[RMVX ACE] STUPID BATTLE SYSTEM QUESTION
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I could have sworn that there was a way in the troop events to have something happen at the beginning of the first turn of battle, but I'm having a heck of a time figuring it out. It's the final boss and he's supposed to be staggered (for story reasons) for the first three turns of the fight. As it is, he gets to take his first turn at full strength, and then is staggered for the second three turns of the fight. As the battle balance of this fight is very delicate (read: it's really easy to lose) it does make a difference.
"Condition": When the end of turn is exactly what it says on the tin. And messing around with the "Moment" "Span" has, with my experimentation, caused the battle system to freeze up completely, so obviously I didn't handle it right. I could have sworn there was something like "Condition: Begin of turn" but I can't seem to find it.
Thanks and I know this is an annoying and dumb question.
"Condition": When the end of turn is exactly what it says on the tin. And messing around with the "Moment" "Span" has, with my experimentation, caused the battle system to freeze up completely, so obviously I didn't handle it right. I could have sworn there was something like "Condition: Begin of turn" but I can't seem to find it.
Thanks and I know this is an annoying and dumb question.
I know in MV you can set the condition to TURN 0 and it will do the actions before the first turn. I think VX should be similar.
Yeah, it kinds sounds to me like an event that occurs Turn 0 event with a span of "Turn". Maybe "Battle", since I figure the intent is to inflict a stun-like state on the boss for the first three turns.
*Edit: The "Moment" span causes the event-commands associated with the page to loop as long as the condition of the "Moment" (ie: whatever is in the condition box) is true. So, if you did a span of "Moment" with a condition of "When end of turn", my guess is that when it reached the end of the turn, it just looped the code ad infinitum. The logic is that it would stop at the next turn, but, that never came, as it was continually processing the commands entered.
Am I making any sense here?
*Edit2: So, anyway, like I mentioned, you probably want either a span of "Turn" (which executes once per turn, so long as the condition is met), or "Battle" (only ever executes once, should the condition be met).
*Edit: The "Moment" span causes the event-commands associated with the page to loop as long as the condition of the "Moment" (ie: whatever is in the condition box) is true. So, if you did a span of "Moment" with a condition of "When end of turn", my guess is that when it reached the end of the turn, it just looped the code ad infinitum. The logic is that it would stop at the next turn, but, that never came, as it was continually processing the commands entered.
Am I making any sense here?
*Edit2: So, anyway, like I mentioned, you probably want either a span of "Turn" (which executes once per turn, so long as the condition is met), or "Battle" (only ever executes once, should the condition be met).
Yeah, you're making sense. What I had tried with Moment was setting a condition of Turn 1 + 99, which I guess should be 0 + 99 with a span of turn, yeah? Let me see if that works.
I mean, if you're going with "Turn" for the span, using "Turn 0 + 99x" translates to that event occurring on Turn 0, 99, 198, 297, and so on. This might technically function how you want it to, but, just plain "Turn 0" should suffice.
SO how do you get just an event that occurs just in the start of battle (like, setting the music and a common event)? I'm native to 2k3, so the added complication of Turn, Moment, Battle makes no sense to me.
When do you use which?
Also, it sounds like Moment is highly problematic.
When do you use which?
Also, it sounds like Moment is highly problematic.
When do you use which? Well, I must admit, I'm a little fuzzy on "Moment", but, in an attempt to break it down:
- Battle
- Turn
- Moment
Moment is actually great and I use it a lot. You can do a lot with it. For instance, in Jimmy, that's how I've gotten a lot of steal commands to work. Basically, you have your steal skill (thanks Yanfly!) also run a common event that flips a switch on. Then, you check to see if you have the item that you just stole in your inventory (say, an enemy's hat). Then, if you have that hat in your inventory, you can change the enemy to a hatless version of itself and then flip the switch off. That's a silly and simplified use for it, but you can get a whole lot out of that structure.
The OP definitely wants a turn 0 battle option from what I can tell, which Marrend covered, but I wanted to express my love for the Moment condition.
The OP definitely wants a turn 0 battle option from what I can tell, which Marrend covered, but I wanted to express my love for the Moment condition.
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