[RMVX ACE] I NEED HELP UNDERSTANDING YANFLY ENGINE ACE - LUNATIC TARGETS V1.0
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So, what, how to specify custom targets? Aren't the specifications in the script instructions? Is the instructions, themselves, what you need help understanding? Maybe it's a specific effect that is allowed by these scripts? I dunno! There's no context, outside of the script mentions!
I ju8st need to know what
<custom target>
string
string
</custom target>
Is supposed to look like in the skill/item notebox. I want the player to be able to target multiple enemies (with skills/items they get later on)and not shoot random target(s) if they can hit more than one.
<custom target>
string
string
</custom target>
Is supposed to look like in the skill/item notebox. I want the player to be able to target multiple enemies (with skills/items they get later on)and not shoot random target(s) if they can hit more than one.
All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
author=Tanarex
And this is why I don't bother to come here for answers.
You're ready to give up on the thread after only four days? You're asking people to volunteer their time and knowledge. While some may be able to spare the knowledge, time is a different matter.
*Edit: I dunno. Maybe I'm just being jumpy, or being annoyed by another thing.
author=coelocanth
All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
I understand the basic idea but don't know how it is written. W
author=coelocanthI understand the basic idea but don't know how it is written. What would I put in the skill box if I wanted to target 3 enemies in a row?
All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
I don't know that you could let the player select a target three times, then have the skill target all of them using only this script.
You could let the player choose one target by having the scope set to one enemy, and then use this script to add two more random targets to the target list.
I haven't really used it though, Mk 1 eyeballs looking at the script makes it look like it adjusts the targets of the skill after you selected using the regular interface.
You could let the player choose one target by having the scope set to one enemy, and then use this script to add two more random targets to the target list.
I haven't really used it though, Mk 1 eyeballs looking at the script makes it look like it adjusts the targets of the skill after you selected using the regular interface.
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