HAVING BATTLE SWITCHES ACTIVATE ON THE SAME TURN
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Example: Say you have a skill called "Steal" and it turns on a switch called "Steal". In battle you'll have a page activated by "Steal" but it will only activate at the beginning of the very next turn. So you use Steal and I have a message "Preparing to steal!" and then the next turn it happens, so there's always a 1 turn delay. Is it possible to circumvent this?
edit: forgot to mention this is rm2k
edit: forgot to mention this is rm2k
I use RPG Maker 2003 mostly, but I think they may be similar enough in order to do this:
1. Set variables which will signify which items monsters have.
2 Call your stealing command like usual. Have it turn on your switch. Don't display any message yet.
3. The switch will now cause a common event to automatically start. The common event will check to see if the stealing is successful and, if so, will add items to your character's inventory as you defined in step 1.
4. Have this same common event display a message about what was stolen, or if it were an unsuccessful steal.
5. Turn the switch off from inside the common event.
1. Set variables which will signify which items monsters have.
2 Call your stealing command like usual. Have it turn on your switch. Don't display any message yet.
3. The switch will now cause a common event to automatically start. The common event will check to see if the stealing is successful and, if so, will add items to your character's inventory as you defined in step 1.
4. Have this same common event display a message about what was stolen, or if it were an unsuccessful steal.
5. Turn the switch off from inside the common event.
Actually I just realized that the simplest solution is to just have a battle page in the monster party that activates when the skill's switch is turned on. The only problem with this is that I would then have to add a huge cluster of 30-40 pages of skills to each and every monster party. With over 200 formations it's really just not feasible when dealing with skills that may need adjustments and such down the road.
I've been working on this game so long I've honestly forgot why I've scripted things a certain way. I guess in this case this is really an unsolvable problem since the way I have it set up now is to have a skill turn on a switch and have that switch checked by a page event that happens every battle turn that checks to see if any of the "switch based skills" have been used. If one has been used then it calls the appropriate common event which takes place on the following turn, causing that one turn delay.
If I want to keep the switch-skill based events simple and easy to look at coding-wise as opposed to the clusterfuck of having 40+ event pages in all my monster formations then it looks like I'm stuck.
I've been working on this game so long I've honestly forgot why I've scripted things a certain way. I guess in this case this is really an unsolvable problem since the way I have it set up now is to have a skill turn on a switch and have that switch checked by a page event that happens every battle turn that checks to see if any of the "switch based skills" have been used. If one has been used then it calls the appropriate common event which takes place on the following turn, causing that one turn delay.
If I want to keep the switch-skill based events simple and easy to look at coding-wise as opposed to the clusterfuck of having 40+ event pages in all my monster formations then it looks like I'm stuck.
author=Zachary_Braun
I use RPG Maker 2003 mostly, but I think they may be similar enough in order to do this:
1. Set variables which will signify which items monsters have.
2 Call your stealing command like usual. Have it turn on your switch. Don't display any message yet.
3. The switch will now cause a common event to automatically start. The common event will check to see if the stealing is successful and, if so, will add items to your character's inventory as you defined in step 1.
4. Have this same common event display a message about what was stolen, or if it were an unsuccessful steal.
5. Turn the switch off from inside the common event.
Normally rm2k can't call common events from the in-game battle system. I'm using a program called BEVC to get around that but it still leads to a one-turn delay even if I have the common event set to activate on the skill's switch as opposed to waiting to be called.
Sounds like a little creative thinking is in order.
...How about, instead of Steal being a command that the player can select, have it so that Steal is a page which happens at the beginning of every battle, randomly adding an item. Because one of the characters is a thief, it'd make sense that he or she would steal from the opponent before the fight starts. The thief can even try to steal again, but that's the point when it takes an extra turn to steal.
As for solving the pages-upon-pages problem... How about making the Steal page as automated as possible. Have a single "Steal Setup" page for each Monster Group that runs at the beginning of every battle. You can do all of the variable work here (or even that preemptive attack steal I mentioned above). Then, a normal Steal page can just refer to these variables later on.
It sounds like a lot of work to tweak and then disseminate one or two event pages across 200 Monster Groups, but based on experience, I think that it wouldn't take very long once you get into the swing of it... maybe only 5-10 minutes. That's not very long, especially if you've been spending so much time on making your game the best it can be.
Back when I made an adjustment to the way my game handles conditions, I had to check through about 400 special techniques. I thought it would be awful, but it really wasn't so bad. Took about a half-hour of tinkering and sorting.
...How about, instead of Steal being a command that the player can select, have it so that Steal is a page which happens at the beginning of every battle, randomly adding an item. Because one of the characters is a thief, it'd make sense that he or she would steal from the opponent before the fight starts. The thief can even try to steal again, but that's the point when it takes an extra turn to steal.
As for solving the pages-upon-pages problem... How about making the Steal page as automated as possible. Have a single "Steal Setup" page for each Monster Group that runs at the beginning of every battle. You can do all of the variable work here (or even that preemptive attack steal I mentioned above). Then, a normal Steal page can just refer to these variables later on.
It sounds like a lot of work to tweak and then disseminate one or two event pages across 200 Monster Groups, but based on experience, I think that it wouldn't take very long once you get into the swing of it... maybe only 5-10 minutes. That's not very long, especially if you've been spending so much time on making your game the best it can be.
Back when I made an adjustment to the way my game handles conditions, I had to check through about 400 special techniques. I thought it would be awful, but it really wasn't so bad. Took about a half-hour of tinkering and sorting.
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