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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: gameo on September 22, 2007, 11:06:35 AM

Title: Death Clock Skill.....could this be solved with an event?
Post by: gameo on September 22, 2007, 11:06:35 AM
I've made a skill called Death clock, and a Status called Death.

The skill gives the enemy the status Death.


Now here's my problem:

How would i make that status, after 3 turns, kill the enemy? I can make it work for 1 turn, simply regard hp as 0.
But to do that after 3 turns?


If this doesen't need a script, i would be very happy, cause scripts are so confusing.....
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: gameo on September 22, 2007, 05:32:50 PM
Please? It can't be one of the hardest things to do, i've seen worse.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: modern algebra on September 22, 2007, 07:49:28 PM
Try to wait a day before bumping. I do think this would be best to do with a script. I can think of a way to do it with events, but the way I am thinking about would involve conditional branches in every troop event, and would be far too much work when it can be done fairly easily with a script. In any case, I can't really do it right now... it sounds like something that someone else may have done previously anyway. I will let it alone for now, and if nobody does it by the time I get my real computer back and after I finish some scripts that are hanging about there, then remind me of the request and I will write the script for it.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: gameo on September 23, 2007, 08:51:31 AM
Oh well, i don't need it that badly, it would have been cool though.

But its allright, i'll find out something else, :D
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: Falcon on September 23, 2007, 02:32:53 PM
QuoteHow would i make that status, after 3 turns, kill the enemy? I can make it work for 1 turn, simply regard hp as 0.
But to do that after 3 turns?
This should have been in script help, or tutorial requests, but I'm not going to give a strike since this the guidelines don't really tell where this should have gone.

This defiantly needs a script. If you'd like, I'll put this in script request for you instead of script help.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: gameo on September 23, 2007, 03:01:01 PM
No i'm fine with it now, though if someone else wants it it's allright.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: tSwitch on September 30, 2007, 10:50:52 PM
I think I can make this right quick.
hld on, I'll see what I can do.

yeah, seems simple enough, I'd have it done sooner, but I have college work
I'll have it done soon prob'ly

((yes necro'd but just cuz it was an idea of something to do))
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: Arkbennett on October 01, 2007, 02:33:39 AM
Yeah, it's eventable.
But, making a script would be easier I believe.
(Seeing how someone is making you one already)

But, I thought I'd just say, it can be done via events.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: tSwitch on October 01, 2007, 04:09:26 AM
of course it can, but like was said earlier, it would need to be added to every last troop individually
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: djkdjl on October 02, 2007, 10:27:19 PM
You could copy the poison status effect,,and make it reduce the HP of the enemy by 33.333333% (or just 34% lol) every turn.  And call this new status DEATH CLOCKED.

I think that would be the easiest and fastest way to do it.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: modern algebra on October 02, 2007, 11:04:32 PM
That would defeat the purpose though. First, because they could just heal themselves, second because they would die faster if not at full life, and third, doing direct damage makes it very easy for the party to finish him off before 3 turns are up. It is much better done through a script, and as NAMKCOR is making one, that seems fine.

As well, you would actually need a script to modify the Slip Damage, since in XP the damage done is set. There is no non-scripting way to directly modify the slip damage in states
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: djkdjl on October 02, 2007, 11:08:17 PM
touche modern,,touche.
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: tSwitch on October 02, 2007, 11:54:44 PM
Quote from: modern algebra on October 02, 2007, 11:04:32 PM
As well, you would actually need a script to modify the Slip Damage, since in XP the damage done is set. There is no non-scripting way to directly modify the slip damage in states

which makes regen a bi***

hehe, I'm near done, had a lot to do thus far in the week, it'll be done soon
Title: Re: Death Clock Skill.....could this be solved with an event?
Post by: tSwitch on October 05, 2007, 05:44:58 PM
doublepostbump

I finished the script, it is posted in the thread below
http://rmrk.net/index.php/topic,21396.msg268302.html#msg268302