After combining several ideas discovered by several people on the pavilion, I've come up with a materia system. Actually, I'm only calling it "Materia" as an example. When I make a game, I'll call it something origional.
[/B]Step One:[/B] I've created 4 characters, all with 50 base hp, 50 hp, 15 mp, 99 STR,99 DEF, 99 MAG, 99 MDF, 99 AGI, 45 LUCK and 100 INT (this last one is just for show). The character's names are (for the sake of this example), CLoud, Squall, Yuna, and Mert
Step Two In the event coding on an invisible "auto" event at the start of the game, I modify the party's ability points to the following:
STR DEF MAG MDF AGI
CLoud: 8 7 5 4 20
Squall: 7 6 6 5 20
Yuna : 5 6 8 5 20
Mert : 6 6 6 6 20
Afterwards, I display off the event.
Step Three: Here's where the actuall "materia" comes in. The materia is really a bunch of treasure items. Let's say the following materia is what the party has:
Fire- Gives the character the ability to cast the spell "fire".
Ice- Gives the character the ability to cast the spell "ice".
STR plus- Increases the character's STR by 15.
HP plus- Increases the character's HP by 50.
Now, the materia is going to use several variables, each variable tells whether a specific materia is in the character's inventory/ in use (Each materia gets its own Variable in this case)
Step Four: In order for any of the materia to be used, I'm going to need to make a "button" event that the party can freely access (let's say on the airship). In the event code, the player is given a decision branch with the following choices:
>Rearrange Materia
>Remove Materia
>Do nothing
Now, "Do nothing" ends the event, but "Rearrange Materia" enters into another Decision branch, with each one being the name of the character who's going to change his/her materia. after each choice, I modify another variable (let's say variable4) to either 0, 1, 2, or 3. Then I place an event transition to an event outside the player's reach. What follows is another decision branch with 3 choices. I realize that all the different names of the materia would be too frustrating to make a variable branch that changes the menu depending on the specific materia, so instead I just make 3 different types of materia and place all the specific materia names in the menu, with variable2 saying whether the player has a specific materia.
Anyway, let's say the 2 materia types are: Magic and Statistic. These 3 names will be 3 of the choices in the decision branch. The 4th will be another "do nothing", which transitions the event back to the 1st event. Under each branch, there's a list of every existing Magic or Statistic Materia, starting with 3 of them in a decision branch.Under Magic, after every 3 in the list, there's a "more" option that transitions to mode 1 ofa 3rd event, then to mode 2 of the 2nd event. Under Statistic is another branch with the same coding, only it transitions to mode 2 of the 3rd event, then to mode 3 of the 2nd event, and so on. repeat until each materia is named.
Step Five: Now, there can only be a total of 16 Magic materia. Under each option, there's a value conditional branch for a variable that checks who's trying to equip the materia, then under each branch there's another value conditional branch for a variable to see if the materia is in use. After epquipping the magic materia, the character learns a skill that matches the materia. for Statistic materia, just modify the character's stats accordingly
Step Six: Under "remove materia" do the same thing, only you remove the materia instead of equipping it. Now then, back to the modified stats at the beginning of the game. place another treasure monster parties that increases another variable by 1.
I don't have enough time to finish this. I'll tell you more later.
[/B]Step One:[/B] I've created 4 characters, all with 50 base hp, 50 hp, 15 mp, 99 STR,99 DEF, 99 MAG, 99 MDF, 99 AGI, 45 LUCK and 100 INT (this last one is just for show). The character's names are (for the sake of this example), CLoud, Squall, Yuna, and Mert
Step Two In the event coding on an invisible "auto" event at the start of the game, I modify the party's ability points to the following:
STR DEF MAG MDF AGI
CLoud: 8 7 5 4 20
Squall: 7 6 6 5 20
Yuna : 5 6 8 5 20
Mert : 6 6 6 6 20
Afterwards, I display off the event.
Step Three: Here's where the actuall "materia" comes in. The materia is really a bunch of treasure items. Let's say the following materia is what the party has:
Fire- Gives the character the ability to cast the spell "fire".
Ice- Gives the character the ability to cast the spell "ice".
STR plus- Increases the character's STR by 15.
HP plus- Increases the character's HP by 50.
Now, the materia is going to use several variables, each variable tells whether a specific materia is in the character's inventory/ in use (Each materia gets its own Variable in this case)
Step Four: In order for any of the materia to be used, I'm going to need to make a "button" event that the party can freely access (let's say on the airship). In the event code, the player is given a decision branch with the following choices:
>Rearrange Materia
>Remove Materia
>Do nothing
Now, "Do nothing" ends the event, but "Rearrange Materia" enters into another Decision branch, with each one being the name of the character who's going to change his/her materia. after each choice, I modify another variable (let's say variable4) to either 0, 1, 2, or 3. Then I place an event transition to an event outside the player's reach. What follows is another decision branch with 3 choices. I realize that all the different names of the materia would be too frustrating to make a variable branch that changes the menu depending on the specific materia, so instead I just make 3 different types of materia and place all the specific materia names in the menu, with variable2 saying whether the player has a specific materia.
Anyway, let's say the 2 materia types are: Magic and Statistic. These 3 names will be 3 of the choices in the decision branch. The 4th will be another "do nothing", which transitions the event back to the 1st event. Under each branch, there's a list of every existing Magic or Statistic Materia, starting with 3 of them in a decision branch.Under Magic, after every 3 in the list, there's a "more" option that transitions to mode 1 ofa 3rd event, then to mode 2 of the 2nd event. Under Statistic is another branch with the same coding, only it transitions to mode 2 of the 3rd event, then to mode 3 of the 2nd event, and so on. repeat until each materia is named.
Step Five: Now, there can only be a total of 16 Magic materia. Under each option, there's a value conditional branch for a variable that checks who's trying to equip the materia, then under each branch there's another value conditional branch for a variable to see if the materia is in use. After epquipping the magic materia, the character learns a skill that matches the materia. for Statistic materia, just modify the character's stats accordingly
Step Six: Under "remove materia" do the same thing, only you remove the materia instead of equipping it. Now then, back to the modified stats at the beginning of the game. place another treasure monster parties that increases another variable by 1.
I don't have enough time to finish this. I'll tell you more later.



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