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Battle Candy

Ark

Member

Hi!

I've created a system which is much like Indigo Prophecy's wasd and directional buttons system. What it does is shows you either wasd or a directional button and you have to press it in a short time. If you press it, you receive good points, if you are slow or hit a different button you get a bad point. If you have a certain amount of good points you may proceed, otherwise you are lost. (I made the whole things with events, common events)

I want to attach it to the rmxp's battle system and I need help with this one. I'm not into these stuff too much and I hope it will proven to be easy for someone out here.

I want something to stop the battle when a skill is used. I want to name it SKILL... And the player should realize a combination (for example w,w,left,left,up) and if the player is quick enough and remembers the correct combination, the skill should perform. I hope I don't confuse you... There are no skills in the skill list, only my common events so the player can perform a FIREBALL with up,up,left,w,d,s and ICEBLAST with down,lef,down,left,w,s,a. And I need to stop the battle for the moment I run my common events...

Can anyone help me?

I would appreciate it...
 
The default RMXP battle system is entirely turn-based. Stopping the battle to enter input isn't an issue. (Of course, if you're using another system where it is, that's different, but you don't identify a system like that that you are using.)

Crafting the event shouldn't be too hard-- You'd use a combination of Key Input Processing, Conditional Branches, and possibly a few Wait commands before using Force Action, I'd say. (You could instead use Show Battle Animation and Deal Damage, but that would only do type-less damage, and you'd need to do some work with Variables to make the damage be affected by enemy defenses.)

Of course, if you did it that way, only using Common Events, it's important to remember that you would need to A) have one version of Skill for each party member, and B) never rearrange your party members. This is because of limitations on Force Action-- if you did the type-less Battle Animation/Deal Damage combo, that wouldn't apply.
 

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