ANY WAY TO MAKE A SUBSKILL "SWITCH" SKILL IN RM2K3?
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Welp, I have run into another problem in RM2k3. I have two sets of skills you can use - one is your typical "Use MP, cast spell", called Styles, and the other is only available after so many turns in battle, called Guts. My problem is, the second one uses a variable-dependent resource "Hot Blood" and the only way to keep track of how much of that resource is to have using the skill activate a switch, using up the Hot Blood and doing whatever the skill is supposed to do (through battle events).
So I made the normal skills a subset named "Styles" and the other set of skills normal "Switch" skills (under the Skills tab). I set the battle command types to be: Styles --> Skill Subset and Guts ---> Normal Skills. I did this because apparently you can't make a skill that turns on a switch into a subset skill.
The problem I'm having is that all of your "Style" skills show up in your "Guts" menu. It's not game-breaking, but I could see it being a real hassle, especially if you're trying to cast one kind of skill and you use a different one that uses a completely different resource. Is there any way around this, or have I yet another reason to lament being to lazy to switch to a new engine?
So I made the normal skills a subset named "Styles" and the other set of skills normal "Switch" skills (under the Skills tab). I set the battle command types to be: Styles --> Skill Subset and Guts ---> Normal Skills. I did this because apparently you can't make a skill that turns on a switch into a subset skill.
The problem I'm having is that all of your "Style" skills show up in your "Guts" menu. It's not game-breaking, but I could see it being a real hassle, especially if you're trying to cast one kind of skill and you use a different one that uses a completely different resource. Is there any way around this, or have I yet another reason to lament being to lazy to switch to a new engine?
You have to do a work around with retroactive battle events to make something like a subset switch. This requires declaring some kind of variable or switch on one page that is immediately checked after the player inputs the command.
It exploits a weird exception in how the battle system processes turn orders by checking 1x for a value on page 2 and then activating page 1 via a switch and checking a new value to compare them.
Values you can check to try to determine which skill was used vary, but the best one to go with is current MP. After it determines that you in fact used Hot Blood, you can have it call the switch page as usual.
It is an advanced technique pioneered by yours truly, but I think it can do what you're aiming for...
It exploits a weird exception in how the battle system processes turn orders by checking 1x for a value on page 2 and then activating page 1 via a switch and checking a new value to compare them.
Values you can check to try to determine which skill was used vary, but the best one to go with is current MP. After it determines that you in fact used Hot Blood, you can have it call the switch page as usual.
It is an advanced technique pioneered by yours truly, but I think it can do what you're aiming for...
post=154254
My Demi tutorial (http://rpgmaker.net/tutorials/298/) makes use of unique MP value checks that work like switches. You should be able to modify it to fit what you need.
It is an advanced technique pioneered by yours truly
Unique MP values are not complex, nor were they "pioneered" by anyone. They're fairly common-sense if you ask me.
Glancing over the forums, I saw "Switch," "Subskill," and "Fallen-Griever." I was not surprised by that at all.
I've used that technique before - the only problem I can remember is that MP-restoring items and skills tend to screw it up, right?
(also that tutorial link is broken for me)
(nvm my computer is dumb)
EDIT: I got an idea. What if I had the skill be a self-only skill, and inflict a unique status on the character (that does nothing?) Then, I call a common event with a conditional branch to turn a switch ON if the character has that status, and then I check to see if the switch is on, and if it is, I run the programming for the skill.
Hot damn, I don't have time to test this now but it might work. Thanks, FG!!
(also that tutorial link is broken for me)
(nvm my computer is dumb)
EDIT: I got an idea. What if I had the skill be a self-only skill, and inflict a unique status on the character (that does nothing?) Then, I call a common event with a conditional branch to turn a switch ON if the character has that status, and then I check to see if the switch is on, and if it is, I run the programming for the skill.
Hot damn, I don't have time to test this now but it might work. Thanks, FG!!
Having all the skills in the same menu won't be a problem if you make clear use of glyphs, which I am pretty sure everyone loves when done well.
I've been abusing the hell out of the glyph system ;) but organization is always nice
And thanks for all your help FG!
And thanks for all your help FG!
post=154254You are talking about 2010 here. Back in 2003 people like me, RPG Advocate and Neophyte were laying the groundwork for what people today expect to be the norm. Seeing who could find new workarounds was like a sport back then, but I am not even sure if you remember it...
My Demi tutorial ( http://rpgmaker.net/tutorials/298/ ) makes use of unique MP value checks that work like switches. You should be able to modify it to fit what you need.It is an advanced technique pioneered by yours truly
Unique MP values are not complex, nor were they "pioneered" by anyone. They're fairly common-sense if you ask me.
Nice quick edit there magi, I was quoting your old post but the quote changed to the new post. Anyway, a lot of people, including me have done major DBS modifications, but like FG said, its all common sense really.
First post wasn't articulated how I wanted it to be
Also re-upload your patches I need to grab some of them.
e: cheers
Also re-upload your patches I need to grab some of them.
e: cheers
They're in my locker and in the master topic. namely my best ones
http://rpgmaker.net/users/Aten/locker/David_Overdrive.rar
and
http://rpgmaker.net/users/Aten/locker/Goliath_Overdrive.rar
http://rpgmaker.net/users/Aten/locker/David_Overdrive.rar
and
http://rpgmaker.net/users/Aten/locker/Goliath_Overdrive.rar
Wait, one more time, because I don't really understand the Demi tutorial... how do you trick RM2k3 into parsing the Battle Events again? Or making it check the battle even page right before the one you used?
I'm making the skill inflict a condition on the user, which calls a common event checking the user for that condition and if he has it, flipping a switch that runs the skill's events. It sounds complicated, but I had to due to my battle commands and the skills all using the same amount of MP (zero).
Clarification: Right now the skill executes after the next character takes a turn, instead of immediately after you use it.
I'm making the skill inflict a condition on the user, which calls a common event checking the user for that condition and if he has it, flipping a switch that runs the skill's events. It sounds complicated, but I had to due to my battle commands and the skills all using the same amount of MP (zero).
Clarification: Right now the skill executes after the next character takes a turn, instead of immediately after you use it.
Page 1:
Trigger - Switch: {asdf} ON
Call Common Event - CondCheck
Conditional Branch: {jkl} is {ON} //this is the switch turned on in your common event
- Event stuff -
Page 2:
Trigger - Turns elapsed 1X, Hero uses X command //second trigger not necessary, but a good practice
Change Character Condition: poison, etc
Switch: {asdf} ON
Battle events using {turns elapsed 1X} seem to be read at least twice in one turn, once as you input a command and then again immediately after. By putting all that stuff on the page before your character acts, it will be read in the second cycle, as opposed to if you reverse the reading order and it is read in the first one.
Trigger - Switch: {asdf} ON
Call Common Event - CondCheck
Conditional Branch: {jkl} is {ON} //this is the switch turned on in your common event
- Event stuff -
Page 2:
Trigger - Turns elapsed 1X, Hero uses X command //second trigger not necessary, but a good practice
Change Character Condition: poison, etc
Switch: {asdf} ON
Battle events using {turns elapsed 1X} seem to be read at least twice in one turn, once as you input a command and then again immediately after. By putting all that stuff on the page before your character acts, it will be read in the second cycle, as opposed to if you reverse the reading order and it is read in the first one.
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