I'm making a demo game (not an actual game) and testing out a combination of events in which you learn spells in the style of the 1st FF game. Basically, at first I have all the player characters fo;rget all their magic spells with an outo event at the start of the game.I selected a shop (so I don't use 1 of the 100 characters) and placed a bunch of big pots around the NOC so the player can't get to him (or her). Then I place an invisible 'button' event in front of the counter. in the event's event code, the choices are the player characters that are capable of learning magic (black or white) spells.then Iset up an event transition to an event the player can never get to. in that event, I set up a value cond. branch with 2 choices: 0 and 1. If the value (let's say internal variable 1.) is 0, the character can't learn a spell. but itf InV 1 is 1, then I set up another event transition to another event. In that event, I set up Value Cond. branches so that I have 15 choices. For an example, let's say there are 4 spells: fire, ice, bolt, quake. the character can only learn three of them:
V2=0 no spells
V2=1 fire
V2=2 ice
V2=3 bolt
V2=4 quake
V2=5 fire and ice
V2=6 fire and bolt
V2=7 fire and quake
V2=8 ice and bolt
V2=9 ice and quake
V2=10 bolt and quake
V2=11 fire, ice and bolt
V2=12 fire, ice and quake
V2=13 fire, bolt and quake
V2=14 ice, bolt and quake
by adding in decision branches, 'skill learned', modify variable and decrease variable events, you've pretty much recreated the skill learning system of Final Fantasy 1
V2=0 no spells
V2=1 fire
V2=2 ice
V2=3 bolt
V2=4 quake
V2=5 fire and ice
V2=6 fire and bolt
V2=7 fire and quake
V2=8 ice and bolt
V2=9 ice and quake
V2=10 bolt and quake
V2=11 fire, ice and bolt
V2=12 fire, ice and quake
V2=13 fire, bolt and quake
V2=14 ice, bolt and quake
by adding in decision branches, 'skill learned', modify variable and decrease variable events, you've pretty much recreated the skill learning system of Final Fantasy 1



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