SKILL QUEUE SYSTEM FOR RM2K3

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Hello community. I'm using RPG Maker 2003. I'm trying to make a battle system that each character has skills / spells that can be used, requiring another technique that has been previously used by the character. Like a skill queue system. My original idea is to make a series of techniques, including branching, to give a certain range in the manner of each fight.

For clarity, what I'm trying to say:
First round the character can use for example only the magic "Concentrate." If the character using this spell in the next turn he will release the use of "Fire," "Ice" and "Bolt". If he chooses the second round to use the spell "Fire" in the third round he can use the spell "Fire 2".
Please do not judge the example is somewhat simplistic only to better understanding of what I intend to do.

Meanwhile I'm thinking in something like this: character uses a skill which is part of a certain "combo", then his battle command changes by main event that is called by a fork in each Monster Groups. The next Skill subset will have the next spells of the "combo" and so on. But that my thinking has complications and is also very limited. I dont know if anyone has done anything like what I'm trying to do, I tried the search function of the forum and i didn't found any, if anyone has any idea of ​​an algorithm that I can do to reach my goal please help me
Thank you for your attention. Sorry for the bad english.
Craze
why would i heal when i could equip a morningstar
15170
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/



I mean, I know you're using 2k3. I'm just saying.

Anyway, why don't you just add/remove skills entirely? After using Concentrate, remove it and give the character Fire/Ice/Bolt.
Thanks for the reply Craze. Your way seems much simpler than what I was thinking and it should work. I will try to apply it and return if something goes wrong.
It's not easy to figure out which skill was used on RPG Maker 2k3. Otherwise, what Craze suggests could work.

However, you can have each skill turn ON a switch. Then you have a common event that will add/remove the corresponding skills.

In pseudo-pseudo-pseudo code:

Concentrate turns ON.

Common event:

If is ON
Character add skill Fire
Character add skill Ice
Character add skill Bolt
Character remove skill Concentrate
else
Remove skills here, add Concentrate

Fire turns ON

if is ON
Character add skill Fire 2
Character remove skill Fire
Character remove skill Ice
Character remove skill Bolt
....


I'm sure you get the gist.
That's exactly what I'm doing now, Large. The first step, which in our example is to use Concentrate to enable Fire works perfectly because the type of the first one skill is "switch".

The problem happens with skills that aren't of this "switch" type because then in the original system RM2k3 there isn't a possibility of doing a skill that gives damage or heal to activate a switch to be used since only switch type skills can do it.
The conditional branch inside battle events doesn't allow you to use the skill used by a particular hero as a condition, only the battle command used by this hero.

For now I thought of two ways to escape this problem. The first would be to make an exchange of battle command used every skill so that I could use the existing conditional branch in the Monster Group events. The other way would be to make all the skills of the game to switch the type, as well as Concentrate, and arrange their effects entirely by events (which would give a lot of work and also would limit the skills).
Yes, you would have to deal the damage inside the battle event, manually. Not pretty.
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