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Events

So i wanted to make a skill that healed the user based on their INT, but I wanted the skill to cap once it got so far.
I made the skill, named it Pollen, and set everything but the accuracy at 0 so it would have no variables outside of the event I made for it.

I made the skill connect to the common event, named Pollen also, which looked like this:
textml6.jpg

(The variable ='s Chad's INT. If the variable is greater than or equal to 36, it heals chad by 36 HP. Otherwise it just heals an amount equal to Chad's INT).

Right now, when I use it in battle, nothing happens at all!

Now I have 3 questions:
1) How do I fix this? What did I input wrong?
2) What if I want the variable to be Chad's INT + some number. How would I add that to the variable, but not permanently?
3) How could I make the usable by a monster? If a monster were to use it right now, it would just heal Chad. I want both monsters AND Chad to be able to use this (Chad is a "Blue Mage").

So basically I want a skill that both monsters and players can use which is based on INT + (number), but caps at 36 HP healed.

Sorry if this is in the worng section, it wasn't a script error, but an event error, so I wasn't sure to put it there.
 
Chances are you are doing it right, however the status window is not refreshing.

In Scene_Battle 4, find:
Code:
      $game_system.battle_interpreter.setup(common_event.list, 0)
Below it add:
Code:
    @status_window.refresh

This display the damage however. If you want to display damage, in your common event, below the branch end, add:
Code:
a = $game_actors[1]

n = [$game_variables[1], 36].min

a.damage = -n

a.damage_pop = true

Change $game_actors[1] with your actor's id, and $game_variables[1] with your variable id.
 
SephirothSpawn is my hero. I was going to ask if this would work outside of battle. But I guess it doesn't really matter anymore now that it's working in battle.

My guess is that to get monsters to use it, you'll have to make a completely new skill and common event and do basically the same thing. However; I haven't looked much into that yet, so there might not be events for that. Maybe another script could wrap that up for you.
 
Umm... I'm not so sure what you mean, exactly.

Do you mean like... you use a skill that kind of steals the skill from the monster? Or do you just learn certain skills after you see them used in combat?

Stealing a skill, I'm not so sure how you'd do that, to be honest. I know you can do it with events, but it could end up being way too complicated to worry about, and a script might be your best option.
Learning it by seeing it, however; would be pretty easy. Probably even easier with two different skill. The monster's skill would flip a switch in the common event when it's used. That switch will trigger another common event that teaches the player the skill. Just make sure that it doesn't KEEP teaching the player the skill. I'm not positive, but I'm pretty sure that you'll end up with hundreds of the same skill in your abilities page.

Good luck. lol
 

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