MAKING A JUMP COMMAND.

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Well I'm making my final fantasy fan game in rm2k3 and one of the characters is a Dragoon and as all dragoons he needs a jump command.
Is there anyway to make a jump command similar to that of ff4 in rm2k3?
and if so how would I go about doing it.
Make a battle animation of the character jumping into the sky and inflict your character with a condition called "JUMPING" and set a switch called JUMPED to ON. Make that graphic for the condition blank so that your character appears to still be in the air (you might want to also make him resistant to all physical attacks, check that box as well). Then make a battle event that occurs after a couple turns that requires the switch JUMPED to be ON, and then call a battle animation to bring the hero jumping down onto the enemy and dealing damage.

This assumes you already know how to do these things in RM2k3. Let me know if you want me to break any of these steps down.
post=116199
Make a battle animation of the character jumping into the sky and inflict your character with a condition called "JUMPING" and set a switch called JUMPED to ON. Make that graphic for the condition blank so that your character appears to still be in the air (you might want to also make him resistant to all physical attacks, check that box as well). Then make a battle event that occurs after a couple turns that requires the switch JUMPED to be ON, and then call a battle animation to bring the hero jumping down onto the enemy and dealing damage.

This assumes you already know how to do these things in RM2k3. Let me know if you want me to break any of these steps down.

Yeah but if he gets attacked wouldn't he just come out of nowhere and then dissapear.
because there is a damage pose.

EDIT:NEVER MIND I JUST REALIZED HE JUST EVADES ALL ATTACKS
Does evade all attacks extend to skills?
I'll check for you when I incorporate it.
I've just finished his battle set I just gotta make the animation now.
Ah, that's true GRS. I suppose you could just set it to remove the party member for a set number of turns, then add him back in and deal damage to the enemy. But make sure that you make a parallel process common event that activates on the JUMPED switch to add the character back in if the battle finishes while he's midair.

The downside of this approach is that you will lose the battle if the rest of your party dies while the character is jumping.

EDIT: If you subbed the jumping character for a different temporary one with no battle graphic and 100% resistance to all types of damage, all hits (skills or otherwise) would deal 0 to the jumping character. But you'd have to work out the kinks of switching those characters in and out. This is probably the more viable approach.
is it 100% certain it wont work?
Sadly I just did and it just doesn't work.

I might just make jump just like a normal skill and give him numerous dragoon skills aswell.
Actually I figured out a way to do it.
Every time he uses it his def and intelligence get to max.
I store his stats into a variable.
yada yada you know the rest...
For mine, I just made him fly across the screen into an enemy for high damage. Since I couldn't figure out how to make him stay in the air, I just made it cost MP, but hey, it works, along with Lancet (which was far easier). While I'm here, I might ask how to make it so you can pick a skill from the battle menu that says Attack, Defend, B. Magic, W. Magic and so on without going into a subset.
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