1.1.0 released
I finally completed the update.
First and foremost, the large bug I found, got splated. I made many trials and errors for this, and it now won't cause any unrequired characters to dissappear.
Now, the big part, as if the first wasn't enough, I finally implemented the idea from SpacemanFive (in rpg maker forums), versioned in a way that makes more sense to me.
You can now set in the actor any numbers of skills. If the actor A is equiped to the actor B, B will get some skills based on the skills of Actor A.
For example, Actor A, has the skills "Heal" and "Recover", but you only want to add the first. Use the notetag <ME_InheritableSkills: X> or <ME_InheritableSkills: X, Y, Z>, replacing X, Y and Z for the skills you want them to pass down to whoever equips them. This will only work if they themselves have learnt the skill!
Here is an advanced example. Let's say Actors B equips actor A
Actor A:
Skill | ID in database | Inheritable? | Learnt |
---|---|---|---|
Heal | 10 | Yes | Yes |
Recovery | 15 | No | Yes |
Fire | 5 | Yes | No |
Ice | 6 | No | No |
Actor B:
Skill | ID in database |
---|---|
Thunder | 7 |
Since we want to pass down "Heal" and "Fire", we add to actor A notetag <ME_InheritableSkills: 10, 7>.
When Actor B equips actor a, Actor B skills will be:
Skill | ID in database |
---|---|
Thunder | 7 |
Heal | 10 |
And now you might ask, where did Fire go? It's on the inheritable list!
Actor A, had yet to learn Fire, through leveling or other sources, or even equiping a fire character themselves!, since they didn't know this skill, they didn't pass it down!
Get MEMZ_EquipActor
MEMZ_EquipActor
Equip Actors as items
More posts
- Critical bug found!Jul 12, 2022
- 1.0.2 released!Jul 10, 2022
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