Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Unique skills queston :\

Welly welly well. I have quite a challenging skills questions for you all. Well, maybe they are not challenging to you, but they are to me. :eek::

So here are the skills I need to make but can't figure out how to get them to work. :blush:

EDIT: Solved skills are in  , sort of solved in  , and unsolved in  . This is to help with organization as I intend on adding more skills as I come up with them.

  Basically if the user's HP is equal to 7, 77, 777, or 7777 this skill should instantly kill the target. I would also like to be able to make exceptions for this skill, like impossible bosses or difficult bosses.

  I'd like this skill the kill off a party member to fully heal the rest of the party. Don't know how to approach this.

  I'd like this skill to instantly kill a target.. by a 5% chance. It also has 5% chance to kill the user. I would also like to be able to make exceptions for this skill, like impossible bosses or difficult bosses. Don't know how to approach this.

  I would like this skill to deal damage in 5's to all characters, enemies and allies. But I want it to be random between 5, 55, and 555. Don't know what to do here.

  This skill compares the users AGI to the targets AGI. If the users AGI is higher it does 10 damage times the difference. NO CLUE how to go about this one.

  This skill should heal MP at random on all allies. The way I have it now is that it heals the same amount for everyone, and doesn't visually appear (as if you used a potion). I want everyone's heal to be different/random.

  This skill should boost all stats of the target significantly, then three turns later it significantly lowers them (a la Icarus, whose wings took him to the sun, but the powerful sun sent him to his doom).

  This skill makes the user immune to PHYSICAL attacks for 1 turn. It also heals a small amount of HP.

  If the user used Avianwing (^^^) last turn, this attack deals large damage and heals a small amount of SP.

  This attack deals damage to the targets HP and SP. The only thing I am unsure about here is how to deal damage to SP. :(




I will probably have a lot more in the future. Please help. :(
 
I didn't test anything I wrote here, if something doesn't work I probably won't bother trying to figure out why, but at least you won't be in the dark anymore.
Also, be prepared to get a headache trying to understand! (unless you're not new to events)

For the first skill (lucky7) try this:

1.Create new State named lucky7
2.Create new Common Event named lucky7
3.Create new Variable named lucky7
4.Create new Skill named Lucky 7 that changes enemy state to lucky7 and calls common event lucky7
5.In CE lucky7 add the following instructions:
Code:
If [Enemy1]'s state is [lucky7] then

       Control variables: [lucky7] = [Enemy2]'s HP 

       Deal Damage:[Enemy1], Variable[lucky7]

Else

       If [Enemy2]'s state is [lucky7] then

           Control variables: [lucky7] = [Enemy2]'s HP 

           Deal Damage:[Enemy2], Variable[lucky7]

...


2nd skill is easy:

1.Create Common Event named sacrifice
2.Create Skill named Sacrifice that calls CE sacrifice
3.Add the following instructions to CE sacrifice:
Code:
Recover All: Entire Party

Change State: [actor], +[Dead]

This will only work properly if only one Actor can use Sacrifice.

For 3rd skill try this:
1.Create Common Event named grandlethal
2.Create State named grandlethal
3.Create Variables named random and grandlethal
4.Create Skill named grandlethal that calls CE grandlethal and changes enemy state to grandlethal
5.Add the following instructions to CE grandlethal:
Code:
Control Variables: random = Random No.(1..100)

Conditional Branch: Variable random <= 5

   Conditional Branch: [Enemy1] is grandlethal inflicted (grandlethal is a state)

      Control Variables: grandlethal = [Enemy1]'s HP

      Deal Damage: [Enemy1], Variable grandlethal

   Else

      repeat so it scans all monsters

   END

Else

   Conditional Branch: Variable random <= 10

      Conditional Branch: Variable random > 5

         Control Variables: grandlethal = [Actor]'s HP

         Deal Damage: Actor No.X, Variable grandlethal

      Else

      END

   Else

   END

END

Change Enemy State: Entire Troop, -[grandlethal]

 
This will only work if only one Actor can use Grand Lethal (Actor No.X).

4th Skill:
1.Create a Variable named random
2.Create Common Event roulette5
3.Create Skill Roulette 5 that calls CE roulette5
4.Add the following instructions to CE roulette5
Code:
Control Variables: random = Random No. (1..3)

Conditional Branch: Variable random == 1

   Deal Damage: Entire Troop, 5 (enemies)

   Deal Damage: Entire Troop, 5 (actors)

END

Conditional Branch: Variable random == 2

   Deal Damage: Entire Troop, 55 (enemies)

   Deal Damage: Entire Troop, 55 (actors)

END

Conditional Branch: Variable random == 3

   Deal Damage: Entire Troop, 555 (enemies)

   Deal Damage: Entire Troop, 555 (actors)

END
Equal probability to 5, 55 and 555 damage.

5th Skill:
By now you should have some knowledge on how the events work so I'll just tell you what to do instead of providing a 'code'.

