LEVEL REQUIREMENTS FOR WEAPONS/ARMOURS
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Hello!
I am using RpgMaker XP and for a very long time I have been trying to figure out how to add level requirements on weapons and armours.
I tried using some scripts for this, since it seems to be the only way to get around it, but I have a problem with using them.
Quite some time ago, I used a script from "Guillaume777" called Multi-Slot Equipment script. I thought that by using this, it would give players more options when fighting and also would give me more room to add new weapons and armours.
Anyways, it doesn't seem like any scripts have the support for Guillaume's script as it only caters to the default settings.
So my question is, is there a way to get around this? If not that's fine.
Thank you for your time.
I am using RpgMaker XP and for a very long time I have been trying to figure out how to add level requirements on weapons and armours.
I tried using some scripts for this, since it seems to be the only way to get around it, but I have a problem with using them.
Quite some time ago, I used a script from "Guillaume777" called Multi-Slot Equipment script. I thought that by using this, it would give players more options when fighting and also would give me more room to add new weapons and armours.
Anyways, it doesn't seem like any scripts have the support for Guillaume's script as it only caters to the default settings.
So my question is, is there a way to get around this? If not that's fine.
Thank you for your time.
I forget, did XP have notetags?
If you can't find an easier way, you could do it through eventing.
Make a common event set up to run parallel.
Control variables: {001 weapon level} = {character's name}'s Level
Conditional branch {Character's name} is {weapon} equipped
Conditional branch variable {001 weapon level} <10 (or whatever the minimum level is)
Change equipment {character's name}. weapon=none
Branch End
Branch End
I think that would work. If you try to equip a weapaon which is too high it will simply unequip it. You could also add a message saying "Your level is too low". You'd have to repeat this for every character and weapon though.
Make a common event set up to run parallel.
Control variables: {001 weapon level} = {character's name}'s Level
Conditional branch {Character's name} is {weapon} equipped
Conditional branch variable {001 weapon level} <10 (or whatever the minimum level is)
Change equipment {character's name}. weapon=none
Branch End
Branch End
I think that would work. If you try to equip a weapaon which is too high it will simply unequip it. You could also add a message saying "Your level is too low". You'd have to repeat this for every character and weapon though.
In the script, there is the possibility to have dual wielding, so if I would do a parallel process for wearing a weapon, then nothing would happen, since it's not actually wielding the weapon in the main weapon slot but in the secondary weapon slot that is implemented through the script.
This would be a good thing to do without the script though, so thank you.
This would be a good thing to do without the script though, so thank you.
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