RPG Maker MV

RPG Maker MV

Tying abilties to items
So due to the sale I have been playing "Artifact Adventure" and due to events ended up starting a solo run of it. But having a character out there doing quests that leads to new abilities has inspired me to make my own game using a similar system.

So my qustion is, how hard is it to tie getting abilities to items in RPG MV?
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XIIIthHarbinger Jul 1, 2018 @ 7:41am 
That would depend upon the nature of the "abilities" in question, what kind of "items" they are, the nature of the progression, etcetera.

Of course if you dropped the ambiguity, & didn't rely upon people having played the same random game as you had, & then being able to read your mind as to what you are wanting to do; what with mindreading being a rather rare skill set here, you might increase the probability you will receive more direct answers.

For example, "I made something similar to that, using X & Y" or "I tried doing that, but it didn't work as well, so instead I did A & B"
Last edited by XIIIthHarbinger; Jul 1, 2018 @ 8:16am
Caethyril Jul 1, 2018 @ 7:53am 
In terms of what's available in MV by default...

There are Add Skill Type and Add Skill traits for states and equippable items (i.e. Weapons and Armors). The former adds a category in the skill/battle menu and the latter adds the actual skill; both traits are active only while the state/item is active/equipped. Other items have a Learn Skill trait that adds a skill permanently to the target's repertoire when used.
Terra Blade Jul 1, 2018 @ 9:12am 
Originally posted by XIIIthHarbinger:
That would depend upon the nature of the "abilities" in question, what kind of "items" they are, the nature of the progression, etcetera.

Of course if you dropped the ambiguity, & didn't rely upon people having played the same random game as you had, & then being able to read your mind as to what you are wanting to do; what with mindreading being a rather rare skill set here, you might increase the probability you will receive more direct answers.

For example, "I made something similar to that, using X & Y" or "I tried doing that, but it didn't work as well, so instead I did A & B"

Sorry I wasn't trying to be ambiguous at all. Basically the game I was talking about had you starting with next to no abilities, the mage getting only a basic attack spell. Each item you pick up gives you a new spell instead of when you level up. So instead of a mage getting fire spells by leveling, you have to find the item that gives that spell.

There are also items that give permament stat boosts, but if I can add abilities/spells I'm sure I can do the same thing there too with stats.

Which is exactly the sort of thing I am looking at possibly doing for my game. You start with no abilities, and doing quests or exploring unlocks new spells/abilities.

Originally posted by Caethyril:
In terms of what's available in MV by default...

There are Add Skill Type and Add Skill traits for states and equippable items (i.e. Weapons and Armors). The former adds a category in the skill/battle menu and the latter adds the actual skill; both traits are active only while the state/item is active/equipped. Other items have a Learn Skill trait that adds a skill permanently to the target's repertoire when used.

So in theory if I simply clear a character's progression of abilities and simply have items you find give abitlieis when used, I can do what I am trying to do?
XIIIthHarbinger Jul 1, 2018 @ 9:19am 
You can rig a consumable to trigger a "learn skill" event, when used. & you can rig a consumable item to apply a permanent parameter boost as well.

Both of those are relatively easy to accomplish with basic templates, without requiring any kind of advanced coding or anything else.
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Date Posted: Jul 1, 2018 @ 6:54am
Posts: 4