Instead of just blabbing on about other people's attempts at amateur development all the time, I figured I would start posting some tutorials for anyone out there who's considering using something like RPGMaker to create a game. Since most of my experience is with the RPGMaker programs, I'm going to focus a lot of these tutorials on those engines, but I hope the general concepts carry across and that people can also use these tutorials to work out how to make things in other programs too!
Without further ado, here is another entry in this series of tutorials: How To Create Unique Weapon Skills In RPGMaker 2K(3)!
This is a tutorial that will let you create skills that are only usable whilst the character has a certain weapon equipped. This system is heavily used in Sore Losers because I think it brings another dimension to the slightly zany, non-standard weapons you could place in a game; weapons like Paintball Guns and Hockey Sticks. It also adds a little strategy to item selection, meaning that this is a simple way to add a little depth to your game.
The first step is to make the weapon and the skill respectively. You do not need to do anything special here, just make the weapon and the skill as you normally would any other weapon or skill. Ideally, the skill/weapon combination should be as unique as possible so that the skill needing the weapon makes sense. For instance, using paint to blind enemies would be a good idea for a Paintball Gun skill.
The second and final step is actually coding the event. In the example here, the character "Markus" is going to learn the skill "Hooking" when he equips a "Hockey Stick". If the "Hockey Stick" is unequipped then he will forget the skill. The code is relatively simple and should be placed into the maker as a "Common Event". The event should be set as a "Parallel Process" so that it is always actively checking the equipment the character has on.
You can see the code here:
That's it. A simple system that lets you add a slight element of strategy to equipment selection.