HOW CAN YOU ACTIVATE A BATTLE EVENT AFTER YOUR BATTLE COMMAND?
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Engine: rm2k3
Is there a way to make the battle event wait until my character finishes his battle command? I tried the wait command, but that just delays my character's battle command. I know if I use a switch skill that I can have the battle event activate after my skill is used, but that doesn't help me because I need it to also activate when I use the attack, item and defend command.
Is there a way to make the battle event wait until my character finishes his battle command? I tried the wait command, but that just delays my character's battle command. I know if I use a switch skill that I can have the battle event activate after my skill is used, but that doesn't help me because I need it to also activate when I use the attack, item and defend command.
author=NewBlack
Hmm.. What do you need to happen after an attack or skill?
There are many things I want to do. One example would be to add passive skills to my characters equipment, giving my character a 20% chance to cast lightning every attack. If I could figure out how to activate battle events after a battle command I could add many more features to the normal dbs.
author=McBickauthor=NewBlackThere are many things I want to do. One example would be to add passive skills to my characters equipment, giving my character a 20% chance to cast lightning every attack. If I could figure out how to activate battle events after a battle command I could add many more features to the normal dbs.
Hmm.. What do you need to happen after an attack or skill?
when actor uses the attack command
if actor has ightning sword equipped
set variable X: random number 1-100
if variable X <= 20
damagey stuff here
end
end
the problem is that the DBS has NO WAY of instantly 'casting a spell' or applying elemental damage whatsoever. You can only do nonelemental damage through "Change Monster HP" and your designated variable, so you won't ever really be able to cast 'Lightning' in this way.
author=kentona
where is craze when you need him?
upgrade to any of the multiple engines that are more powerful
please & thank you
(i thought this was implicit in my response that it is literally impossible for 2k3 to accomplish his intended battle system as-is)
author=Versaliaauthor=kentonaupgrade to any of the multiple engines that are more powerful
where is craze when you need him?
excellent Craze impression. it's as if he never left!
author=VersaliaThe problem with that is the spell animation is casted before the actual attack. How do I make it so the spell animation is displayed after an attack?author=McBickwhen actor uses the attack commandauthor=NewBlackThere are many things I want to do. One example would be to add passive skills to my characters equipment, giving my character a 20% chance to cast lightning every attack. If I could figure out how to activate battle events after a battle command I could add many more features to the normal dbs.
Hmm.. What do you need to happen after an attack or skill?
if actor has ightning sword equipped
set variable X: random number 1-100
if variable X <= 20
damagey stuff here
end
end
the problem is that the DBS has NO WAY of instantly 'casting a spell' or applying elemental damage whatsoever. You can only do nonelemental damage through "Change Monster HP" and your designated variable, so you won't ever really be able to cast 'Lightning' in this way.
Edit: I have the monsters set up so they can take elemental damage as well as normal damage with their defense taking effect.
author=McBick
How do I make it so the spell animation is displayed after an attack?
I think he's saying you can't make this work. That was (probably) just his best makeshift solution, even that might not work in the way you want.
How do wait events in a common event work during battle? I don't have much experience with using events in battle, only outside of battle. But, I believe a wait command inside a common event doesn't hold up other events. What if you could turn a switch on when you attack, that activates a common event that starts with a wait(to let you finish attacking) and then does whatever extra stuff you might need. This probably doesn't even work or won't let you do what you need, I'm just throwing ideas out there.
author=Link_2112author=McBickI think he's saying you can't make this work. That was (probably) just his best makeshift solution, even that might not work in the way you want.
How do I make it so the spell animation is displayed after an attack?
How do wait events in a common event work during battle? I don't have much experience with using events in battle, only outside of battle. But, I believe a wait command inside a common event doesn't hold up other events. What if you could turn a switch on when you attack, that activates a common event that starts with a wait(to let you finish attacking) and then does whatever extra stuff you might need. This probably doesn't even work or won't let you do what you need, I'm just throwing ideas out there.
Edit: I didn't read thoroughly, but the wait command doesn't work entirely. Yes it lets you trigger a battle event after a battle command, but if set longer then 0.0 seconds it will delay your battle command. Also the battle event is used the instant the animation ends.
I finally figured it out, but it's not ideal. If anyone figures out how to use a battle event after a battle command please post still. The way I am able to do it is using a loop in place of a wait function. The only problem with this is that I can't determine what spell is used, so I can't set how long to wait for. It works for attack, defend and item commands though.
With your latest solution, maybe you could try to cut down spells to a certain length? But then that's limiting you...
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