I NEED HELP MAKING A "DOUBLE ATTACK" SKILL IN RPG MAKER XP.
Posts
Pages:
1
I figured out a way to do it, but I want to make it better. My method utilizes a Party Size variable to determine which character will be forced to carry out the action in the battle. The problem is that the editor can only force the actions of specific slots, rather than specific characters. So I have to remove/add the character using the common event called by the "double attack" skill to force them into the last slot of the party, then force that slot to attack twice; but this messes up item/skill targeting for the character in that turn, and it just plain doesn't feel right at all. What I want to do is find some kind of "active battler index" in the script and use conditional branches so the editor can decide what slot the active battler is in, then force them to attack twice. For example: "If battler index is 2, force the second character to attack twice; if index = 3, force the third," and so on. However, I haven't been able to get this to work... I've found an instance of "active_battler.index" in the script, but when I try to apply it to the conditional branch in the common event, it just doesn't work. I've gotten so many "undefined method" errors, and then I make some script before the branch to define the index and equate it with the active battler, but it still doesn't work... I've tried so many things; it's driving me nuts. Maybe I missed something; I just don't know.
Any help?
Any help?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Can't you just make a normal physical damage skill and set ATK-F to 200? Then it will do twice as much damage as a normal attack.
Hmm... that's interesting, but I wanted the user(s) of the skill to actually execute two consecutive attacks, no matter their position in the party, and without the need for reconfiguration. That's why I wanted to attribute some variable to the active battler, and equate it with their position in the party... conditional branches would take care of the rest, forcing whatever position they were in.
Because, when the character uses this skill, and the common event is called, they are currently the "active battler"... and I did in fact get the game to recognize a specific character (that is, their actor ID) as the active battler by using $game_actors (or $game_party.actors, I don't remember which) and @active_battler in a conditional branch, and it gave me a glimmer of hope... but the fact is, it was totally inconsequential since the editor still couldn't discern what slot the character actually occupied within the party.
I really appreciate your reply, nonetheless. Is there anything else I could try?
Because, when the character uses this skill, and the common event is called, they are currently the "active battler"... and I did in fact get the game to recognize a specific character (that is, their actor ID) as the active battler by using $game_actors (or $game_party.actors, I don't remember which) and @active_battler in a conditional branch, and it gave me a glimmer of hope... but the fact is, it was totally inconsequential since the editor still couldn't discern what slot the character actually occupied within the party.
I really appreciate your reply, nonetheless. Is there anything else I could try?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
i = 1 for battler in $game_party.actors if battler.id == $scene.active_battler.id $game_variables[100] = i end i++ end
This will set variable 100 to the slot that the active battler is in. Hopefully.
Change the 100 to whatever variable you want to use.
author=LockeZ
Can't you just make a normal physical damage skill and set ATK-F to 200? Then it will do twice as much damage as a normal attack.
Just FYI, this does not work. Setting ATK-F to 200 makes the skill twice as powerful as a normal attack before defense is subtracted. Unless the enemy has a PDEF of 0 or 1, you will end up dealing more than twice the damage.
LockeZ, I got a syntax error with that script...
I should be using the "Script" command in the common event, before the conditional branches, right?
By the way, another method I (briefly) attempted was to purely use scripts to carry this out (scripts within the common event, I mean). I found $game_temp.forcing_battler in the Interpreter scripts, and tried messing with it a bit, but I really have no idea what would follow it, that would actually make the active battler attack even once, much less twice. I would prefer if this could be done with variables and a simple script like the one you posted...
Did you make a mistake, or is there some other detail I'm missing?
I should be using the "Script" command in the common event, before the conditional branches, right?
By the way, another method I (briefly) attempted was to purely use scripts to carry this out (scripts within the common event, I mean). I found $game_temp.forcing_battler in the Interpreter scripts, and tried messing with it a bit, but I really have no idea what would follow it, that would actually make the active battler attack even once, much less twice. I would prefer if this could be done with variables and a simple script like the one you posted...
