STATUS EFFECT PRIORITY QUESTION/DIVERGANT BATTLE DIALOGUE
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Problem I
I intend to show what classification an enemy is (ATK, DEF, HP, Ail, etc.) by inflicting them with a status effect at the start of battle, in order to show what they are when targeted.
The questions is: If I set the status' priority to 100 in 2k3, will said status ALWAYS be left-most when targeting the enemy?
Problem II
In battle events, I want to set up dialogue that shows different text based on who's in your party. Basically, if person X is in your party, person X speaks, if person X is not in your party, then person Y must be in your party, thus person Y speaks. What I need to know is: In 2k3, how does one set a battle event to register who's in your party and who's not, and show different text in a message (i.e. have a conditional branch) accordingly?
I intend to show what classification an enemy is (ATK, DEF, HP, Ail, etc.) by inflicting them with a status effect at the start of battle, in order to show what they are when targeted.
The questions is: If I set the status' priority to 100 in 2k3, will said status ALWAYS be left-most when targeting the enemy?
Problem II
In battle events, I want to set up dialogue that shows different text based on who's in your party. Basically, if person X is in your party, person X speaks, if person X is not in your party, then person Y must be in your party, thus person Y speaks. What I need to know is: In 2k3, how does one set a battle event to register who's in your party and who's not, and show different text in a message (i.e. have a conditional branch) accordingly?
Respones to answer 1:
I'm inflicting conditions on enemies at the start of battle. I.e. an ATK class enemy gets the "ATK Type" condition, so when you target the enemy it says "ATK Type" at the top of the screen.
Respones to answer 2:
I was afraid I'd have to do that... Oh well, it shouldn't take more than five minutes to code. And having different characters interact just takes multiple conditional branches.
I'm inflicting conditions on enemies at the start of battle. I.e. an ATK class enemy gets the "ATK Type" condition, so when you target the enemy it says "ATK Type" at the top of the screen.
Respones to answer 2:
I was afraid I'd have to do that... Oh well, it shouldn't take more than five minutes to code. And having different characters interact just takes multiple conditional branches.
Okay, that's good to know. Thank you.
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