Hey all, this is my first post, not sure if it's in the right forum, but I'm having trouble with an event and looking for guidance.
So I'm trying to have a "Frenzy" mode activate when an actor's SP goes to 0. Of course, there's nothing simple under the Conditional Branch like "If Character's SP == x," so what I've done is set up a parallel process Common Event that states:
Set Variable x = Character's SP
I then have a second parallel process Common Event that states:
If Variable x == 0, inflict state "Frenzy"
For some reason I find it works better to split these two into separate common events, though in theory they should work as one. Also, the trigger is some arbitrary switch that's activated toward the start of the game.
In addition to this, I'd like Frenzy state to cause the player to attack randomly, i.e., target both friendlies and hostiles, so I've implemented a battle event, with the condition of Don't Run, using a Conditional Branch that states:
If "Frenzy" is inflicted, force "Actor" action "Attack" on target "Random."
So ideally, what we have, is when the player's SP hits 0, he goes into Frenzy, and attacks random targets. However, the way it's ACTUALLY happening is that if the player's SP goes to 0 outside of combat, it only registers after he enters combat. Further, if it goes to 0 inside of combat, nothing happens. And to top it off, even if the player IS Frenzy inflicted, he's not attacking random targets.
Now in a perfect world I'd like to get to the point where little message windows pop up like "[Actor] is losing control..." and (as I've tied the Frenzy state to NAMKOR's Deathwatch State, which kills the player after x rounds of being inflicted) "[Actor] has lost himself to the Beast Within." However, this is secondary to actually getting the crap to work.
So if anyone has any advice, or can do a better version of this (admittedly haphazardly patched together) event sequence, or, even better, can just whip up or point me to a script that does the exact same thing, please post away.
Thanks.