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Skill Conditons

Sero

Member

Okay. I need help making a condition where the character need to have used another skill in order to use another one. Like say, a character wants to use a skill where he makes a shield out of ice, but he needs to have activated a skill where he freezes the area. How can I do that?
If it is already posted(which I bet it is)can you post the link?
Thanks :straightthumb:
PS: I searched alredy
 
Here's what I'd do....

In the database, create an armor called "Ice Shield"

Create a State called, "Area Frozen"

Create a common event, "Shield of Ice"
Code:
@>Conditional Branch: [Hilda] is [Area Frozen] inflicted
    @>Change Armor: [Ice Shield] + 1
    @>Text: You made an Ice Shield
    @>Change State: [Hilda], -[Area Frozen]
    @>
  : Else
    @>Text: You need to freeze the area first
    @>
  : Branch End
@>

Create a skill called "Freeze Area"
    Scope: The User
    Occasion: Only from the Menu
    State Change:  + Area Frozen

Create a skill called "Shield of Ice"
    Scope: The User
    Occasion: Only from the Menu
    Common Event:  Shield of Ice

Now go to the Classes tab, and add the 2 new skills to the Mage class in the "Skills to Learn" section.  (level 1 for testing, change to appropriate level for gameplay)

Optional: you could make another common event that gets called by the "Freeze Area" skill. It would start the timer, or save the current game time, and then loop until the timer expires, or a certain time has passed, then cancel the "Area Frozen" state. This would simulate the area only being able to remain frozen for X amount of time.

The reason I used a state, rather than just setting a switch with the "Freeze Area" skill is the state will be dependent on the skill succeeding. There is no way that I know of (without extra scripting) to tell from a common event if the skill was successful.

Anyway, give it a try.

 
 
???  There's nothing special to do there-- just make the animation look like ice shooting from the ground.  No problem.  Attacks can be anything, as long as you have the skill to animate it.
 

Sero

Member

I meant if i wanted to make a skill where ice shoots out of the ground but you need to freeze the area first before you are allowed to use the ice skill.
 
Same deal, just check the "Area Frozen" state, then produce all of the effects of the skill in the common event instead of within the skill itself. i.e. the database skill doesn't do anything other than call the common event.
 
I believe some tilesets have an area of effect image with a 'plus' on it.
You could open the tileset in a photo editor and cut that out with the snow area of effect tiles and tint it more towards an icy color
You also could make different sizes of that picture so you could get a bigger area of effect for your skill levels for that skill, programming skill levels would be pretty easy too.. I think that is what I am going to add on to my game.
anyways, this stemmed some really neat ideas... Thanks for your post!
 

Sero

Member

Im just gonna add this which is kinda off topic. My friend has vista. I can go to his house and install my game 4 him. But i cant. I dont have the time to walk 18-22 blocks to install it, then walk 18-22 more blocks back. Can someone explain how to install it on vista. He claims to have installed the RTP on the C-D i slipped to him in school and extracted the game. But he says the blah blah blah.dll 0000000000000000 or whatever he said comes up.

Edit: I think this is resolved.
 

Sero

Member

I have one more question. I'm trying to make kinda like an energy shield that won't allow the player to enter inside unless he flips the switches. I tested it to see if i would be rejected but i accidentally held the up button and the character went straight through the shield. Can you help.
 
That's pretty strange.  Normally, you can't walk through an event that has a graphic, period-- the Set Move Route shouldn't be necessary at all. 

Try it this way as a debugging measure:  Just leave the event there, with the graphic, and no other commands.  See if you can move through it.  If you can, then there's some fundamental problem with the way your game is running and/or setting Move Routes.
 
"Not working" is vague... you can walk right through the event?  That's very, very odd...

Uh, could you post page 2 of the event in question?  It's possible that there's an error there.

Edit:  Also, just to make absolutely sure about this... an event of any kind with a graphic will stop the player from walking through the 32x32 tile that the event is set on ONLY, unless one or the other is set to Through.  Make sure that all these statements are true, and you should have yourself a barrier.  (Yes, this means that to block off a ten-square-wide corridor, you need ten events, regardless of the size of the graphics.)
 
If I'm following your description correctly, I can see two possible causes: 

1) Something is activating those switches early.  Check any events that could have turned those switches on. 

2) Page 2 isn't set to the page conditions properly.  I can't tell that, since you didn't post a screenshot of page 2.
 

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