[2K3] SCAN COMMAND USED WITH ITEM?

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So I've recently decided that I want to have the player have an item (infinite usage, only there when the character that normally has the scan command is not available at all) that would scan the enemy (I have a character who has a command ability that does the same thing, but again, this is for times that the player has absolutely no access to her at all, so it'll be there in their inventory only while she's gone, and gone when she's back). Is this possible to do at all using an item?


EDIT - So I'm thinking of having a character with a command ability that would remove all statuses on herself and give it to all enemies at a 100% accuracy (obviously won't hit enemies immune to said statuses). Is this possible to do at all?
The first one is easy enough. You'll have to make the item turn on a switch when used, which is simple - there's a type of item that will have this so just make one of those ones. Then make a Battle Event that is turned on by the same switch. You can have it tell you information about the enemy with messages, then turn the switch off to finish.

The second will be a little harder. Basically you want another battle event that checks to see if you used that command ability. Then make conditional branches checking the hero for each status type. If the hero has them, inflict it on the enemy and remove it from the hero, if not leave it empty. Do this for every status that the hero can be inflicted with, then end process.

I'm pretty sure this should work but if it doesn't do the 'ignore enemy with resistance' condition, then instead of inflicting the enemy with the status, create a dummy skill for every status and make it hit all enemies 100% with no animation. Then each conditional branch that checks for a certain status, make the appropriate skill attack.

Just remember to copy/paste each of these pages into each battle group.
Does it still target one enemy if I make it turn on a switch, unlike skills which targets everything? That's the main thing I need to know.

The problem is from what I can tell, there is no way to check for status types on characters in battle events, and I don't think it'll read it from common events. @_@;
Let me check~

Okay, so you should be able to call a Common Event during battle. If it doesn't work, though, have a Common Event set to activate on a switch and turn that switch on - that should make it work.

Does it still target one enemy if I make it turn on a switch, unlike skills which targets everything? That's the main thing I need to know.

If you mean the item, it'll just automatically work. It won't really target any enemy. You can make one link to a skill, which will work like using that skill in battle, just with more work necessary on your part.

If you want it to work on all enemies, I recommend going with the first suggestion. For one enemy only, use the skill item. Have it use a skill, then edit that skill to make it a switch turner. Make a battle event that turns on with that switch and then make a conditional branch checking which enemy is the target. In that, make the actual messages and what-not.
Hmm...yeah, you can call Common Events aye, but from what I've heard, and recall anyways, is if battle events doesn't let you do something, then it won't work if you set it in a common event either x_x;;

Ah, so I was almost right on that last bit then. Mmkay...I'll give that a try and see if that works out (hopefully it does!).
KazString. This is one of the things it was built for.

Set the item by variable on the first turn. Use @store_item 10 (hero number 10 for example), V121 (variable number 121 for example). Display this as the name
\n[10]
when scanning. You can display it again after stealing, and add the variable item to inventory.
Huh??? But...there's nothing here about Stealing o_o
Let me know if you get this to work 100% as intended. I made a scan item before, but I had to settle on using a method that involved a retroactive event. Ultimately, the scan ability worked and could target individual enemies with an animation etc., but I could only ever make the scan message show up one turn later.

So for example, you have your hero use Scan Item on Goblin. The animation will show on Goblin and will store its current and max HP, but the message will not show up until right before Goblin takes an action or until right before another party member takes an action.

That was the best I could make my solution. Let me know how yours goes.

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In most cases, how I got mine to work will be sufficient, but if the enemy is slow or just attacked, and then you use a Scan Item, you will either have to wait or go just one more turn/action before knowing the results of the scan.

Also, one of my characters was going to have a scan ability as an innate ability and that one showed the message instantly, which could be an incentive to keep him around in the party for that purpose rather than getting a bunch of the items that have the delayed message.
author=bulmabriefs144
KazString. This is one of the things it was built for.

Set the item by variable on the first turn. Use @store_item 10 (hero number 10 for example), V121 (variable number 121 for example). Display this as the name
\n[10]
when scanning. You can display it again after stealing, and add the variable item to inventory.


this is for dynRPG right? you should note that adding dynRPG to an existing project will almost always ruin some finely tuned eventing. usually with things like transparency and map transitions. it will end up causing more problems then it fixes. and i'm pretty sure xenomic has a huge project.

dynRPG is best used for new projects that start out using dynRPG.
I've never had any transitions messed with (of course, I don't generally care about more than the default ones). And yea, the transparency kinda gets messed up. Hopefully this will get fixed by the next SDK release. Whenever that is...

author=Xenomic
Huh??? But...there's nothing here about Stealing o_o


Assuming you were also using it for stealing, you'd have stuff already set up.

