Game Development Reference
In-Depth Information
Figure 3-3. The upper half of the Skills tab in RMVXA
We're looking at the very first skill in the list of 126 (!) provided by default within RMVXA. If you're following
along with the Lite version, you will have to edit/erase skills to make room for your own, as you are disallowed from
tweaking the maximum value. Skills 1 and 2 are internally important for RMVXA, so take care not to edit them, unless
you're sure of your changes. The first skill in RMVXA is the basic attack.
General Settings provide basic, yet essential, values to be tweaked. Skill Type denotes what
type of skill category must be unlocked for a player to use that skill. As Attack is a generic basic
attack, anyone can use it. Similarly, it has no MP cost or TP (Technique Points). A character
gains TP from taking damage and using skills, including Attack.
Scope defines what gets affected by said skill. The basic attack hits a single, targeted enemy.
Occasion toggles when a skill can be used.
1.
Always . The skill can be used in and out of battle.
2.
Only in Battle - The skill can only be used in battle.
3.
Only from the Menu . This is the character menu that we accessed back in Chapter 1,
to be precise.
4.
Never . Seems pointless, but it's actually useful for a skill that you only want to be used
under highly specific circumstances. (You would probably want to create an event to
trigger the skill, in that case.)
Damage : Besides having a marginally misleading name (as you can use the formula for
healing spells as well), this has a few intricacies of its own.
1.
Type . The type of effect you want this skill to have. To confuse the issue even more,
you have HP and MP Recover as two of the seven possible options. The None type
can be useful for skills that cause status effects but do not do any actual damage in
causing them.
2.
Element. Determines the elemental typing of the skill. Normal Attack is its own
special element, which leads me to believe that it is coded in that way so that Attack
can benefit from the elemental properties of a character's weapon, to take one
example.
 
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