OKAY! CAN YOU MAKE SUBSET SKILLS USE SWITCHES? RM2K3
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I'm making a system that involves two types of skills: ones you can use all the time and ones you can only activate after certain battle events.
That being said, they're all pretty code-heavy and I was wondering if there was a way to make a skill under a skill subset (the one added to the commands at particular times) activate a switch, just like normal skills?
That being said, they're all pretty code-heavy and I was wondering if there was a way to make a skill under a skill subset (the one added to the commands at particular times) activate a switch, just like normal skills?
I'm not exactly sure what you need but-
You can actually disable skills by creating a dummy copy of a skill. Have your real skill a magic attribute and create a fake skill with an unused weapon attribute. When a battle event returns true for that skill being on, you can call a common event that removes the dummy skill and adds the real one. The dummy skill will always be there but will be grayed out and impossible to use because it has an unassigned weapon attribute.
You can have a skill activate a switch by giving each skill a unique MP cost and retroactively checking battle event pages to measure character MP before and after a party member's action. This has some limitations, but it can actually do what you want usually immediately after a skill is used.
You can actually disable skills by creating a dummy copy of a skill. Have your real skill a magic attribute and create a fake skill with an unused weapon attribute. When a battle event returns true for that skill being on, you can call a common event that removes the dummy skill and adds the real one. The dummy skill will always be there but will be grayed out and impossible to use because it has an unassigned weapon attribute.
You can have a skill activate a switch by giving each skill a unique MP cost and retroactively checking battle event pages to measure character MP before and after a party member's action. This has some limitations, but it can actually do what you want usually immediately after a skill is used.
I meant something along the lines of a "Limit Break", where a battle command pops up after certain conditions (say the hero takes a lot of damage). That command would be a skill subset. I was just curious as to if I could make a "subset skill" just turn on a switch like a normal skill can.
I like the dummy skill idea... the only problem with the MP one is that all skills have to cost different amounts of MP; also, Ethers or anything that restores MP, or MP-draining attacks will mess it up.
The ability to have skills activate switches is already in the skills tab, it's just annoying because I can't have subset skills activate switches too, and because skills that use switches can't target individual monsters.
Anyway, I think I've figured out a workaround that'll make sense for my game.
I like the dummy skill idea... the only problem with the MP one is that all skills have to cost different amounts of MP; also, Ethers or anything that restores MP, or MP-draining attacks will mess it up.
The ability to have skills activate switches is already in the skills tab, it's just annoying because I can't have subset skills activate switches too, and because skills that use switches can't target individual monsters.
Anyway, I think I've figured out a workaround that'll make sense for my game.
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