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Help with skills, timers, etc.

I'm fairly new at rpg maker xp and could use some help with a few things. It would be best if your answers did not include scripting as it makes my brain hurt :)

1. First, how can I make a skill that can be known by both the player and enemies that "bonds" the user to their target? What I mean by this is that using the skill will give the user and the target the state "bonded", and if one "bonded" character is knocked out, the other "bonded" character is knocked out also. Also, if you know how to make it so that one "bonded" person has a 20% chance of not being taken down with the other "bonded" person, that would be extra helpful. Text saying "x has been bonded to x!" and "x is going down and taking x with them!" would also help.

2. How do I make a "never-miss" attack that ignores accuracy or evasion and always hits the target?

3. How do I make a skill that gurantees that the next attack against that same enemy will hit, sort of like a "lock-on"?

4. I'm having a lot of trouble with timers, and anything you could tell me about those would be helpful. For example, how to make it so one event starts a timer, another shuts it off and displays a message, and letting the timer run out displays another message and ends the game.

5. Is there a way to make a "quest log" that would give you information on all the quests you're currently on?

6. How do you make an attack that takes a certain number of tuns to charge and then hits for massive damage?

7. How do you set up an "award system" for taking a certain number of steps, talking to a certain number of people, killing enough enemies, etc.?

8. How do you make a "reflect" attack that reflects damage back at an oponent?

Thanks in advance! Remember, scripting makes my brain hurt :)
 
eomega123":1a8owrlc said:
I'm fairly new at rpg maker xp and could use some help with a few things. It would be best if your answers did not include scripting as it makes my brain hurt :)

I guessed, because-- no offense intended-- you asked a ton of questions in one post, and they're a mix of simple ones and ones that will, well, probably require scripting.

Also, when you ask this many questions, you get simple, short answers-- at least from me.

Because some of your questions are very basic, let me suggest that you spend a while just studying the maker-- right-click on all the buttons to get a description of what they do, look over all the commands and options, read the manual. It'll save you a lot of trouble.

1. First, how can I make a skill that can be known by both the player and enemies that "bonds" the user to their target? What I mean by this is that using the skill will give the user and the target the state "bonded", and if one "bonded" character is knocked out, the other "bonded" character is knocked out also. Also, if you know how to make it so that one "bonded" person has a 20% chance of not being taken down with the other "bonded" person, that would be extra helpful. Text saying "x has been bonded to x!" and "x is going down and taking x with them!" would also help.

Without scripting? Okay... this one is tricky, but doable. I am here assuming that you intend this skill to be used by enemies-- that will make this much, much easier to code. Warning: This may make your head hurt, too.

Heck, let's assume just one enemy mage per troop with this power, to reduce the Migrane Factor.

Have the skill (via common events) hit target and caster with a custom State, just for targeting. This State should be one that is NOT removed by the Down State.

Now you'll just need to check every turn to see if the enemy has both the Bonded State and the Down State inflicted, and whether or not any of the characters have the Bonded and the Down state inflicted. If either is true, inflict the Down state on anyone who's Bonded, and remove the Bonded state from everyone. Use Show Text to show the text, and use Conditional Branches along with Set Variable (Random Number) to give it a chance of failure.

2. How do I make a "never-miss" attack that ignores accuracy or evasion and always hits the target?

Go take a look at the "Skills" tab. Notice that there are a couple of boxes that let you set the accuracy of the attack, and whether or not you can evade the attack. Boom. Done. Basic function of the game.

3. How do I make a skill that gurantees that the next attack against that same enemy will hit, sort of like a "lock-on"?

Hm. There's two parts to this-- one is tricky, and the other really would work better with a script.

One: No evasion. That's easy-- a custom state that eliminates Evasion, which takes about one mouse click to set. To make it last for one attack, have a hit end the state 100% of the time.

Two: Not missing no matter what. That's hard, if there are attacks in your game that only hit half the time. I don't know that there is a good way to do this without scripting.

4. I'm having a lot of trouble with timers, and anything you could tell me about those would be helpful. For example, how to make it so one event starts a timer, another shuts it off and displays a message, and letting the timer run out displays another message and ends the game.

Uh, you answered your own question. One event starts a timer. Another event hits Stop Timer and displays a message. A third event, running Parallel Process, checks the timer and when it runs out, displays another message and ends the game.

5. Is there a way to make a "quest log" that would give you information on all the quests you're currently on?

Yes. Just have some switches be turned on when you go on a quest as well as when you finish one, and have conditional branches in your quest log display the relevant text when you are on a quest, and when you complete one.

6. How do you make an attack that takes a certain number of tuns to charge and then hits for massive damage?

Force Action chain. Have a "Chargin Mah Lazor" skill that's Force Actioned via a Common Event called by the Big Laser skill. (The actual Big Laser skill does nothing else.) Then have Chargin Mah Lazor call as many identical events as you want to have turns spent charging, using the same method. Finally, have the last one Force Action the "Firin Mah Lazor" skill, which does massive damage.

7. How do you set up an "award system" for taking a certain number of steps, talking to a certain number of people, killing enough enemies, etc.?

The hard way. Well, the game tracks steps, so you can have an event check the step count, which is simple. Otherwise, you'll need to set the events where you talk to people to each increase a variable by one. Have entering a fight increase a variable by one. Then check those variables. (If you want killing enemies to increase a variable, well, you're in for a complicated set of Battle Events and conditional branches.)

8. How do you make a "reflect" attack that reflects damage back at an oponent?

For best results, use a script.
 

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