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Topic: Doom Skill  (Read 347 times)
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Mjustin
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« on: November 06, 2009, 03:21:33 PM »
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Doom Skill
Version 1.0
Author: Mjustin

Version History


  • 1.0: Functional for up to three enemies and no players


Description

This system allows you to give your characters a skill that will automatically kill an enemy in five turns.

Features


  • Works for battles with up to three enemies
  • Any character can use the skill
  • Options to make up to three enemies immune, and up to three enemies resistant to Doom


Screenshots







Demo


Attached.

Author's Notes


  • Version 2.0 will have support for up to eight enemies and four player characters, as well as (maybe) player character immunities and resistances.
  • When copying and pasting the system, make sure you get everything. This system uses 1 switch, 5 variables, 1 common event, 1 battle event (in the Ghost*3 troop), 2 states, 1 skill, 6 animations, and 1 animation graphic.
  • To change the amount of turns for Doom to take, go to the common event. Change every control variable command that has "= 5" on the end to the number of turns it should take.
  • There are some issues with the battle event activating early. If anyone knows how to fix this, I would very much appreciate knowing how as well.

* Doom State.exe (261.41 KB - downloaded 20 times.)
« Last Edit: November 06, 2009, 03:32:15 PM by Mjustin »

shaz
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« Reply #1 on: November 06, 2009, 04:55:16 PM »
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Instead of having =5 several times in the event, you could set a variable to 5 right at the beginning, then change those commands to =[variable].  Then if you wanted to change it from 5 to more (or less) turns, you just need to change it in one spot Smiley

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Mjustin
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« Reply #2 on: November 06, 2009, 07:20:37 PM »
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I could, but it wouldn't work. Setting all the variables to 5 at the beginning would mean that you're setting all of them to 5 every time you use the skill, resetting the counters for the enemies. Half of the "=5" commands are for whether the enemy has Doom inflicted, and the other half are for when the system temporarily uses the variable for a 50/50 chance condition.

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