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RMXP Script Requests - related to skills.

Does anyone know of any RMXP scripts that do the following?

I am looking for a script that allows elemental skills based on equipped weapon element, a la RM2k3, that permits other-element skills to work as well. I found a script like this once on another site, but while it did permit the use of a weapon-elemental skill only when equipped with a weapon with the correct elemental tag, it also prevented me from using any skills that did not have that tag.

Elements and Final Bosses

Not quite the same, but I'm working with an idea sort of along those lines.

The 'elemental' structure of the world I'm working with has four 'meta-elements', five if you count true non-elemental as a separate meta. The sets are: weapon, technical, natural, and spiritual. (Tc::Fire <> Nt::Fire <> Sp::Fire <> Tc::Fire) I've already set one character in my current main project as a designated spirit-damage tank. Not quite 'elemental' per se, as any opposed spiritual ability would tend to target him regardless of its own element , but perhaps similar to what you're looking for.

Haven't looked any further than that one idea; I need to experiment with this more.

How to make bosses move while performing a skill! (Updated)

I'm not so sure you're correct, NightCloud. I can't figure out the 'ataque' being used by the floating eyeball things, but everything else seems to be all-hitting; this means that a 'field animation' could be used that would cover the monster even as it hits the party.

How long have you been working on your game?

Um, define please. I've been working on my current project somewhat fitfully since near the beginning of June 2009, but the gameworld it takes place in has been getting developed since sometime late 2002.

How do you guys set up Boss Battle AI?

The 'Elements in Boss Battles' thread got me thinking about boss battles a bit. I'm now wondering, what have you guys set up for boss battle AI?

I'll give you an example of what I mean, taken from my entry in a 2k3 'boss battle' one-week challenge I took part in once. My battle was three phases long - 1st phase, four weak throwaway enemies. Second phase, a pair of stronger enemies. Third phase, the actual boss.

The single PC had a full set of six usable actions - attack, hammer(stat-breaking), tool(elemental damage), First Aid(healing), 'Winter' (a set of miscellaneous moves involving the dog traveling with him), and item.

In the first phase, the enemies had no AI whatsoever; they were simply there for the hero to fight. Attack, defend, one special move - all at the same priority.

The two second-phase enemies had been designed to work with each other; they were intended to heal each other when weak, and getting rid of one meant the other would start throwing more powerful attacks.

It was the third phase, however, where I was trying to allow the AI to shine. The idea was that the actual boss, in addition to trying to tire you out with his minions, had been watching you the whole time, paying attention to what you were doing. He had three basic actions - attack, a lightly-damaging magic attack, and a light healing ability - he could use no matter what. The rest of his bag of tricks depended on how you'd fought his underlings.

Spammed attack against them? Then the boss would use his own anti-attack abilities; you'd take damage while trying to reach him from spikes he scattered on the floor, he'd attempt to pummel you while you were swinging at him, and he'd start using his major healing ability.

Kept attempting to break the enemies' stats with the hammer skills? He'd spam his own stat-raising skills before trying to attack you, and bring them back up again if you did succeed in lowering them.

Tried to use your tools to fry/shock/blast the enemy into oblivion? The boss would raise his defenses against them - and could do so enough that he could end up absorbing the attacks.

Leaned on the First Aid command? The boss would start from the beginning with his most powerful special and magical attacks, hoping to overwhelm you before you could really get started.

Kept pulling out items to replenish yourself? The boss would attempt to knock some of them away from you; the more often you used them, the more likely this was to trigger. (It was in the 'movement pattern' for him four times, each with its own trigger condition set in the battle event page that tallied this.)

The 'Winter' option was the wildcard; with the exception of one skill, using this ability simply added to the likelihood of one of the other options at random. That one skill, however, was a counterattack ability of your own - and if you kept that up long term, or used it often, then the boss would swap out any of his abilities that could trigger the counter, from any attack pattern, for less-powerful actions that would not trigger it.

The catch to all of this, and what was supposed to be the secret to the battle, was this: Once the actual boss showed up, his plans were set in stone. At least in theory, swapping out your previous attack pattern and using another one would allow you to take him on without too much difficulty.

It was a great idea, but the time limit meant I ended up putting it together in a slipshod manner, and balancing was almost nonexistent. I came in last in the contest, and even I can see I deserved it.

Yes, I recognize using one of my own setups probably qualifies as bragging, and I apologize if it is seen that way. I simply can't think of any RM* projects other than my own where I've figured out the mechanics well enough to describe the AI patterns.

So, as the topic asked: Do any of you do anything like that for your games, and if so, what were some of your best or favorite examples?

Elements and Final Bosses

Meta-elemental effects, for my part - although technically, that's merely taking the elemental count up by an order of magnitude or so.

Example: Boss is described as being weak against fire - but, and this is the key, what kind of fire? I've got three options here - Technical Fire (Flame), such as from a mechanical flamethrower; Natural Fire (Blaze or Radiance, depending on source), derived from allied animals (every natural skill is effectively a variant summoning skill, but with normal animals rather than 'Aeons/Eidolons/Espers/Whatever-else-they're-called'), and traditional 'Magical' fire. Even if the boss is weak against 'fire', what happens if it is, for example, immune to magic? Magical fire just became worthless, but the other two are still in play.

Alternately, I also work with elemental meta-effects: I might throw out a boss (or for that matter a normal creature) that takes extra damage from Lightning in all meta-variants, but also gains some kind of a powerful buff if hit by any lightning effect - or does the reverse, absorbing the lightning but getting a serious downgrade in the process. Both options change the 'optimum' course of action relative to a normal "smack-'em till they die" battle.

Arrow Puzzle HELL (Using Terrain ID)

Unless some of those point in directions other than they appear to, that's not a puzzle.

I can't vouch for the stated time, but otherwise Arcan's correct.

Script: Skills that Cost HP

Not immediately at my Devbox at the moment, but that sounds like it might be similar to something I modded off of another guy's script at one point. I'll see what I can come up with.

Edit: That's for if you're looking into XP. I don't know anything about VX, and it looks like Craze has already covered that option.

Arrow Puzzle HELL (Using Terrain ID)

Terrain IDs, you mean?

@Nightblade: Those aren't randomly placed. Take a look at the only one you can actually reach from the shown starting position, and start following. You'll get the idea.

Managing RPG Touch Encounters

As someone working with a mixture of battle types, and therefore probably in need of a great deal of (psychological?) help, I'd like to put my own thoughts in.

First, exactly what are you referring to by 'touch' encounters? Onscreen sprites that track the player/run from the player, or statically positioned triggered events? Depending on what scenario you're facing in my game, you can run into either (sometimes both) of those, as well as normal random battles (which can be toggled on/off).

If you're dealing with a moving creature, the graphic will in some way resemble the creature, even if only generically. There will be a set number of these battles where they appear - which won't directly be related to the number of sprites seen on the screen. If you're supposed to deal with five, there might only be two on screen at a time, but defeating one will cause it to respawn a few seconds later somewhere else (representing the next wave) until you've hit the count. (Note: Numbers picked out of thin air, do not apply to game.) Once you've cleared the area of its count, though, there won't be any more. Behavior for these is going to be chosen by what the creature is and what it's supposed to be doing. I hadn't considered the 'directional touch' option for these, but I perhaps should look into it...

If you're dealing with a static battle point, it will be an environmental feature - stepping on or pushing into a spiderweb, for example, gets you into battle with the web's owner. Any web, not just the one(s) belonging to 'teh gihugic spidors of DOOM!'(TM). Barring storyline changes, static points are eternal; step away, step back, repeat until satisfied.