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Making level specific armor/weapons
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Posted 2006-07-10, 05:29 PM
I need a bit of help with RPGMaker XP.
I'd like to put level/stat specific armor or weapons.
Like, you have to be a certain level to be able to equip them, or have a certain about of STR or DEX to weild.
Does anyone know how I'd go about doing this?
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Posted 2006-07-11, 09:34 AM in reply to FukuruKnight's post "Making level specific armor/weapons"
I do believe it could be done by using common events...
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Posted 2006-07-11, 12:28 PM in reply to Atnas's post starting "I do believe it could be done by using..."
Okay, can you maybe elaborate a little more?
I'm not entirely sure how to do that. ;
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Posted 2006-07-11, 02:20 PM in reply to FukuruKnight's post starting "Okay, can you maybe elaborate a little..."
Hmmm... they way I'd do it is set switches to be turned on at each key level (where you would be able to equip the armour or weapon). Then you can buy those items, or the chests with the items in would be able to open:

To use the switches you'd just have the events (eg shop and chest) with Conditional Branches:

If Hero [Zack] is Level 25
<>ENTER SHOP CODE/CHEST CODE HERE
<>
:Else
<>Message: Ha! Loser. You ain't got enough xp, n00b!
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Posted 2006-07-11, 06:44 PM in reply to Lenny's post starting "Hmmm... they way I'd do it is set..."
Hm...That may work. Thanks a lot!
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Posted 2006-07-11, 07:53 PM in reply to Lenny's post starting "Hmmm... they way I'd do it is set..."
Lenny said:
Hmmm... they way I'd do it is set switches to be turned on at each key level (where you would be able to equip the armour or weapon). Then you can buy those items, or the chests with the items in would be able to open:

To use the switches you'd just have the events (eg shop and chest) with Conditional Branches:

If Hero [Zack] is Level 25
<>ENTER SHOP CODE/CHEST CODE HERE
<>
:Else
<>Message: Ha! Loser. You ain't got enough xp, n00b!
hey Lenny how do u do a conditional branch with what level the character is? i don't have that option but i have RMXP
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Posted 2006-07-11, 08:08 PM in reply to phsyco025's post starting "hey Lenny how do u do a conditional..."
phsyco025 said:
hey Lenny how do u do a conditional branch with what level the character is? i don't have that option but i have RMXP
I'm not Lenny, but there's no way to do it directly - you can, however, get around that easily enough.

Just set a variable equal to the hero's level, and compare that against your level limit or whatever.

<>Variable [0001:FFFFFFFFFFF] = [Cube]Level
<>Conditional Branch: Variable [0001:FFFFFFFFFFF] >= 10
...<> Stuff here
...<>
: End
<>
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Posted 2006-07-11, 08:13 PM in reply to BlueCube's post starting "I'm not Lenny, but there's no way to do..."
BlueCube said:
I'm not Lenny, but there's no way to do it directly - you can, however, get around that easily enough.

Just set a variable equal to the hero's level, and compare that against your level limit or whatever.

<>Variable [0001:FFFFFFFFFFF] = [Cube]Level
<>Conditional Branch: Variable [0001:FFFFFFFFFFF] >= 10
...<> Stuff here
...<>
: End
<>
so would u put a range variable or a specific?

Last edited by phsyco025; 2006-07-11 at 09:37 PM.
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Posted 2006-07-12, 04:49 AM in reply to phsyco025's post starting "so would u put a range variable or a..."
phsyco025 said:
so would u put a range variable or a specific?
?

If you wanted to change a bunch of variables at once, you'd use a range - but we're only dealing with one specific variable here.
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Posted 2006-07-12, 09:13 AM in reply to BlueCube's post starting "? If you wanted to change a bunch of..."
BlueCube said:
?

If you wanted to change a bunch of variables at once, you'd use a range - but we're only dealing with one specific variable here.
ok thx ill try it out and let u no how it worked
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Posted 2006-07-12, 11:03 AM in reply to phsyco025's post starting "hey Lenny how do u do a conditional..."
D'oh! Silly me... I meant to put:

If switch [0001] = ON

where Swotch [0001] is the switch turned on when you hit level 25, and so on and so forth.

---

HA! I can't spelkl "switch". Nor "sperll". Ah screw it.
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Posted 2006-07-12, 03:35 PM in reply to Lenny's post starting "D'oh! Silly me... I meant to put: ..."
ok i still have a problem with this i putt this...

<>Variable: [0001:hero level 2]=2
<>Conditional Branch: Variable [0001: hero level 2] == 2
<>Message: Now you can use iron weapons!
<>
: Else handler
<>
: End
<>
What do i put to stop the person from using iron weapon before they are level 2
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Posted 2006-07-12, 04:53 PM in reply to phsyco025's post starting "ok i still have a problem with this i..."
phsyco025 said:
ok i still have a problem with this i putt this...

<>Variable: [0001:hero level 2]=2
<>Conditional Branch: Variable [0001: hero level 2] == 2
<>Message: Now you can use iron weapons!
<>
: Else handler
<>
: End
<>
What do i put to stop the person from using iron weapon before they are level 2

You will more than likely need a parallel process. It is always running in the background. Now, you can either have 1 that checks the hero's level, and 1 that will allow you to equip the better weapons. Or, you can have 1 that does both, but with a bunch of pages.

It would probably look similar to this:

First, set the variable:



Then your coding might have to look like this...:



Although, I am not very skilled at XP, I prefer to use 2K3, as do many people here. The removing of iron weapons is from the person's equipped, I hope. If it is inventory, then there is a different way of allowing the player a restricted list of weapons, but may actually be better for the flow of things.

With the Hero level variable still in place, make a switch command, that will change the page of all your vendors. This way, the vendors can sell upgraded armor and weapons, and not have the player accidentally buy a bronze bow, when they wanted a mythril dagger.

If you would like the second way, just say so and I will post some pics for you.
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Posted 2006-07-12, 06:35 PM in reply to Draco2003's post starting "You will more than likely need a..."
wel if u can plz explain the second way too thx and with the parralell process won;'t i need to put one in every map so wont it be easier to use common event?

Last edited by phsyco025; 2006-07-12 at 10:32 PM.
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Posted 2006-07-14, 02:51 PM in reply to phsyco025's post starting "wel if u can plz explain the second way..."
Yet, you could use the copy event command! XD

(psst...right click)
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Posted 2006-07-14, 10:38 PM in reply to Atnas's post starting "Yet, you could use the copy event..."
I haven't had time to do pics yet, but here is a step by step description.

First, with your Hero Level Variable, Make a common event, Parallel Process, and have it always set to hero level, this way, even if your hero just got a level up, the variable will be updated.

The next part involves a whole bunch of pages, depending on all the different kinds of weapons (i.e. mythril, bronze, iron, steel, etc.)

First page will be:
[Precondition]
none

<>Open shop window
<>(insert stuff to sell)

2nd Page:
[Preconditions]
Variable [Hero Level] = 4

<>Open shop window
<>(insert better weapons)

You would continue this until all your weapons are covered. It is easier this way, because you can group all your iron weapons together, steel weapons together, so on and so forth. This could also be used to make it so that you can buy Hi-Potions instead of Potions after 16 levels.

The good thing about this, is for all these events, you only use one variable for the hero's level. That leaves you with 4999 other variables that you can use to do whatever you want with....wow...the power of variables. If you can't understand my description, I will try to get pics...

Sorry I took so long to answer...
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Quote:
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Posted 2006-07-15, 03:39 PM in reply to Draco2003's post starting "I haven't had time to do pics yet, but..."
i get it just enough to understand but could u stil make some pics plz
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