Did you make a mistake, or is there some other detail I'm missing?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well aside from the syntax error, the method I mentioned won't work because by the time the script is run, the @active_battler variable has been reset to nil and doesn't refer to the character any more.
So, sorry, this is the best I've got at this point.
So, sorry, this is the best I've got at this point.
author=Crystalgate
Just FYI, this does not work. Setting ATK-F to 200 makes the skill twice as powerful as a normal attack before defense is subtracted. Unless the enemy has a PDEF of 0 or 1, you will end up dealing more than twice the damage.
Additionally, there may be other mechanics that capitalize on the number of hits an attack has. Like increasing a hits counter for a damage boost. Maybe the enemy has a shield that absorbs a certain number of hits rather than damage. Maybe weapons have on-hit effects and two hits doubles their effectiveness.
Huh, some of those scripts seem pretty interesting. Though I still want to hold out the hope that there is another way to do it...
Thanks for all your help so far, LockeZ.
I had a thought... would it be possible to check if a specific character occupies a certain slot in battle (or just in the party, period, based on their actor ID or something similar), rather than the active battler, since the active battler variable is automatically set to nil? So you would assign a variable to the party slot that the specific character occupies instead, if possible. This "party slot index" must exist, for it preserves the order of the characters when shifting between individual equipment and status menus, etc.
Then, in the conditional branch, if *character-assigned party slot variable* = 1 (the first party slot), for example, the first character would attack twice. If 2 = the second, etc...
Might that be possible?
Thanks for all your help so far, LockeZ.
I had a thought... would it be possible to check if a specific character occupies a certain slot in battle (or just in the party, period, based on their actor ID or something similar), rather than the active battler, since the active battler variable is automatically set to nil? So you would assign a variable to the party slot that the specific character occupies instead, if possible. This "party slot index" must exist, for it preserves the order of the characters when shifting between individual equipment and status menus, etc.
Then, in the conditional branch, if *character-assigned party slot variable* = 1 (the first party slot), for example, the first character would attack twice. If 2 = the second, etc...
Might that be possible?
Um... is "bumping" a topic frowned upon here? Please pardon me if so; I've been out of the loop for quite awhile.
Did anyone consider my last post? About basing the variable on the character's slot in the party, not in relation to the active battler?
I'm sorry... this is just really important.
Did anyone consider my last post? About basing the variable on the character's slot in the party, not in relation to the active battler?
I'm sorry... this is just really important.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm fairly positive that if anyone who read your post had known how to do that, they would have said so.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Did you try downloading a multiple-hit script? Just from googling I see several of them.
I downloaded "Mea's Multi-Strike" and another "Multi-Slot" something or other that also had lots of other modifications, like cursed weapons and additional equipment slots.
They were cool, but... that's not quite the way I wanted to do it. I guess you could say I'm just hopelessly picky... in the past, I've messed with Scripts and accomplished simple things like making Evasion visible on the equipment/status screens and copying the Status menu and populating it with different, variable-based stats (it took me FOR-EVER to figure out that I needed to put "to_s" after the variables in the script in order to make them display properly on the new menu).
So when I came into this, I really thought I could figure it out... but no matter what I tried, nothing worked. Like I said before, there were a couple glimmers of hope... but in the end, they meant nothing.
They were cool, but... that's not quite the way I wanted to do it. I guess you could say I'm just hopelessly picky... in the past, I've messed with Scripts and accomplished simple things like making Evasion visible on the equipment/status screens and copying the Status menu and populating it with different, variable-based stats (it took me FOR-EVER to figure out that I needed to put "to_s" after the variables in the script in order to make them display properly on the new menu).
So when I came into this, I really thought I could figure it out... but no matter what I tried, nothing worked. Like I said before, there were a couple glimmers of hope... but in the end, they meant nothing.
Pages:
1














