Announcement
Announcement
| Crystal Fantasy takes 1st as the 2013 2nd Quarter Contest Winner!!! See the Community Announcements section. |
New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
![]() ![]() |
Feb 21 2009, 09:24 AM
Post
#1
|
|
![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Enemy Multiact v 1.0 by Mithran Introduction Well, not much to say about this one. The default battle system only allows one action per enemy per round. You can simulate more actions by eventing with the force action event command, or by using skills such as 'triple attack' but it just doesnt work the same. This script makes the enemy actually able to execute more than one action per round. Features - allows enemies to act more than once per round - allows use of states to add extra actions to enemies How to Use Install on its own script page in the materials section of the script editor above main and below default scripts. Script » Click to show Spoiler - click again to hide... « Credit and Thanks - Mithran - Requested by Flood_Master / Netmonmatt Author's Notes Feedback is welcome. Please do not redistribute without asking. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
|
|
|
Feb 21 2009, 02:50 PM
Post
#2
|
|
![]() Type: Undisclosed |
This is perfect! Honestly, what kind of turnbased RPG has enemies without multiple actions? XD
|
|
|
|
Feb 23 2009, 08:57 PM
Post
#3
|
|
![]() Type: Undisclosed |
Very nice, I was looking for something like this... Could you make it so actors can act multiple times as well?
|
|
|
|
Feb 24 2009, 01:12 AM
Post
#4
|
|
|
Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Very nice, so far it works like a charm! If anybody is interested, so far this is perfectly compatible with Dervvulfman's Animated Battlers.
-------------------- |
|
|
|
Feb 24 2009, 06:30 AM
Post
#5
|
|
![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Thanks for the comments all.
@Twilight - I was holding off on adding multiple actor actions for now, because I am not sure how I want to accomplish this. Making an actor perform a specific skill or attack two times in a row would be a simple matter, or having them perform multiple actions on auto battle, but for the most part, you'd want actor actions to have input. In this script, actions are created at the point of execution, and I'm not sure I want to use the same method to add attacks to actors. If you just want a simple addition for actors to use the same action twice in a row if they have multiaction state, I'll make that change for you. If you want players to select more than one action per round, I don't think I will be adding it to this script. I may add it in a future script, though. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
|
|
|
Feb 24 2009, 02:15 PM
Post
#6
|
|
![]() Type: Designer |
very nice!!
|
|
|
|
Feb 24 2009, 03:00 PM
Post
#7
|
|
![]() Type: Undisclosed |
Ahh, ok thanks for the heads up. I will have to be patient until you find a way to accomplish what your trying to do.
|
|
|
|
Feb 27 2009, 11:03 PM
Post
#8
|
|
![]() |
Mithran, I love you and all of your scripts.
|
|
|
|
Feb 28 2009, 01:02 AM
Post
#9
|
|
![]() Evil Regular ![]() Type: Undisclosed Alignment: Chaotic Neutral |
Does it support Tankentai SBS?
|
|
|
|
Feb 28 2009, 01:16 AM
Post
#10
|
|
![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Does it support Tankentai SBS? You are welcome to try, but: QUOTE CODE # Rules: # Actors do not get extra turns # Turn-based auto removal of states occurs only after the FINAL action # Extra turns do not decrement state counter (only the final turn) # For default battle system only. Taking a further look at it, this could work with SBS. I am almost certain it wont work with an ATB, though, and I doubt I'll ever be able to support this. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
|
|
|
Feb 28 2009, 02:21 AM
Post
#11
|
|
![]() Dreamer.Believer.Survivor. ![]() Type: Writer Alignment: Neutral Good |
Tested it with Tankentai and this seems to work with it.
EDIT: I'm using Kaduki version of the Tankentai SBS, btw This post has been edited by Sakura Martinez: Feb 28 2009, 02:21 AM -------------------- Courage is the magic that turns dreams into reality.
Courage allows you to dream big and surpass obstacles. With courage you can have faith because without faith there's nothing worth believing. Believe that you were meant to make a difference. I support: Spoiler: My Dragons: Spoiler: ![]() Need monsters for the Tankentai SBS? Click Here |
|
|
|
Feb 28 2009, 02:51 AM
Post
#12
|
|
![]() Type: Undisclosed Alignment: Unaligned |
Tankentai has it's own enemy multi action settings. Using Mithran's script for the SBS is unnecessary. Look in the SBS Configuration for this section:
CODE #--------------------------------------------------------------------------
# ● Enemy Multiple Actions Settings #-------------------------------------------------------------------------- # Maximum Actions, Probability, Speed Adjustment # return [ 2, 100, 100] # # Maximum Actions - Maximum number of actions enemy may execute in a turn. # Probability - % value. Chance for a successive action. # Speed Adjustment - % value that decreases enemy's speed after # each successive action. This post has been edited by Mr. Bubble: Feb 28 2009, 02:52 AM -------------------- I no longer support Tankentai.
|
|
|
|
May 20 2009, 08:01 PM
Post
#13
|
|
![]() Warning! Here be Iron Knuckles ![]() Type: Designer Alignment: Chaotic Evil |
argh! i dont get it, please help!
at the enemy note, should i do what <enemy extra actions n> change it into <enemy extra actions 5> or <enemy extra actions n5> or what? neither works with me!! HELP PLEASE -------------------- |
|
|
|
May 20 2009, 11:17 PM
Post
#14
|
|
![]() Scripter ![]() Type: Coder Alignment: True Neutral |
@Superdreuzel
CODE <enemy extra actions 5> is correct. If its not working for you, its likely conflicting with another script, such a custom battle system. This script should be placed below any other script that modifies the battle scene for any chance at compatability. Battle systems outside the default are not supported, but this should work with any system that has not made any radical changes to the flow of battle so long as you place it correctly in the editor. If you are following these guidelines and still continuing to have problems, please PM me with the other scripts you are using, or, preferably, a link to a demo with the problem so I can investigate further. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
|
|
|
May 22 2009, 06:59 PM
Post
#15
|
|
![]() Warning! Here be Iron Knuckles ![]() Type: Designer Alignment: Chaotic Evil |
ok, thanks man
do you mean not using the sideview battle? Edit: Yay, it works This post has been edited by Superdreuzel: May 22 2009, 07:02 PM -------------------- |
|
|
|
May 7 2010, 05:45 AM
Post
#16
|
|
![]() ![]() Type: Spriter Alignment: Lawful Good |
Is it possible to set it up so that the enemy doesn't multiact /every/ turn? It kinda sucks to get hit with a super-powerful attack twice x_x
This post has been edited by Kail200X: May 7 2010, 05:45 AM -------------------- |
|
|
|
May 7 2010, 09:48 AM
Post
#17
|
|
![]() Scripter ![]() Type: Coder Alignment: True Neutral |
You can set your enemy actions to turn OFF a switch every time they act. Make it required for this switch to be ON to use the more powerful moves. Turn the switch on at the beginning of every combat round in troop events. Or, turn ON a switch after the powerful action, and have a high priority basic action > wait that relies on the switch (or a dummy skill saying the boss is exhausted).
-------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 19th June 2013 - 07:45 PM |
|
|