[RMVX ACE] STEALING AN ENEMY'S ITEM TO PREVENT THEIR USE.
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I know, I've been asking a lot of questions lately.
You may have seen this mechanic before, namely in games like FFX or Breath of Fire IV; where an enemy has a skill that replicates an item, but a character stealing this item from them takes that skill away from an enemy.
Mechanically, what's happening is that an enemy has a skill that exactly replicates an in game item. Usually, they also have the actual inspired item in their inventory. Upon successful theft of that item from the enemy, that skill is removed from their A.I. and they can no longer perform it. Is this possible to do in RPG Maker VX Ace?
You may have seen this mechanic before, namely in games like FFX or Breath of Fire IV; where an enemy has a skill that replicates an item, but a character stealing this item from them takes that skill away from an enemy.
Mechanically, what's happening is that an enemy has a skill that exactly replicates an in game item. Usually, they also have the actual inspired item in their inventory. Upon successful theft of that item from the enemy, that skill is removed from their A.I. and they can no longer perform it. Is this possible to do in RPG Maker VX Ace?
author=Sated
You could do that in 2K3 so... yes?
Consider a regular Steal skill, where you have items that can be stolen based on % chance. What you normally do is allow the player to obtain that item, which requires you to stick an Add Item command into the battle-event somewhere; all you need to do in order to accomplish what you're trying to do is to turn on a switch when the player steals the skill-linked item. This works because you can make it so the enemy's skill-set has skills that have a much higher priority than the item-linked skill, so that it's never used once the switch is on.
Buuuuuuut I'm assuming you don't wanna stick a battle-event in every enemy troop though, since RGSS will almost certainly be able to do it easier.
I don't mind messing with battle events, especially since relatively few enemies have this ability, and I have a script that more or less makes enemy specific battle events universally linked with that enemy across the board. So i don't mind messing with the Battle Event! It doesn't have to be scripting.
The issue is that the 'Add Item' method wouldn't work because that assumes that the item stolen has to be unique. This isn't the case. I'm talking more like, an enemy is using a common Potion (the same ones that the player uses and most probably would also have) on their friends in battle, and an actor steals that Potion, adds it to the player's Potions, and the enemy can't use it anymore.
Basically, are you saying use a Conditional Branch in a Battle Event to track if an item is added to the player's inventory and remove the enemy's skill based on that?
Because that would be great, but I'm not sure from the top of my head if there's a way to do that.
Because that would be great, but I'm not sure from the top of my head if there's a way to do that.
I'm looking at VX ace now and you can do that with enemies skill list, so I think Sated might have it in the bag.
Ah, I see where we're diverging now, I don't have a switch for my Steal skill, because I'm using a script. Hmm, I didn't take that into account.
How does your steal skill work? Does it have a chance to fail, or rather, does it have a chance to fail against the relevant enemies. If it's 100%, then you can always give the item using enemies an invisible state when the battle start that is needed for the AI to use the item replicating skill and then make the steal skill remove that state.
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