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Limit Break Event System

I need some help where when a Actor reaches their a special Limit Break, like in this part, the skill well be called "Unraveled Rage". The player has to press (In Default) the S button on the keyboard known as the C Button,
over and over; Each time the player presses the S Button, it adds +5 to the Variable that the damage the limit is doing. There is a time limit of 0:15, when the timer hits 0:00, the loop stops and deals the Variable amount to the whole troop.Now when I do it, it shows the message where it tells the player to press the S button to do more damage to the whole troop, then after that message, it freezes.
@>Text: Press S repeatedly as quickly as you can to do more damage to the entire
:         : troop of enemies!!!
@>Control Variables: [0016:Ravye's Limit Break Dmg] = 0
@>Wait: 10 Frames
@>Control Timer: Startup (0 min. 15 sec.)
@>Loop
  @>Conditional Branch: The C Button is being pressed
    @>Control Variables: [0016: Ravye's Limit Break Dmg] += 5
    @>Conditional Branch: Timer 0 min. 0 sec. or less
      @>Show Battle Animation: Entire Troop, [Sword-Skill 4]
      @>Deal Damage: Entire Troop, Variable [0016:Ravye's Limit Break Dmg]
      @>
   :  Else
      @>
   :  Branch End
   @>
Else
   @>
Branch End
@>
: Repeat Above
@>
This event is suppose to take place in Battle, not outside. After the text message, the game freezes.
Can anyone help?  :crazy:
 
Is this in a troop event, or is it a Common Event called by a script?

Also, your limit break system isn't very effective. If the player just holds down the button, it will automatically charge up. You can remedy this by using the "Button Input Processing" command.
 
Josh is right, you need to add a break loop statement, probably after the damage has been dealt
EDIT: also, you could remove the "set handling when conditions do not apply" option for both conditional branches to make it look neater :P
EDIT2: ALSO (lol) the way you've set it up, there's no reason for the player to let go of the button. With the event set up as it is, holding down the "S" button will simply add 40*5 damage every second(due to it looping every frame, 40 times per second)
so if the player is clever enough to hold down the button they'll get a whopping +3000 damage without fail.
You could fix that by making the conditional branch with a script and saying "Input.trigger?(Input::C)"
since that will only return true when there's been a short release of the button first
EDIT3: nevermind all that, I forgot the incredible stupidity of the timer...problem with the timer is that it stops battles when it gets to 0. I'm gonna test a few things for ya and tell you what I find ;)
EDIT4: I found a way to do this, though it's a little convoluted.
The problem is that this has to be put within each troop....
so if you're still interested let me know XD (also, you can't get the timer to show up)
 
Frankly what I've come up with, though it works, would be horribly inefficient and just plain shitty...It's mainly due to limitations of the engine in terms of the timer really. You're probably better off getting a script for this
 
That's probably not a bad idea. Those timers are probably much less retarded than the inbuilt one...you should've seen the steps I took for avoiding a timer running out in battle, and thus ending the battle, and being able to start it where it left off....that was before I learnt how to script :P
 
I don't know how the game timer influences the game in playtest mode because I was battling a troop of enemies through the database. Gimme a few hours to find out how to fix this, Because I'm going to the city today...
 
Like I said before, the game timer functions within battle perfectly fine, until it gets to 0. As soon as the timer reaches 0, the battle simply ends because the timer is retarded >_>
Another thing I don't like about the game timer is that you can't actually start it from a variable using events....stupid timer
 

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