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IS IT POSSIBLE TO MAKE A SKILL SIMILAR TO GUARD IN FINAL FANTASY VII

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I mean Guard/cover as in if an ally is receiving a mortal blow one of the party members will jump in and take the damage?
It is really important for us to know what engine you are using. If you are using Rpgmaker 2003, I foresee this being very tiresome to code. Yes, it would be possible to make, as far as I could tell, but the only method I can imagine to pull this off would likely slow down your battles and wouldn't be exactly what you want (not to say there isn't necessarily a feasible way of doing it; I just can't think of a way, at the moment). If you are using something like XP or VX, where you can script, then this is probably a lot easier to create and someone has likely created a script to replicate what you want.

As far as any other engine goes, chances are it is much more flexible that Rpgmaker and it should be a breeze to work out. I don't have much knowledge with other engines, though. Haha
this didn't originate in ff vii......
post=148629
this didn't originate in ff vii......


who said it did?

post=148592
I mean Guard/cover as in if an ally is receiving a mortal blow one of the party members will jump in and take the damage?


if you're using 2000/3 then i might be able to help.
@AZN I was just using Final Fantasy VII as an example, as thats the most played game that has the feature.

@p3k10 I'm using RM2K3 so I can use your help.
ok cool. I'm guessing you're using the default battle system and want the "cover" skill to be cast first or just if you own the skill it comes into play?

let me know dude :D
I want it as just if you own the skill it comes into play, but if that doesn't work I'll stick to using it as a spell.
Okay man. Keep checking this post and i'll be sure to update you regularly. I'll start now. I haven't attempted anything like this before because I'm more of a custom battle and menu system maker. But I'll give it my best shot :)
Okay, here's what I've discovered. It should be possible to have the skill cover come in to play just by owing the skill and you shouldn't have to select it in a turn (it just happens).
But here are the problems:

1) The skill can still be used in the skill list and waste a turn, but there is probably a work around that.
2) As soon as you learn the skill, the character will start to cover team mates non stop.

I could make it so that it has a probability of when the skill should be used, for arguments sake lets say 50/50 chance every time a enemy has a turn then the cover should be used. Otherwise the character who owns the skill will just constantly be taking the flack making him most probably the first one to die.

You cant really make the skill grow to increase the success rate either, as there is no way to un-equip the skill. So is all this ok with you?
Okay ignore my post just then. I'm sorry to say, but it actually is impossible to have the skill cover in the default battle system. Reason being is that there is no possible way to detect who the enemy is about to attack.

This can be easily achievable in a custom battle system, but unfortunately not for the default one.
If you can find someone who knows how to make a prediction system for who the enemy is about to attack then it could be done. But I really don't think there is anyway that can made. Sorry man, I did try. :(
Dont worry mate, your doing it for free anyways.
Thanks a lot for try I really appreciate it.
"Reason being is that there is no possible way to detect who the enemy is about to attack. "

you could just not use the default enemy attacking system. you'd have to make your own, it's a bit of work but nothing serious.
juts have the monster do a NO ACTION instead of attack in the monster editor,
but have that NO ACTION turn on a corresponding switch (lets say enemy 1 attack).
now in the battle commands pages, if switch enemy 1 attacks is on- figure out what party members are alive through variable assignment, roll a dice or whatever to see which alive party member they attack and subtract said damage from the corresponding party member. you can also keep track of what enemy is attacking what hero this way, and work in your cover command.

so, no I wouldn't call it impossible. more trouble than it's worth? probably, but I think it is very doable.
Dookie, that's an amazing solution. You deserve a cookie! It is exactly what is needed. I didn't know you could do that because the last time I ever edited any default monsters was back in like 2004 xD

Well Laharl thanks to Dookie it looks like I'm back to the drawing board for you.
P3k10 and Dookie, you guys ROCK!!!
But how do you make the character run up and take the hit?
I would do it with battle animations, but hmm, depending on how indepth you want the animation of them running over to be and how many characters you have/if you are able to change their positions in the party that could get hairy.

1 easy way off the top of my head would be to make the character who is COVERING invisible when cover is taking effect. display an animation on this character (now invis) of them jumping up a few frame, fading out. then simply displaying a battle animation of that chars sprite fading "landing the jump", slightly in front of where the hero being covered would be standing. so they wouldnt run over per se, but it might make life easier if any hero could be covering any other hero and still give the same effect.

I apologize, it's late and I explained that really poorly, but p3k10 probably knows what I'm getting at
OH OK!
But I only want the main character to do that (since thats one of his specials)
even easier then, just make 3 animations. him running down to each respective battle member slot. then it doesnt even matter how many different characters you have, it will always be hero 1 protecting either slot 2,3, or 4.
OK COOL!
You guy's can't even fathom how much I appreciate this!(even if it doesn't end up working)
Dookie, the problem with your solution is that it will only guard attacks. If the monsters cast a spell on the party, the guard check won't happen. So, unless Laharl wants to have a real bitching time coding every monster so that the No Action leads to several different actions (which, if done through this method, would not be able to be based off the variables that normal actions can), etc. this doesn't work out. Of course, if he only wants the spell to prevent attacks, it works out a little better.
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