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Help using Skills. [RMXP]

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I was wondering how I can make a skill last for a number of rounds? or act using rounds.
I want the character to be powerfull for two attacks or to the 100's of sp they have

so the user has 300 sp
uses skill
THe user is now powerful for three rounds.
Every round the user attacks 100sp is lost.

thanks.

Also this is for teh defult battle system.
« Last Edit: April 05, 2007, 03:23:20 PM by Nouman »
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Interesting problem.

So what you want is a constant SP drain and for the skills power to be lost once you don't have enough SP? but you only want the SP to drain if the buffed character attacks? so if he uses an item or something, you don't want the SP to drain? (that part would require scripting I think, as I am unaware of any test for actions during battle in eventing). Is it a self-buff or can it affect others? And no SP is drained from the use of the skill itself, just when the person attacks?

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hmmm...I looked into trying stuff by myself. Seems I would need to edit every troop.

Using an item or defending would still have sp loss since no matter what you do you will still loos this temporay strenght gain. Also I changed it to subtract SP by 100 when using the skill. I'm actaully trying to "transform" the character w/o the use or scripts using a skill to do so.

What I have so far.

The character uses teh skill "transform" and the battler changes perfect and 100 sp is subtracted, BUT another 100 sp is subtracted since the event under troops subtracks 100 each time. That is my new problem. Transforming should not subtract another 100 sp the first time the hero uses it but start doing so next turn...Also I would like it so after the skill it is still the hero's turn, eh but that seems impossible so it's alright not to include that.
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Well, for the first problem, you could make the use of the skill itself not cost any SP, as I believe that is where the extra 100 comes from (correct me if I'm wrong).

I will try to help more once I get back from school, but I think you are probably on the right track.

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:o Nouman asked an RPG Maker question!
It seems like that part would require a script. I'm not really sure though.

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yes irock xD also eh scripts arent my mojo I want to make a transform using events.


The 100 SP loss comes from the event in the Troops tab of te databse. I set it there to subtract 100 sp each turn, but I dont know of a way to have it skip the first turn. The reason I added the new 100 sp loss is because I want don't want to hero to use it at 0 sp, and have it show as 0 sp. subtracting a 100 is there but I as I said before it would be cool if I can make it so when teh skill is used it dosen't waste a turn, but I don't know how to do that so lets skip that for a moment and see the problem with the
-200 sp loss when skill is used.

If you want I can upload the game data?
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Well, I suppose you could have it call a common event which restores 100 SP to the user...

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Tried that. I should have said that xD it's an ugly glitch. Goes down to 300 then back up to 400


edit: Strange...Now it works no glitch at all!

so I guess that problem is knoked off.

Next problems:

-Transform back to normal when sp = 0
-When first transform it stays the person's turn

and instead of a new topic does anyone know:
where I can get a script that make something just like SP, I want MP and then I can have MP be used per round on transforumation instead of SP.
« Last Edit: April 05, 2007, 06:21:12 PM by Nouman »
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A conditinal branch. Make the SP (Or whatever) need to be at least 100. Under else use remove the transformed player and put in the original. :P

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A conditinal branch. Make the SP (Or whatever) need to be at least 100. Under else use remove the transformed player and put in the original. :P

hmm...I want to look for something else now (Points at reply 2 reply's up) like MP to focus on Transformation. But I think that is a script request right? it would be another start and needs to show in battle.

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Yeah, well first you have to make a variable which you set to current SP, and then when that  is under 100 you switch back, because there is not an option under con. branch which does that directly.

Edit: I guess if you are going to use some new parameter which controls transformation, then it would be con. branch with a script condition based off that script. You could make a stat like that from in game variables, but I am not sure how to make that show up in the battle screen, because I have so far been unable to determine how to display the value of an in-game variable through a script. So... I guess wait for the script.

The second might require a tiny script. I'll have a a look when I get home.


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Thanks.

Being able to show a varible in battle system would be sick. I requested this at .org as well. Lets hope there is something.
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Haha! Random experimenting has produced this:

self.contents.draw_text(x, y, 60, 32, $game_variables[2].to_s, 2)

Watch out Blizzard, I'ma comin for you  ;8

Now, with minor script editing I forsee a way to control your new parameter with events.
« Last Edit: April 05, 2007, 11:37:03 PM by modern algebra »

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?_? I'm lost. xD

$game_system.(variable name) = value

I found that at .org dont know waht it does xD I though this was a cool easy to make event system when i opened rpg maker.  ;D
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If you put this code into a script:

self.contents.draw_text(x, y, 60, 32, $game_variables[2].to_s, 2)

it writes out the value in the variable with ID 002

I think I may be able to write you up a new parameter based on in game variables with it, but I'm not sure.

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If you can that would be very sweet. If you can't it's alright you have helped me enough already.  ;D
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