I'm with Engr. Adik here - even if this could be done with eventing, you'd spend way longer than you need to and it would be a very clumsy interface for the player.On the other hand, I don't think it would be too hard to script. The easiest way, if I understand your explanation of Skill Link correctly, is that you'd select a skill on an 'alternate version' of the skill window, unlearn that skill, and be given an item (based on the skill's ID) that lets another character in your party learn the skill when used.
The 'Master System' from Breath of Fire III returns, allowing players to customize each character by having them apprentice under different masters found throughout the world. Under their guidance, these characters may gain new skills and special statistic increases by fulfilling certain tasks, such as participating in a certain number of battles, or finding specific items.
While I would be happy to take this as a small commission, I have a feeling you could probably get someone to do it for you for free in Script Requests. Basically, you take a skill that one character has learned, and put it in a storage so that other characters can learn it.
Doing so causes the character that had said skill to unlearn it when it gets put in the storage. The process requires a skill ink though, so if you don't have one, you can't transfer a skill into the storage. This can be done with any skill that's allowed to be transferred into the storage(certain skills could be restricted from being able to be put into the storage).But, Wave suggested(unless I misinterpreted it) that a skill ink be used up to simply open up the scene allowing for transfer of skills between characters, which I believe would work out a lot better, and is simpler than having an intermediary(the storage). Same thing with how the ink would work; Don't have one, can't use it. Transferring between characters is different from having an actual skill storage.Transferring typically requires the characters to at least be in the party, whereas a skill storage provides more flexibility.For example, suppose your game involves hiring mercenaries or something that will follow you around as long as you pay them their wages. Once they leave.no more skill transfer.A skill storage allows you to dynamically add skills to the storage using script calls at anytime (eg: plot-driven events).
You are not required to pull the skill from an existing actor.Depending on you want to achieve, one solution may be more appropriate than the other. Honestly, I would much prefer what I suggested first, being the storage.
The other one's a good idea as well, but you're right in that it's better if certain party members like mercenaries leave, and if they were to have a skill they were given on them, then.well, that'd not work out too well for others.So, the process would be: Use a skill ink - Go to the skill storage menu/scene - Put a characters skill into storage - Character that put said skill into the storage unlearns that skill - Transfer that skill to another character if the player chooses to do so.
Everything About Fiction You Never Wanted to Know.
The third game in the long-running Eastern RPG series Breath of Fire, released on the PlayStation in September 1997 in Japan and April 1998 in North America. It was later ported into the PSP system and released in August 2005 in Japan and February 2006 in Europe, with no North American release. As typical for the Breath of Fire series, several characters from the earlier games are reinvented here.
The game takes place in a typical Magic World, except that it has humanoid animals co-existing peacefully with humans. There are also some machines, though their origin is a mystery. A long time ago there also existed a race of dragons, but they were killed off for some forgotten reason; only their fossils remain, turned into crystals which are mined to power machines.
The story begins when a dragon whelp turns up alive in a mine. It escapes and takes the form of a boy named Ryu. The first part of the game is about Ryu trying to survive and find friends; among those he makes are Rei, a goofy thief tigerman; his orphaned sidekick, Teepo; the Rebellious Princess Nina; the ditzy scientist Momo; and the gargoyle-like Garr. The second part has the (now older) Ryu and his friends investigate why the dragons were killed.
The game is mostly remembered for introducing some of the trademark game mechanics on the series, including Ryu's dragon gene system, which allowed the player to mix and match several different 'genes' (crystals) in order to create a variety of dragon forms; the Masters, certain NPCs who after fulfilling their requirements granted those under their tutorship stats bonus as well as new techniques; and the Skill system, special master/enemy spells that could be learned and used by any party member. Most of these gameplay elements were later refined in Breath of Fire IV.
Tropes used in Breath of Fire III include:
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