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[VX ACE] MAKING THESE SKILLS WORK?

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I want to make a few skills, but I'm fumbling around when trying to work them out.


1) Throwing Skill: Ala FF Ninjas. I want them to throw only certain items, and I'm unsure if I can add the number to the skill description itself, or make a menu showing just those items.

2): "On-field spell" Kinda hard to describe, but something like adding a turret that hits enemies every turn. I want to also have it so you can put down several down later as a upgrade. I don't know how to deal with reaching the limit though (as in, how to dispose of the oldest "On-field").

3) Skills that require a specific skill in order to activate beforehand.

4) Transformation skill. I could use a state, but how about a actor for certain additions, like a completely different set of commands and equipment?

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
The first one you'd probably have to do with a script; you could possibly use the "select key item" command for the items you can throw, but then you wouldn't be able to equip them and if you had any other key items they would appear too. You should be able to quite easily modify the key items command to work with items you want to throw, but it would require some coding.

An on-field spell you could probably do with switches/variables. Depends really on exactly how you want it to work. Like say you wanted the turret thing, you'd have a variable for maximum turrets and a variable for current number of turrets. Then when the skill is used you'd call a common event that adds 1 to the variable only if it's less than the maximum turrets var. (and when you upgrade the skill just add to the maximum var). Then have a battle event running every turn that runs through code for the turret attacking a number of times equal to the current turrets var.

Skills that require a specific skill is easier but still slightly tricky; the first part is easy in that all you need to do is add "Learn Skill" to the effects of skill A that gives the character skill B. Of course, you'd then need a cleanup event that removes all the temp skills.

For transformation, you could certainly use a different actor for each "form". You could also use a state and have a script that changes your commands/equipment depending on which state the hero has.
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