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Any advice for a weapons license system?
 
For example, Handgun1 and Handgun2 are Class C weapons that require a Class C Weapons License,
but shotgun1 is a Class B and shotgun2 is a Class A and they need their appropriate licenses.
 
I was thinking about a commont event parrallel process that would have a fork conditions, one for if the player has the Class C Weapons License, and an "else" case, for if they don't. Leave the branch for if they have it blank, then under the else case, a whole bunch of other fork conditions saying "if handgun1 is equipped, then unequip", having a fork conditions for every weapon that is Class C.
 
The problem with this, is that the weapon will still be equippable until the player closes the menu. Then they will default back to unarmed until they call the menu again and change it. Any other way I can think of creating this system requires a whole lot better knowledge of variables than I believe I possess. Any ideas?
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Thank you for giving me so much information to work with. I am using RPG Maker 2000, so some of the command language is slightly different, but of course very similiar and I understand the concept of the elements you are explaining, though I haven't yet attempted to incorporated it, but I'll be sure to let you know how well I do in solving these issues. Assuming I can solve all of these items I should be able to provide you with a demo shortly (both in length and time). Then hopefully someone will let me know if its worth developing all the way through.
 
If anybody else has some insight or perhaps a different way to solve this, I would be humbly grateful.
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Making an old school rm2k game set in the future/space, but have run into a few problems with skills and conditions. Please Help!
 
PROBLEM #1 (MAIN PROBLEM):
 
Ammo system. I've looked through numerous ammo systems and can't find one that will work with my game. The best system I've found entails making the guns switch items (not equipment) and making a battle event page for each monster party, with the the code for firing the bullets on it. The problem is the sheer number of battle event pages, as I plan to make over 50 useable guns in the game, thats 50 different pages for each monster party for each weapon. It becomes too much work really quick. Also through testing I've found that this system doesnt work when more than one party member tries to use the same type of weapon during the same turn, it only allows you to activate the switch once per turn. So in other words only one person can use the .22 pistol no matter how many you have, if more than one person attempt to use the same type of weapon it only works for the first person.
 
Attributes of my ideal ammo system:
-to make ammo consuming weapons equipable items
-ammunition as buyable "common goods" and a variable corresponding to the quantity of ammo items
-make it so the remaining ammo is shown after every use, so you know when you're low
-make the weapon unuseable if it has no ammo, just display a message like "out of ammo"
-i was originally aiming for doing a magazine (clip) system for each weapon as well, but not picky about this
-of couse i will be making many different weapons that use the same type of ammo
 
PROBLEM #2:
 
Skills and conditions. I want to make some different types of skills such as: a two turn skill, like using solarbeam in pokemon, how it takes one turn to set up and the next turn does the damage. A multiple party member skill, where it takes more than one party member present to perform the skill, and costs mana from all participants. And last but not least, since I am assigning the MP in my game as SP (stamina points), I am trying to make a fatigue condition, where if a character is out of SP he/she will become fatigued and automatically fall under that condition. I cannot seem to get it so that a characters condition will change to fatigued once their SP reaches 0, and then lose the condition once the SP becomes more than 0. During battle anyways.
 
Please help me!
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How about good old Utopian Chaos 1 for rm2k??? Loved it, can't find it anywhere. And did THE LINE NARROWS or A LINE'S END ever come out?