[RMVX ACE] ATTACK SPECIFIC ENEMIES
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There're front rows and back rows in my game and all the enemies in the front rows have a state X.
Now I want to make a skill which always attacks the state X enemies even when scoping 1,2,3 or 4 random enemies.
Do you know any nice script?
Now I want to make a skill which always attacks the state X enemies even when scoping 1,2,3 or 4 random enemies.
Do you know any nice script?
Give Back Row Enemies a State too.
Make a new damage type for front-row-only skills, then make sure that the Back-Row-State nullifies that damage.
That's my instinct, anyway.
Make a new damage type for front-row-only skills, then make sure that the Back-Row-State nullifies that damage.
That's my instinct, anyway.
Seems rather kludgy, as the thing would still show animations for enemies it hits but doesn't damage.
My solution would be to use a script that lets you put in code at different phases of the attack, and put a simple check before the effect goes off to see if they have the state.
My solution requires a good understanding of what you're doing with scripts though. If you get more and more specific with your requirements, you're going to have to learn scripting yourself at some point. Otherwise you're better off finding a good set of scripts yourself, and working within those confines.
My solution would be to use a script that lets you put in code at different phases of the attack, and put a simple check before the effect goes off to see if they have the state.
My solution requires a good understanding of what you're doing with scripts though. If you get more and more specific with your requirements, you're going to have to learn scripting yourself at some point. Otherwise you're better off finding a good set of scripts yourself, and working within those confines.
author=Aegix_Drakan
Give Back Row Enemies a State too.
Make a new damage type for front-row-only skills, then make sure that the Back-Row-State nullifies that damage.
That's my instinct, anyway.
Thank you for your answer!
I've actually tried it before.
But I found a problem which was that too many random attacks were nullified by the front row enemies and it's just a waste of MP and TP...
I wish there was a state which temporarily made enemies unattackable.
author=Rine
Seems rather kludgy, as the thing would still show animations for enemies it hits but doesn't damage.
My solution would be to use a script that lets you put in code at different phases of the attack, and put a simple check before the effect goes off to see if they have the state.
My solution requires a good understanding of what you're doing with scripts though. If you get more and more specific with your requirements, you're going to have to learn scripting yourself at some point. Otherwise you're better off finding a good set of scripts yourself, and working within those confines.
Thank you for your advice!
I agree with you saying that I need more knowledge about scripting to solve the problem.
I hope I can make all the scripts I want.
author=Shaolin_Monk
There're front rows and back rows in my game and all the enemies in the front rows have a state X.
Now I want to make a skill which always attacks the state X enemies even when scoping 1,2,3 or 4 random enemies.
Do you know any nice script?
This script should do the trick. I tested the script in a new project, and it appears that untargetable enemies are completely ignored by skills that hit all foes rather than simply dealing no damage.
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