1.Create State named desperado
2.Create variable enemyagi
3.Create Common Event desperado
4.Create Skill Desperado
5.What the CE desperado must do is check which monster has the state desperado so it knows which one was targeted by the player.
After that it must put the monster's AGI into a variable and the Actor's AGI into a variable, then compare both variables, with a conditional branch, to know which one is bigger.
If the monster's AGI is bigger than the Actor's AGI, subtract Actor's AGI to the monster's AGI, multiply by 10 and Deal damage to Actor using the monster's AGI variable. If the Actor's AGI is bigger, subtract monster AGI to Actor AGI, multiply by 10, deal damage to monster.
Finally, remove desperado State from Enemy Troop.

Again, this will only work properly if only one Actor can use Desperado.
 
WOW! Thank you so much, they all work perfectly.

But there is one teensy problem. My game is very status effect reliant (some skills do more damage if target monster has so and so effect, and there are a lot of enfeebling moves), and if I remember correctly, any battler may only have 1 status effect on it at a time. Is there any way to do them without the status effect? :( Or better yet, is there any way to allow multiple effects on characters?

EDIT: I added more if oyu want to give those a whack. Most of those are similar to some other skills I have made, and will probably give me an idea on how to solve them as well. If you don't want to that's fine but I put them up there just for anyone else to help with. :pissed:
 
I didn't even know that, it makes things a whole lot more complicated, if we insist on using only events. You may want to go for multiple states with a script modification, try asking here or in this section, I am not sure which one is more appropriate.

White Typhoon:
1.Create variable random
2.Create Common Event whitetyphoon
3.Create Skill White Typhoon that calls CE whitetyphoon
4.Add the following instructions to CE whitetyphoon:
Code:
Conditional Branch: [Actor1] is in the party

   Conditional Branch: [Actor1] is not dead

      Control Variables: random = Random No. (X...Y)

      Change SP: [Actor1], + Variable random    (not sure if this instruction heals or changes maxSP)

END

copypaste to heal the whole party

I don't have time to explain the other skills now, it's not hard so try figuring out by yourself, or maybe someone else will help you out.

Also, Icarus built wax wings, not Hermes (that was the god of thieves).
 
PeteD2S":wwab89p4 said:
I didn't even know that, it makes things a whole lot more complicated, if we insist on using only events. You may want to go for multiple states with a script modification, try asking here or in this section, I am not sure which one is more appropriate.

White Typhoon:
1.Create variable random
2.Create Common Event whitetyphoon
3.Create Skill White Typhoon that calls CE whitetyphoon
4.Add the following instructions to CE whitetyphoon:
Code:
Conditional Branch: [Actor1] is in the party

   Conditional Branch: [Actor1] is not dead

      Control Variables: random = Random No. (X...Y)

      Change SP: [Actor1], + Variable random    (not sure if this instruction heals or changes maxSP)

END

copypaste to heal the whole party

I don't have time to explain the other skills now, it's not hard so try figuring out by yourself, or maybe someone else will help you out.

Also, Icarus built wax wings, not Hermes (that was the god of thieves).

LOL oops yes I forgot about the Icarus thing. FFXI confused me, there is an item called Hermes Quencher and an item called Icarus wing. That's what I use to remember them, guess I got them confused with each other.

Also thank you so much, I will try working out some of the other ones. I have more skills in the database that your help has already allowed me to figure those ones out, just there new ones were giving me a bit of a time.
 
im9today":23jnxhn6 said:
.

But there is one teensy problem. My game is very status effect reliant (some skills do more damage if target monster has so and so effect, and there are a lot of enfeebling moves), and if I remember correctly, any battler may only have 1 status effect on it at a time. Is there any way to do them without the status effect? :( Or better yet, is there any way to allow multiple effects on characters?

Actually, no. You can have more than one status effect. It's just that you can't have more than one status effect animation at a time. For these purposes, it won't matter if the animation isn't there.
 
Wow, thank you both. I didn't even know that you could have multiple effects, I thought they would override each other. Thank you so much. :) This just solved like 90% of my problems.
 
I forgot to write in Lucky 7's code the instruction to remove the lucky7 state from the entire Troop at the end of the CE, don't forget that.

Pierce:
1.Create State named pierce
2.Create Variable named pierce
3.Create Skill named dmgpierce, HP Damage will be dealt by this skill
4.Create CE named pierce
5.Create Skill named Pierce that changes the target's state to pierce and that calls CE pierce, this skill doesn't deal damage
6.Add the following instructions to CE pierce:
Code:
Conditional Branch: [Enemy1] is pierce inflicted

   Control Variables: pierce = [Enemy1]'s HP

   Force Action: Actor No.X, dmgpierce, Index 1, Execute Now

   Control Variables: pierce -= (minus) [Enemy1]'s HP

   Control Variables: pierce /= (div) 2 [b]*[/b]

   Change Enemy SP: [Enemy1]'s, - Variable pierce

END

[i](Copypaste the branch to check all the enemies for pierce state)[/i]

Change Enemy State: Entire Troop, - pierce
* here is calculated the amount of SP you want the skill to remove, in this example it's half of the amount of the damage done by dmgpierce
Make sure you don't add 'dmgpierce' to any Actor's skill list.


I can't figure out how to do the other 3 skills, I think they need troop events but I just don't see how to make the skills work, just because I don't know how to control Turns with events.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top