[RMVX ACE] SKIP TURN HELP!

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Hi! I am currently making some epic boss battle on my project, and I have been tinkering a lot of this problem, like when the character brought the boss down to 50% HP, the boss would do "overdrive" animation and then SKIP the turn (like idle and not using normal attack or skills at all), is there a script that I can use notetag in order to skip enemy's turn?
Thanks!
Marrend
Guardian of the Description Thread
21806
It might depend on how often the boss "skips" it's turn, but, I can think of two ways.

One method is through the Enemy tab. Create a skill that is otherwise empty that uses the "overdrive" animation. Maybe include some flavor text when the ability is used. Anyway, you set up the boss AI so that there's a decent chance of using that skill when it's between 0 and 50% HP. Keep in mind what priorities it's other abilities have. If the "overdrive" move is too high, it might use that, and nothing else.

Another method is through the Troop tab. The condition you want to select is Enemy - <Boss name>: HP below 50%. You would use a Force Action on the boss-monster to make it use an ability that does nothing (similar to the above suggestion). Or use "Guard", and a Show Battle Animation to do the "overdrive" animation on the boss. The span of this event could be "Turn" (ie: once per turn), but, keep in mind that the boss will only ever execute the forced action once it's health drops below 50%. Thus, it may behoove you to activate a switch, maybe start a turn-counter too, until the ability would be used again.
I have tried both, first one is even though the boss "Waited" but still doing normal attack

2nd method tried: The boss idled and then immediately cast the ultimate on the same turn
I need the boss to skip the turn and then give Player opportunity to guard, after that the boss will do Ultimate skill.
Marrend
Guardian of the Description Thread
21806
I find it hard to believe that an enemy would act twice in one turn unless is has an Action Times attribute somewhere on it. Though, I'm not entirely certain how that attribute would interact with the Force Action event-command. Lemme try something out.

*Edit:
Action: New project. Make a "Slime" enemy use the "Wait" action with a priority of 6 when it's HP is between 0 and 50%. Make it resist the "Death" Status.
Result: Hrm. I haven't seen it wait for five/six turns, and it was "dead" (ie: had 0 or less HP) round 1.

Action: Raises the "Wait" priority to 7.
Result: Okay, yeah, it's definitely "Wait"ing quite a bit here.

Action: Raises Action Times by 100%
Result: Observes Slime either attacking twice, using "Wait" twice, or doing one of each action.

Action: Resets "Slime" (except for the "Dead" resistance). Goes to Troop Tab. Page 1, set frequency to "Turn". Set condition: Enemy #1 ("Slime")'s HP is 50%, or below. Force Action ("Slime" in troop position 1, "Wait").
Result: Slime uses "Wait" every single turn, as suspected.

Action: Raises Slime's Action Times by 100%
Result: Slime uses "Wait" once, but nothing else.
So which solution should I use for my problem?
Marrend
Guardian of the Description Thread
21806
I know you want the boss to "skip a turn" when it's HP drops below 50%. The question becomes how often you want it to do that.

If it's once ever, I would suggest doing it through the Troop tab, and setting the frequency to "Battle". If this move is a "charge up" ability, and there is supposed to be a super-move occurring next turn, it might behoove you to set up some method to indicate that the "Charge" action has occurred, and go from there. I'd go with a switch (as it's an on/off thing), but, a variable would work too.

If it's a matter of allowing the action (or lack thereof :P) to occur multiple times per battle, again, that depends on how often that's supposed to be. In this case, the large assumption here is that the enemy has some kind of cooldown period before it uses the "charge up" ability for the super-move on the following turn. That's probably also via Troop tab, and would highly likely involve switch and variable manipulation.
Yeh I tried with switch on/off already.
I operate switches to make him do "Overdrive" animation and switch off his normal attack pattern and turn on his next event page to do ultimate attack.
He overdrived and then use ultimate on same turn (even with 2 event pages seperated)

I guess I am just gonna do the basic now (let the boss do the ultimate right away at 50% HP I give up on this one lol)
Marrend
Guardian of the Description Thread
21806
Lemme think about that for a sec. If there is a second page, and it's condition is "a switch is enabled", and the first page enables it... yeah, maybe it would work like that! Lemme try something.

*Edit: Well, here's something that works if it only does "Wait", "PowerMove" (or what-have-you) once ever.

Page 1
Span: Once per Battle
Condition: Enemy 1 ("Slime")'s HP is 50% or below
Event-Commands
Force Action: Enemy 1 ("Slime"), "Wait", Random target
Control Switches: Switch 1 ("test") - ON
Control Variables: Variable 1 ("num") = 0


Page 2
Span: Once per Turn
Condition: Switch 1 ("test") is ON
Event-Commands
Variable 1 ("num) += 1
Conditional Branch: Variable 1 ("num") == 2
>Force Action: Enemy 1 ("Slime"), "Triple Attack", Random target

That should allow it to use the move the turn after it "Waits", and not the self-same turn. Sorry about not recognizing the potential issue before!
Oh! I think I got it work somehow! Thanks XD
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