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Help with Calling Event for skills

Here's the scenario. I'm wanting a job class to use items from inventory to fuel the class skills. The items would then be consumed. If the items needed are not in the inventory then the ability would not work. I would like to do this with the Common Event function so I can circumvent the use of scripts and set it up myself. As an example we'll say the class is 'Pastry Chef', the skill is 'Cake', and the items needed are 'Cake Mix' and 'Icing' (just an example, not actually part of my game).

In my failed attempt I set up a skill 'Cake' and had the class learn it at level 1. I then made that skill call a Common Event called 'Cake'. This skill did nothing but call the common event. The Common Event uses a conditional branch to check the inventory for the items needed. If the items are there then the final conditional branch removes one of each from inventory. From there I have hit a block on how to finish the skill.

Here's where I need help. What I did was set up a second skill called 'Cake'2. This skill is where I set up the animation and effects were inputed. If all the conditions from the common event were met then I had a Force Action: 'Cake2' setup. But I can't figure out how to make the 'Cake2' skill target the original target of the 'Cake' skill. The Force Action targets are ambiguous or to wide in scope.

I simply want the 'Cake2' action to target the same enemy as 'Cake' when the Pastry Chef targeted an enemy to recieve the effects of his skill at the start of the turn. Any suggestions on how to iron the wrinkles out of this problem? Thanks in advance.

darkace77450
 
Thanks for the reply. I did notice that your suggestion would be the correct route when I was originally trying to get this to work. The problem with this method is I plan allow the player to switch party members. So I'll not be able to do this as I the player could have the Chef in any of the four party slots. I do appriciate the reply. Any other suggestions are welcome.

darkace77450
 
edit

you are going to need to use some small scripting for this.
otherwise its going to take a massive amount of conditionals and switches.

I suggest going to the RGSS forum and asking them:
Hi scriptors!
How can I save the last targeted player in a battle to a variable, and then have a skill performed on that variable after a condition is met (if certain items are in the inventory)

So my event would end up looking like this:
----------------------------------------------
call script: save last targeted person (enemy or ally) to variable[0001]

Conditional branch:

IF ITEM is in inventory
then:
call script: play skill[01] on variable [0001]

else:
nothing

---------------------------------------------
Thanks in advance!
 

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