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[2K3] NEED HELP DECIDING ON ABILITIES

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Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Where else are you setting or changing the value of variable 1660?
I found out the issue (1660 is set in a battle event when using the Misfortune command I believe), and it's due to 2k3's stupidness with handling battle events in Turns Elapsed x1, so it technically takes a full turn before the command activates the ability (because it happens at the end of the NEXT turn and not at the end of the current turn that you lose HP). So nevermind on that bit.


On that note, I have my own version of the FFVI Bushido system working, using a similar system for another character, so that bit is taken care of. Also have my own Counter system (yes, an actual counterattack system), but it's the same as any other event that relies on Turn Elapsed x1 sadly...


So right now, trying to figure out subcommands for the final 10 temporary characters (yes, they're getting subcommands too to spice them up). Technically 11, though one character is going to get FFV's Open Fire command, but with a bit more variety on statuses in it than Open Fire. I'm drawing a blank on what else to use for subcommands for the rest though, especially subcommands that fit in with their playstyles and character. x_x;;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I would be careful that you don't put too much into this game, your battle system sounds almost overly complex now.
I'd like to think that it's still simple enough really. Each character gets at least one main command (for their main skillset stuff, which is your generic damage and support stuff), one subcommand (things like Steal, Morph, Summon, Twincast, etc.), and then Item, Defend, and Escape (not everyone gets these though. There's at least 3-5 that don't have Item (one is due to her having Stock as one of her subcommands), a couple that don't have Defend, or their Defend command is replaced by Sentinel, and one that doesn't have Escape. Heck, even one character doesn't even have Attack as a command). Subcommands can be upgraded (only up to level 3 in some cases) from wearing specific equipment, and some skills can be usable by using specific equipment as well (for instance, characters may be able to use the Osmose spell by having the Psychic Barrier equipped).


Things like that. Not too overly complicated. Only things that may seem complicated are how some things work, like Bushido, Focus, and Twincast. But even then there's only so much the player will be able to do with those so...*shrugs*
New one for you guys, and this one is something that I'd like to do since it fits with my Blue Magic system. As you may know from reading the Blue Magic list in this topic (if not, check it out for this post), each spell has a static % of being learned. For instance, Flare has like a 30% chance of being learned, White Wind 50%, and so on. Now, here's what I'm going to try to do with this Blue Magic system, and I need your guys help with this.


*If Koishi's Level is LESS than the enemy caster's Level, the chances of learning the spell DECREASES by +X%. So, if Koishi is 10 levels lower than the enemy, and the spell learning rate is 50%, then it'd decrease to 40% to try to learn it. Spells can never hit below 1% (or should they?).

*If Koishi's Level is EQUAL to the enemy caster's Level, the chance of learning the spell is the same as listed in the document.

*If Koishi's Level is GREATER than the enemy caster's level, the chance of learning the spell INCREASES by +X%. So, if Koishi is 10 levels higher than the enemy, and the spell learning rate is 50%, then it'd increase to 60%. Max is obviously 100%.


Now the thing is, how does one handle coding this? I have each of my Blue Magic spells in separate common events, so I'll use this one as the example screenshot for ya'll.





Left is the Common Event, right is the Battle Event (which is the same regardless of the spell).



Now, that's for the BASE Learning ability. There's 2 upgrades to it that I'll be doing as well.


*Learning Level 2: Ignores penalties towards Blue Magic learning if Koishi's level is less than the Blue Magic user's level. In other words, if Koishi is 10 levels lower than the enemy, the chances of learning Blue Magic will NOT decrease by 10%, and will instead stay the static learning rate.

*Learning Level 3: Ignores penalties towards Blue Magic learning if Koishi's level is less than the Blue Magic user's level. Doubles the chances of learning Blue Magic if Koishi's level is higher than the Blue Magic user's level. So, if Koishi is 10 levels lower than the caster, she will not get a -10% penalty on learning a skill (so a 50% skill will not become 40%). In addition, for every 1 level Koishi has over the enemy, the % increase goes up by 2%. So if Koishi is 10 levels higher than the enemy, and the skill has a 50% learn rate, it gets +20% to its learn rate for 70%.



So yeah, if anyone can help with this, that'd be fantastic. I'm kinda confused as to what I need to do here as it'll probably be pretty clustered doing this. I'd be much obliged for the help. @_@;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I can't remember offhand: in 2k3 can you set a variable to an enemy's level?
Enemy's don't have levels by default, so I have to set them manually for each one via variable, yes.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
The only problem is that 2k3 doesn't have a way to tell which enemy you used an ability on, so I'm not sure how you would do anything with individual levels.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Okay, it doesn't have a convenient way. :P
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Still seems like more trouble than it's worth but I guess I'm just spoiled from being able to use RGSS3 for more or less anything I need.

Xenomic, let us know if you need further help implementing this.
I don't know how using the command and checking MP is going to help with this method for Blue Magic. This is meant for learning the spell in general, meaning the enemy has to use it (Koishi doesn't have to be hit by it, just have to see it and be able to act to see it, meaning she can't be under Death/Paralyze/Sleep/Stop/Petrify/Venom). ^^;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Screw you double posts.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I'm guessing the Blue Magic learnable skills all have switches that are turned on when the enemy uses them?

And Sated, my point was that if you want to do something in 2k3 you have to come up with all sorts of workarounds and things like using MP costs to determine when a skill is used, whereas with RGSS if I want to determine when a skill is used I can just build it into the battle script.
Yes, they all have switches that turned on when the enemy uses them (as shown in my example above). For instance, the enemy uses Bio, it'll turn on a switch (in the Monsters tab, not in the Switch tab), then it'll run through the battle event (which then runs the Common Event to see if Koishi has the skill already, and if not attempts to go through the RNG for the learning chance).
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Well then all you have to do is add a bit to that part before the first conditional branch in the else:

Set var [koishi's level] to Koishi's level
Set var [enemy level] to level of enemy that used skill
Set var [learn chance] to learn chance of skill
Set var [temp] to [koishi's level]
Set var [temp] -, [enemy level]
Conditional branch: [var that tracks Koishi's blue magic level] equal to 3
Conditional branch: [temp] greater than 0
Set var [temp] *, 2
Set var [learn chance] +, [temp]
End
Else
Conditional branch: [var that tracks Koishi's blue magic level] equal to 1
Conditional branch: [temp] less than 0
Set var [learn chance] -, [temp]
End
End
End

Then rather than check whether your rand is greater than a static value, use the value of the [learn chance] variable instead.
Then after all of that is put in, I just have to see if the learn chance is equal to or greater than the Blue Magic Random variable, correct? Since the Blue Magic Random is the randomizer for learning it and all?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
That's what I said at the bottom. :P