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Aug 29 2011, 04:13 AM
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#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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Aug 29 2011, 03:57 PM
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#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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Aug 29 2011, 05:22 PM
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#3
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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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Aug 29 2011, 05:30 PM
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#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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Aug 29 2011, 05:35 PM
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#5
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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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Aug 30 2011, 02:16 AM
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#6
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
I rarely say this but this is pretty good
-------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Aug 30 2011, 05:26 AM
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#7
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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. This post has been edited by Alt_Jack: Aug 30 2011, 05:28 AM -------------------- |
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Aug 30 2011, 05:26 AM
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#8
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
Oops. Double post. Sorry.
(Stupid internet errors To be deleted. This post has been edited by Alt_Jack: Aug 30 2011, 05:27 AM -------------------- |
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Aug 31 2011, 12:17 AM
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#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: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Aug 31 2011, 01:22 AM
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#10
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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. -------------------- |
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Aug 31 2011, 02:09 AM
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#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: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Aug 31 2011, 05:02 AM
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#12
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
lol that was just a question, not the actual system Then where's this brilliant system of yours? -------------------- |
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Aug 31 2011, 06:09 AM
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#13
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
Ummm... On my computer?
-------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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| Lo-Fi Version | Time is now: 22nd May 2013 - 09:38 AM |
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