking whether or not the variable is above a certain number. This number should be the number which you wish that attribute to be above AND the number which that equipment adds to that specific attribute. Otherwise you will find that the equipping happens before the check... After that, go to the else case and add your message and empty the equipments slot.

Parellel Common Event CODE (Minimum Attribute)-
<> Variable Ch:[XXXX:HeroAttribute]Set, Hero Attribute
<> FORK Optn:Hero-Item Equipped
<> FORK Optn:Varbl[XXXX:HeroAttribute]-#abov
<>
:ELSE Case
<> Messg:Alas! The Itemname takes more Attribute power to use!
<> Equipment: Hero-Slot Empty
<>
:END Case
<>
:END Case
<>

Minimum Level-
This one is the very simplest... just make your equipment checking fork condition, and add one inside that checks if your hero's level is as high as you want it to be. In the else case of that fork create your unequipping message and empty the lot. Simple.

Parellel Common Event CODE (Minimum Level)-
<> FORK Optn:Hero-Item Equipped
<> FORK Optn:Hero's Level #abov
<>
:ELSE Case
<> Messg:Alas! You are too low in experience to use Itemname!
<> Equipment: Hero-Slot Empty
<>
:END Case
<>
:END Case
<>

And there you have it. Good luck on using my codes in your game. And if you have any questions, or perhaps some new requirement to add, just tell me. I'll be glad to look into it.

~ LinkMaster_Sab