I just noticed I misread it the first time. I thought it was a scan effect that checks the enemy's items (sorta like in Earthbound). Instead it's an item that scans.
it's other commands that mess up when you do a map transition.
I think that might be because of the functionality of the UnlockPics patch which is included... a side effect of this patch is that teleports or scene transitions (battle start...) may occur while messageboxes aren't fully closed yet, for example.
I haven't had any issues while using DynRPG myself with this thing (I also use the David Patch on top of that). o.o
Yup, so I tried doing it by making the item a skill > making a skill that turns on a switch > making a battle event that uses the switch. It does nothing at all normally, but will only activate if you attack the enemy with anything. So this method won't work right at all : S
author=Xenomic
Yup, so I tried doing it by making the item a skill > making a skill that turns on a switch > making a battle event that uses the switch. It does nothing at all normally, but will only activate if you attack the enemy with anything. So this method won't work right at all : S


If you want me to elaborate my method, which I described above, I can give you a more detailed explanation.
Sure, why not? Unless you know of another way without using Items or whatnot?
1. Make a skill called "Scan Skill".
-Set the skill type to Normal.
-Set Effect Rating to 0. Set Success Rate to 100%. Set MP Consumption to 0.
-Set the target to Single Enemy.
-Add an appropriate animation.
-Optional: Make a condition called "Scanned". Have this skill inflict the Scanned condition, which always abates after 0 turns and has a 100% chance to recover each turn. No other effects, but to show that the monster was just scanned.

2. Make an item called "Scan Item".
-The item type will be "Skill Scroll".
-The item should have one-time usage.
-The item will invoke "Scan Skill".

3. Now comes the hard(er) part with the retroactive monster event. I will explain my version below, but there is also another tutorial here: http://rpgmaker.net/tutorials/536/

(Actually, I don't think my method would technically be considered a retroactive event. After testing, if a retroactive event is used here like described in that tutorial, the scan message would not appear at all. This must mean that the game maker checks the values of items in inventory and current MP of heroes at different times, or something else weird like that.)

-Anyways, make several variables each called the following: OldNumScanScroll, NumScanScroll, ScanHPMax, ScanHP, ScanMPMax, ScanMP. The last four will be used to store the monster stats.
-Make a monster group battle page for your first hero with the trigger uses the command.
-In this page, set the variable OldNumScanScroll to the current number of Scan Items held.
-Make an if branch that activates when the monster is targeted. Inside this branch, set the variables ScanHPMax, ScanHP, ScanMPMax, and ScanMP based on the monster's current stats.

-Copy this branch for a total of 8 branches. Change the condition of each to activate only if each monster is targeted. You will have to put 8 monsters in the monster group at least temporarily to have this option.
-Now copy this page for each hero in your game. Change the page trigger accordingly.

-Make another monster group battle page that activates when "Turns Elapsed is X + 1".
-In this page, set NumScanScroll to the current number of Scan Items held.
-Then, subtract NumScanScroll from OldNumScanScroll.
-If OldNumScanScroll is now 1, display the scan message, or call a common event that displays the message. You can display variable values in messages like this:
\v[5]
This will show the fifth variable in the database.

-Finally, you will need to copy each of these pages into every monster group for your game.

Hm, maybe I should just copy this as a tutorial for the website...

@Xenomic: If you want the scan item to work with unlimited use, you will need to give the party one item that is of single use only, and then right after the message add one scan item to the party inventory. You need to do this because otherwise the page activated by using an item will always activate the switch or set the variable that would activate the other page that displays the message. This will work only if the only consumable item in your game is the scan item (which I would guess is not the case).

However, this will create a brief period where the scan item is strangely missing from inventory because it takes one turn for the message to display and another item to be added back into inventory. You could make this reason apparent to the player such as the item is currently in use, scanning the enemy, and you just have to wait again to use it. (i.e. It can only scan one enemy at a time and it takes one turn to do so.)
Wait, why do you need to copy it for every hero in the game? I'm assuming it's due to setting the trigger to "If uses the command" or something?
author=Xenomic
Wait, why do you need to copy it for every hero in the game? I'm assuming it's due to setting the trigger to "If uses the command" or something?


The general Item Command is the menu command in the battle system. You can't simply set individual items like this. That is the purpose of this method: to allow special effects for subset items/abilities.
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