Charas-Project
Game Creation => Requests => RPG Maker Programming => Topic started by: Yuffit on January 09, 2012, 11:32:12 PM
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I am wondering how you would make a skill, not skill subset, not entire battle command, but a nice little skill i can put in my list of extreme sword hurtling and physical swordsmanship skills, that deals out multiple hits. Kinda like the whole "x-attack" thing from the older final fantasies. But holdable in a skill subset.
Thanks :D -
Yuffit!
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With all the restrictions you put on it, it's not possible.
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Yeah that one is a bitch and involves battle events and stuff like the enable combo command. See if you can find some project you got that one in already for some sort of insight (or copy paste)
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The best you can get is a nice animation that implies multiple hits, but you can't show separate damage for each slash.
OR you could work and work and work and graft and graft and make your own CBS. It's a lot easier than you might think.
Allows a lot more freedom in the long run!
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Ill find a loophole. If i have successfully created my own item-crafting method, and my own (amateur, but it will be flexible enough for my uses) party switching system, (Maybe other people have thought it up, but i rarely use much I get 100% from tutorials, with the exception of Blue Magic :D) by golly, i will craft and tear my way into making a combo skill! XD
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Y'know, I like you.
You are exactly the kind of person we need around here.
Very driven.
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Easiest way I can think of is giving the swordguy a charge skill and then a battle event with the condition "swordguy uses the fight command".
In other words:
1. Create a skill that turns a switch on and some neat battle animation, call it something swordy like "skyward strike", an animation plays and a skill is turned on. Super.
2. Create a battle event for all battles, in this the condition is "swordguy uses the Fight(or attack if you changed it) command"., then you check if the switch from the charge skill is ON - In that event you enable a combo of Swordguy fight 6 times or something. Then after that thing you turn the switch from the off. the ELSE for the switch on the other hand is nothing.So if the charge switch isn't on, nothing special happens. Remember to turn the switch off after battles.
So this isn't a multihit skill, but it enables you to do 6 attacks without having to equip a weapon with double attack and attack three times.
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I just had to figure this out.
There is a way but it's excruciating long. Still want to know? Good.
Okay, so this whole thing will be all battle evently based but I would suggest using this skill as a command instead of a skill with a switch ON.
Anway, create a battle event with the desired precondition (skill switch is on or command is used, whichever you decide to use).
First of all we create a variable that can hold the damage of the attack. Let's call it swrdATK.
Then we set the value of swrdATK to the attack stat of hero swordguy. You might even want to divide this variable or something to decrease the damage it does.
Next up comes comparing the attack of the attack to the stats of the enemy:
in this bloody thing we'll need to create a conditional branch for every enemy on the screen, use the conditional branch with "Monster X is target"
Here we subtract the value of Monster X def (option in variable operations) from the swrdATK variable.
You can create a loop here to save you some repeating:
loop 1, conditional branch: if var TEMP is lower than 6
Next up we play a battle animation at Monster x.
Then we decrease the hp of Monster X by the value stored in swrdATK
This is where you add 1 to the temp var and add a jump to loop 1
The ELSE command for the "temp is lower than 8" should be something like playing a final battle animation, a sound effect, turning of that switch if you used one and simply just end the event so it doesn't loop again.
EDIT: Just realized that battle events don't have loops so add 6 separate animations and hp decreasement.
This should work but I'm not quite sure how good it will look. Good luck.
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Okay a follow up, seems like the only way to really make this work is by creating a new battle command that is "fight/ attack" with a new name. The battle event activates upon using it and you actually pick your target with it. Next up comes the fact that after the battle event is done - the hero actually does one attack. Inflict him with the stun condition at the start of the battle event and this attack won't happen. Stun also disappears 100% after 0 turns so you'll barely notice it.
Good thing about the battle system is that the damage made actually shows up. But you might want to create some sort of dice event that randomizes the damage 'cuz it's kinda hax to deal the exact difference between your attack and the enemy's def 6 times in a row.
Also, remember to add an event that sets the swrdATK var to 1 if it's lower than 1.
Additionally you could make the damage decrease for each hit or something. Kinda like 1st hit 100% atk, 2nd hit 75%, 3rd hit 50%, 4th, 5th, 6th - 25%
The problem with this having to be a skill is the fact that skills are the least customizable thing in this maker. If you want it to turn a switch on you lose the ability to pick a target. And the game can't check what skills you're using in order to turn a switch on if you're using an actual damaging spell.
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Excrutiating indeed.. ill tell you how it works out when i try putting it together :D
(after i get this damn smithing common event done... 100+ lines fml)
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Might just add this then:
precreation:
Battle command of the attack type
variable named something along the lines of "dmg" or "multisword attk damage wtf woo" or simply "temp"
In the battle event:
precondition - hero x uses the battle command
2 add stun to hero x
set variable to hero x atk
(var x 6, var / 10 = 60%-ish attack power)
If target is monster x
YES:
var - monster x def
if var < 1
var set 1
battle animation at monster x
decrease hp of monster x by var
battle animation at monster x
decrease hp of monster x by var
battle animation at monster x
decrease hp of monster x by var
NO:
If target is monster xB
YES:
var - monster xB def
if var < 1
var set 1
battle animation at monster xB
decrease hp of monster xB by var
battle animation at monster xB
decrease hp of monster xB by var
battle animation at monster xB
decrease hp of monster xB by var
NO:
ect ect...
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Alternative version with a 30-ish % lowering each time
If target is monster x
YES:
var - monster x def
if var < 1
var set 1
battle animation at monster x
decrease hp of monster x by var
var x 6, var / 10
if var < 1
var set 1
battle animation at monster x
decrease hp of monster x by var
var x 6, var / 10
if var < 1
var set 1
battle animation at monster x
decrease hp of monster x by var
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Alright that should be relatively nice. Or you can have a skill switch that activates a switch that adds the battle command?
quick question: if you had a character, with two weapons, each hitting 6 times (the x2 initial then the x3 animation thingy),
AND you had the fight command enable a 8x combo, would he hit 96 times? That would be kinda fun to watch.. as well as slightly useful in a certain heart-wrenching painful vengeful battle..
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Purple Mage is great :D Always helping people. You should win an award or some ****.
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indeed. and i found out the x96 hit question out.. the hard way XD i was sitting there.. just watching Rio slash at a dragon with 99999 hp, dealing out like 20 damage each strike.. i was amused for the first 35 hits at least.
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indeed. and i found out the x96 hit question out.. the hard way XD i was sitting there.. just watching Rio slash at a dragon with 99999 hp, dealing out like 20 damage each strike.. i was amused for the first 35 hits at least.
Good to know.
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it indeed is.