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Reanimation skill (Necromancy)

I am trying to make a skill for my necromancer character called Reanimation. In this skill, the character casts a spell that "dooms" the enemy. After x turns (say two), the enemy disappears--in effect, it is dead. The next turn, you get a message, maybe "Reanimation commencing" or something. Then, the next turn, a message coems up that says "Target reanimated!" and the enemy reappears, but as attacking its former allies (your character's enemies). It does not really matter if the enemy appears as a non-controllable ally, or if he appears in a permanent confused status where he was before.

I have gotten parts of it to work with common events, but I am running out of options for certain things. There are two common events I am using: CallReanimation and Renanimation.

CallReanimation:
Code:
Control Switches[0049] = ON
Call Common Event: Reanimation

My problem occurs with the second code. I can't figure out how to make it wait turns, only seconds, so I put in a timer. However, I must be screwing up with that because the conditional branches for the timer are ignored, and at 0 the battle is aborted. So for right now, I have the death occur instantly.

Reanimation: parallel trigger, condition switch 49 is on
Code:
Conditional Branch: [1.] is doom inflicted
  Change Enemy State: [1.] + incapacitated
  Wait 60 frames
  Control timer: Startup (0 min, 30 sec)
  Text: 30 seconds until reanimation!
  Conditional Branch: Timer 0 min 15 sec or more
    Conditional Branch: Timer 0 min 15 sec or less
    Text: 15 seconds until reanimatin!
      Conditional Branch: Timer 0 min 1 sec or more
        Conditional Branch: Timer 0 min 1 sec or less
          Control Timer: Stop
          Text: Target renanimated!!
          Show battle animation: [1.]. Curse1
          Change Enemy State: [1.] + reanimated

As I said, I would rather do it by turns, but a timer would work if absolutely necessary. I would prefer events to do this, but scripting is fine too.
 
I see the problem you're having - parallel process only works on maps.  Therefore, when it tries to activate, it pulls the scene back to the map.  You could try using a state that releases at the end of a certain number of turns, but I can't really think of a way to make it activate another state from there without a script.  Instead of going through the transition, you could add two states.  The first releases at the end of a certain number of turns and prevents them from taking action while the second stays and inflicts the confusion effect.  This way, after the first state wears off, you'll have the reanimated effect you want.  You can use the state messages to get the text you want.
 
or maybe you could use this:
1. a state "curse". this is the start
2. release it after 1 turn. then recast it or a new state.
then release it after 1 turn dealing 100% dmg.
3. fourth state is then activated and a "summon" appears, since its an necromancer i guess he only summons skeletons so make a skeleton appear on ur side?

although im not good at vx so it might not work
 
Although that's a good idea, I don't think there's a way to call upon a state when another is canceled.  This is what the general layout for a state is in VX.

http://img145.imageshack.us/img145/2441/statechangesvb9.th.png[/img]

If you make the priority 9 with the Cannot Move (or Cannot Move or Evade) restriction, you can create a frozen state which will basically be the same as Incapacitated.  If you inflict this which wears off after a number of turns with a state with priority 8 and restriction Always Attack Allies, you should get the desired effect.

Also, this is just a reminder to change the default state messages.  I haven't gotten around to it with this game yet.
 

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