RPG MAKER 2003: I CANNOT FIGURE OUT HOW TO MAKE A SENSE SKILL.
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First, I would not be asking if I had found a tutorial detailing this information. If there is such a tutorial, I would love to have the link.
I'm sure you know what I'm talking about; the sense materia from Final Fantasy VII and other such skills in other RPGs. Essentially, I am trying to figure out how to create a skill that lets a character reveal an enemy's statistics. Any advice would be greatly appreciated, and thank you very much.
I'm sure you know what I'm talking about; the sense materia from Final Fantasy VII and other such skills in other RPGs. Essentially, I am trying to figure out how to create a skill that lets a character reveal an enemy's statistics. Any advice would be greatly appreciated, and thank you very much.
Hi Pianotm,
The creation of this kind of skill requires making a skill that is the type that calls a Common Event. After that is done, this Common Event then displays a message based on who the player is fighting. You would have to determine who the player is fighting (and their stats) for each different battle.
In the Database's M.Groups where you can create Battle Events, set a variable at the start of each battle which identifies each different group. Then, when the player uses your Sense skill, the correct information will pop up.
The creation of this kind of skill requires making a skill that is the type that calls a Common Event. After that is done, this Common Event then displays a message based on who the player is fighting. You would have to determine who the player is fighting (and their stats) for each different battle.
In the Database's M.Groups where you can create Battle Events, set a variable at the start of each battle which identifies each different group. Then, when the player uses your Sense skill, the correct information will pop up.
Thank you. It looks like I have some experimenting to do. Still not having any luck finding a tutorial. This is what I hate about being a NOOB. Still, might be worth it to be the first one to write a tutorial on it.
You can bypass the common event and make the Sense skill a switch-based ability. Then in the Battle events, do as Zach suggested. You can use the variable codes in message boxes to display raw numbers like:
Set Variable {0007: Enemy HP} equal Enemy {01: Slime} HP
Set Variable {0008: Enemy MP} equal Enemy {01: Slime} MP
Set Variable {0009: Enemy ATK} equal Enemy {01: Slime} ATK
...and so on for each numerical stat (one variable per stat) Then:
Show Message:
... and so forth.
When it comes time to do another monster, just reuse the variables to check for that monsters stats - that way you only need as many variables as stats you are showing.
If you want to show how much HP or MP the enemy has left from a 'full tank', just add another variable set to enemy Max HP/MP and do so in the message box:
You can also add colours using, so if you want to colour code your stats, you can~
The colours correspond to those on the message skin in system folder. The little squares (the top row starts from 0 and counts from left to right, then down to the left-side of the next row and so forth. If you want a certain colour, change them in a graphical editing software. I recommend iDraw when using 2k3, since it keeps things in 256 colours, will save only png or bmp and makes it really easy to mess with colours). It's a free download. Just google~
Set Variable {0007: Enemy HP} equal Enemy {01: Slime} HP
Set Variable {0008: Enemy MP} equal Enemy {01: Slime} MP
Set Variable {0009: Enemy ATK} equal Enemy {01: Slime} ATK
...and so on for each numerical stat (one variable per stat) Then:
Show Message:
Name: SLIME
HP: \v[0007] MP: \v[0008]
Attack: \v[0009]
When it comes time to do another monster, just reuse the variables to check for that monsters stats - that way you only need as many variables as stats you are showing.
If you want to show how much HP or MP the enemy has left from a 'full tank', just add another variable set to enemy Max HP/MP and do so in the message box:
[b]\v[0007]/\v[#ofMaxHPvariable][/b]
You can also add colours using
\c[# from 0 to 20]
The colours correspond to those on the message skin in system folder. The little squares (the top row starts from 0 and counts from left to right, then down to the left-side of the next row and so forth. If you want a certain colour, change them in a graphical editing software. I recommend iDraw when using 2k3, since it keeps things in 256 colours, will save only png or bmp and makes it really easy to mess with colours). It's a free download. Just google~
Thank you so much! This exactly what I was looking for! And thank you for program recommendation. I'm still using Paint for all of my graphics. I have Gimp but am ready to give it up as a bad job.
Graphics Gale is a neat pixel program too, you can go by preference there really.
Also, if you want to specifically target a single enemy and wish do it as a command, you can make the command be an Attack archetype (The battle layout tab on the right side will have this). Then in the monster group code, add a condition on the character using that command so that they are stunned for a turn. Check to see what enemy is targetted. Get the variables for the enemy stats and then call a common event.
That common event will just have a message that displays the HP and whatever resistances you want to write in it.
Then at the end of the monster group code just remove the status effect on the character that you added (that is really just to prevent the character from attacking the enemy, all you needed that archetype for was to check what enemy was being targetted). Of course, if you want to only have it as a spell then yeah Libbys way will do!
Also, if you want to specifically target a single enemy and wish do it as a command, you can make the command be an Attack archetype (The battle layout tab on the right side will have this). Then in the monster group code, add a condition on the character using that command so that they are stunned for a turn. Check to see what enemy is targetted. Get the variables for the enemy stats and then call a common event.
That common event will just have a message that displays the HP and whatever resistances you want to write in it.
Then at the end of the monster group code just remove the status effect on the character that you added (that is really just to prevent the character from attacking the enemy, all you needed that archetype for was to check what enemy was being targetted). Of course, if you want to only have it as a spell then yeah Libbys way will do!
Oh, I forgot about the commands! Yeah, if you want it to target just one enemy out of a group, listen to Ocean. He knows a lot about messing with the battle systems in 2k3~<3
I've downloaded both. I'm trying to make it as a command and a spell, one or the other depending on the level of the ability. Ocean, have you written any tutorials about messing with battle systems?
Thank you all for your advice. I tried the new variables last night and they worked like I hoped. Now to apply what Ocean just told me...
Thank you all for your advice. I tried the new variables last night and they worked like I hoped. Now to apply what Ocean just told me...
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