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Is this even POSSIBLE?

So, in a fit of boredom I decided to add something new to my battle system.  Anybody ever play Tales of the Abyss?  Basically what they have there are FOF's or Field of Fonons.  Basically what happens here is if the caster is standing inside that "field" then their spell changes from whatever it is they were casting to something completely different.

For example:
kingmatthew casts Infernal Prison, BUT, he is standing in a water FOF so it changes to Raging Mist.

Now I don't want ANYTHING nearly that fancy.  Really all I wanted was hey, you cast a spell and instead a different animation plays.

So far I made a status effect that would allow the condition to take place.  I also set up a common event with an "if actor is inflicted with -insert status-" then:"
This is when I tried to use the Force Action command to play a different spells animation, didn't work.  I also tried the "Play Battle Animation" command, but that didn't work either.

So am I doing something wrong, or do I have to look towards *gulp* scripting?

BTW, this is a little off topic, but it kind of goes hand in hand with what I want to do down the road.  Is it possible to make it so that when one actor uses a spell that actor plus another one loses SP?  I couldn't seem to find any conditional branches that would work for that.

Thanks!
 
Yeah man, it's totally possible, and there are a number of different ways to do it. I'm not familiar with the game at all, so it's hard for me to suggest the best way that really fits what you want.

If you have most of it done already and it's giving you problems, take some screenshots of the relevant code and we'll see if we can spot what's going on. A visual would be easier to see exactly what you're doing anyway.
 
Okey, here's what I got so far:

http://i19.photobucket.com/albums/b168/SummonDestiny/1-1.jpg[/img]
So here I made the state "Particle Switch"

http://i19.photobucket.com/albums/b168/ ... ny/2-1.jpg[/img]
Here I went to common events and made the "switch" if you will.  What I want is for 'Indignation' to play the 'Redemption' animation.  So I used the whole if [Anna] is inflicted with "Particle Switch" then such and such will happen.

http://i19.photobucket.com/albums/b168/ ... ny/3-1.jpg[/img]
So then I went to the 'Indignation' skill and set it.

So there's the screens, hope that helps.
 
What you've got there, if I'm following this correctly, should do the following:

If Anna does NOT have the Particle Switch condition, she casts Indignation, and it hits all enemies, showing the Indignation Extreme Lightning animation that you have set. 

If Anna DOES have the Particle Switch condition, she casts Indignation, it hits all enemies, showing the Indignation Extreme Lightning animation... and THEN, after the attack resolves, shows the Redemption animation over any remaining enemies.  If there are any.

Obviously, this isn't going to show anything at all if Indignation wipes out all the enemies.

If you want it to change the animation depending on the state you have, you'll need to do the following:

Make the attack skill only call a common event.

In the common event, put the conditional branch.  If the state (or whatever) is on, Force Action (Immediate) of a skill with the Redemption animation.  If it's not on, do the same with the Indignation skill.  (Yes, at this point, you may as well go on and make two different skills.  Why not?)

Does that help?
 

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