The RMScript Idea series focuses on mechanics or functionality that I’ve thought of, potentially based on existing games that I have seen or played.
Equip skills are skills that are attached to your equips. When an actor wears an equip, that actor can use the skills that are attached to that equip. For example, equipping a Fire Rod allows you to cast a Fireball, while equipping an Ice Rod allows you to cast an Iceball.
The following is a list of mechanics that can be achieved with this script. Some mechanics may be incompatible with other mechanics, so you may choose to provide additional mechanics as add-ons to the base script.
The simplest implementation of this idea is to indicate what skills an equip has. This can be done by note-tagging an equip with a set of skills.
This is a gauge that indicates whether the skill on an equip has been mastered or not. This can be achieved through any means such as earning points in battle, using the equip, using the skill, and so on.
If skill mastery is implemented, you may choose to design it so that once a skill is mastered by the actor, the actor can use the skill without having to use that equip.
Individual Equip Skills
If you choose to include Instance Items in your project, you may choose to allow each equip to keep track of its own skills.
Skill mastery may be tied to the equip rather than the actor, so that once an equip has been fully mastered, you can allow others to use it without having to upgrade it themselves.
Random Equip Skills
Each equip might randomly generate a set of skills available from a pool of skills. This would provide some variety in your game since one Fire Rod might cast Fireball, but another Fire Rod might cast Fire Wall.
You can make it so that skills can be transferred from one equip to another. For example, if you master the Fireball skill that comes with a Fire Rod, you can potentially move it to a different equip that provides better stats.
Once a skill has been transferred, you may remove it from the old equip so that someone else using that equip won’t have access to the skill.
If skill mastery is involved, you might limit it to only skills that have been mastered.
Equip Skill Slots
Rather than allowing the player to transfer any number of skills to an equip, you may impose limits on how many “skill slots” an equip has. You may choose rarer equips to have more skill slots available, while more common equips have less slots.
Have an idea?
These are just some of the things I’ve thought of. If you have an idea that might be nice to see as a script, leave a comment!
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