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> [-BattleSystem-] Finishing moves, blow em' away, MK style
Alt_Jack
post Aug 29 2011, 04:13 AM
Post #1



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Type: Undisclosed
Alignment: Chaotic Neutral




It allows you to use a move that your character can't normally use in battle (or at least for a while) to finish off a weakened enemy. It can be pretty cool, primarily because you can have different finishing moves for different enemies, including (with some skill on your part) the 4-man RTP attack. There are some limits, but You get to blow away an enemy with 50 HP left with a move that takes away 1250 HP.
First, create a common event called Finishing Move that reads like this:
CODE
Show choices: finish enemy/spare enemy
when [finish enemy]
show choices: actor 1, actor 2 (etc)
When Actor 1
-change skills [Ralph] + [Burst]
Force action [actor 1] [burst] [index 1] <---this is the "first" enemy in the squad. Usually says what it is.
-change skills [Ralph] - [burst] <----(You can't use burst again)
(then make one for each of the other actors in the party, following the same Learn/Use/Forget format)
when cancel
>
branch end
>
when [Spare Enemy]
> (nothin' )
>Branch End

Then go to your Troops tab. Look at the bottom where it says "condition", open the dialogue box and check off "enemy" then fill out the box so it says (roughly):

CODE
condition-enemy 1 [name]'s HP is 10% or below" then in the box below that looks like a file folder put Call Common Event [Finishing Move]. Once you've beaten enemy 1 to a pulp, the choice box will pop up, asking if you want to blow them away, or just keep whacking them with your sword. If you have more then 1 enemy, you need to create another event page just for them, and a carbon copy called Finishing Move 2 and so on. So if you have an enemy troop with 3 enemies, you'll need an event page and common event for each one, with the target index set for their respective targets (don't worry, their name appears with their index # ).


I should probably point out that choosing "spare" means that you're only sparing them from the finishing move (which, in some cases, might not actually kill them) and you'll still have to defeat them the old fashioned way.

This post has been edited by Alt_Jack: Aug 29 2011, 05:39 PM


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Celianna
post Aug 29 2011, 03:57 PM
Post #2



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Type: Artist
Alignment: Chaotic Evil




Please fix your tags in all of your topics. They have to look like this:

CODE
[-Tagname-]
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Alt_Jack
post Aug 29 2011, 05:22 PM
Post #3



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Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (Celianna @ Aug 29 2011, 10:57 AM) *
Please fix your tags in all of your topics. They have to look like this:

CODE
[-Tagname-]

I will if you tell me what it's classified as.
Other? System?


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Celianna
post Aug 29 2011, 05:30 PM
Post #4



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Type: Artist
Alignment: Chaotic Evil




I suggest reading the rules again if the tags are unclear to you ... Only put it in Other if none of the other tags work. Only put it in System if it's some sort of complex system (i.e. time system). Since this has to do with battles, put it as Battlesystem.
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Alt_Jack
post Aug 29 2011, 05:35 PM
Post #5



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Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (Celianna @ Aug 29 2011, 12:30 PM) *
I suggest reading the rules again if the tags are unclear to you ... Only put it in Other if none of the other tags work. Only put it in System if it's some sort of complex system (i.e. time system). Since this has to do with battles, put it as Battlesystem.

Will do. I don't have a working demo for this one, though.


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kingsofrpg
post Aug 30 2011, 02:16 AM
Post #6



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Type: Designer
Alignment: Chaotic Evil




I rarely say this but this is pretty good


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Variable/Game_Interpreter Fix
Spoiler:

Proud Puzzle Maker of "Relic"


CODE
dont_hate_the(player) unless player.is_a?(Game_Enemy)
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Alt_Jack
post Aug 30 2011, 05:26 AM
Post #7



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Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (kingsofrpg @ Aug 29 2011, 09:16 PM) *
I rarely say this but this is pretty good

Although I appreciate the praise, I respectfully disagree.
I made a skill that lets you phase through walls and another that synthesizes actors like items; both are very long and complicated events and they both use scripts (both are menu altering ones).
I doubt they'll get approved because it's too much to fit into one post (I've tried) , but they're both in the demo.
Their respective links:
Ghost Skill: http://www.rpgrevolution.com/forums/index....st&p=424751
Breeding/Actor Synthesis: http://www.rpgrevolution.com/forums/index....showtopic=51454

I know I link there a lot and mention the demo too much, but that's where all my work is, so it's kind of unavoidable. sad.gif

This post has been edited by Alt_Jack: Aug 30 2011, 05:28 AM


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Alt_Jack
post Aug 30 2011, 05:26 AM
Post #8



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Type: Undisclosed
Alignment: Chaotic Neutral




Oops. Double post. Sorry. sad.gif
(Stupid internet errors dry.gif )
To be deleted.

This post has been edited by Alt_Jack: Aug 30 2011, 05:27 AM


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kingsofrpg
post Aug 31 2011, 12:17 AM
Post #9



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Type: Designer
Alignment: Chaotic Evil




I mean it's a simple skill done well. Of course there's more complicated demos, my current sphere break system is the most complicated tutorial I've ever seen posted (once I get around to making it) I mean it has 25 variables so it's probably never even going to be used


--------------------
Variable/Game_Interpreter Fix
Spoiler:

Proud Puzzle Maker of "Relic"


CODE
dont_hate_the(player) unless player.is_a?(Game_Enemy)
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Alt_Jack
post Aug 31 2011, 01:22 AM
Post #10



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Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (kingsofrpg @ Aug 30 2011, 07:17 PM) *
I mean it's a simple skill done well. Of course there's more complicated demos, my current sphere break system is the most complicated tutorial I've ever seen posted (once I get around to making it) I mean it has 25 variables so it's probably never even going to be used

This?
QUOTE
So when you touch an event it adds a random number to the variable "Turn Score". There's a variable that equals a random number that's called "Core Sphere". There's multiple events that add to the turn score, and you need to add them up till they're a multiple of the core sphere. So the plan was to use a mod and then check if it's equal to 0, but what do I do if it's not the first multiple, but a further multiple. Like if the core sphere is equal to 4, and you add a 5, a 4, and a 3, so it equals 12. The mod isn't dividing it down until there's JUST a remainder, it's leaving a remainder that could still be a multiple of 4

Doesn't sound that complicated. mellow.gif


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kingsofrpg
post Aug 31 2011, 02:09 AM
Post #11



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Type: Designer
Alignment: Chaotic Evil




lol that was just a question, not the actual system


--------------------
Variable/Game_Interpreter Fix
Spoiler:

Proud Puzzle Maker of "Relic"


CODE
dont_hate_the(player) unless player.is_a?(Game_Enemy)
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Alt_Jack
post Aug 31 2011, 05:02 AM
Post #12



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Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (kingsofrpg @ Aug 30 2011, 08:09 PM) *
lol that was just a question, not the actual system

Then where's this brilliant system of yours?


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kingsofrpg
post Aug 31 2011, 06:09 AM
Post #13



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Type: Designer
Alignment: Chaotic Evil




Ummm... On my computer?


--------------------
Variable/Game_Interpreter Fix
Spoiler:

Proud Puzzle Maker of "Relic"


CODE
dont_hate_the(player) unless player.is_a?(Game_Enemy)
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