IX. Skill Tree ItemsThis particular section is for those that wish to make their abilities learned not through variables, or through the traditional leveling up, but through a specific set of items...and in a specific way at that.
First, let's make an item. Let's call this item Fire Scroll. Make it a switch, and have it turn on a switch (let's name it Fire Scroll). Have the activation be only in the field.
Now, the complicated part! Let us make a Common Event, call it Fire Scroll, make it a Parallel Process, and have the trigger switch be the Fire Scroll switch. Here, we want to make it so that if you have any other levels of the spell (i.e. Fira or Firaga), you cannot learn this spell at all. Coding is as below.
Branch if Cloud Fire Skill Usable
Message: Cannot learn this skill!
Change Items: Fire Scroll Add
Else Handler
Branch if Cloud Fira Skill Usable
Message: Cannot learn this skill!
Change Items: Fire Scroll Add
Else Handler if Cloud Firaga Skill Usable
Message: Cannot learn this skill!
Change Items: Fire Scroll Add
Rinse and repeat for each level of the skill. This will make it so that you ONLY learn this skill when you don't have the skill already, or if you don't have any other levels of the skill. Now, the coding for non-starting levels of skills is a bit different. Let's go with the next level. Make an item for Fira Scroll and create a Common Event as above but for Fira. For the coding, let's look at it below.
Branch if Cloud Fire Skill Usable
Change Skills: Cloud Fire Remove
Change Skills: Cloud Fira Add
Message: Learned Fira!
Else Handler
Message: You cannot use this item yet.
Change Items: Fira Scroll 1 Add
End
Switch Operation: [XXXX: Fira Scroll] OFF
This makes it so that as long as you have the skill DIRECTLY before this level, you can learn it, but if the character has any higher levels of the skill, they cannot learn the skill at all. For higher levels of the skill, just copy/paste the coding used for level 2 skills, and modify it to fit those skills (for instance, Fire would be Fira and Fira would be Firaga for the Firaga Scroll coding.
And there you have it!
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X. Multiple Party Switch SystemEver wanted to make a party switch system similar to FFVI in Kefka's Tower? This section is for you then! Keep in mind, that this section is probably going to be very confusing!
First, let us make an event somewhere. Make it Auto-Start and be Below
Hero. On the first page, let us put in the following:
Branch if Switch [XXXX: Barret Party 1] is ON
Change Party Members: Barret Add
<!--- This line must be repeated for every character that can be used for that segment. Change the switch and party members accordingly!
End
Variable Operation: [XXXX: Party 1 X] Set, Hero X Coord.
Variable Operation: [XXXX: Party 1 Y] Set, Hero Y Coord.
Variable Operation: [XXXX: Party 2 X] Set, Hero X Coord.
Variable Operation: [XXXX: Party 2 Y] Set, Hero Y Coord.
Variable Operation: [XXXX: Map ID] Set, Hero Map ID
Switch Operation: [XXXX: Control Party 1] ON
Switch Operation: [XXXX: Begin Next Event] ON
Next, make a second page in the same event, and have it triggered by having the Begin Next Event switch on. Make it a Parallel Process and Below Hero. In the Event Box, the coding is as follows.
Key Input Proc: [XXXX: Key Input]
Branch if Var [XXXX: Key Input] is 7
Variable Operation: [XXXX: Key Input] Set, 0
Branch if Switch [XXXX: Control Party 1] is ON
Message: Switch to party 2?
Show Choices: Yes/No
[Yes] Handler
Variable Operation: [XXXX: Party 1 X] Set, Hero X Coord.
Variable Operation: [XXXX: Party 1 Y] Set, Hero Y Coord.
Tint Screen: (R000, G000, B000, S000), 0.5 Sec (Wait)
Change Party Members: Cloud Remove
<!--- Repeat this for all party members! -->
Recall to Location: V[Map ID] (V[Party 2 X], V[Party 2 Y])
Change Event Location: Cloud, (V[Party 1 X], V[Party 1 Y])
Branch if Switch [XXXX: Cloud Party 2] is ON
Variable Operation: [XXXX: Cloud] Set, 2
Change Party Members: Cloud Add
End
Branch if Switch [XXXX: Barret Party 2] ON
Change Party Members: Barret
<!--- Repeat this for every party member! -->
End
Switch Operation: [XXXX: Control Party 1] OFF
Switch Operation: [XXXX: Control Party 2] ON
Tint Screen: R100, G100, B100, S100), 0.5 Sec (Wait)
Jump to Label: 1
[No] Handler
End
End
Branch if Switch [XXXX: Control Party 2] is ON
Message: Switch to party 1?
Show choices: Yes/No
[Yes] Handler
Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord.
Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord.
Tint Screen: (R000, B000, G000, S000), 0.5 Sec (Wait)
Change Party Members: Cloud Remove
<!--- Repeat for all party members! -->
Recall to Location: V[Map ID] (V[Party 1 X], V[Party 1 Y])
Change Event Location: Cloud, [V[Party 2 X], V[Party 2 Y])
Branch if Switch [XXXX: Cloud Party 1] is ON
Change Party Members: Cloud Add
Var. Operation: [XXXX: Cloud] Set, 1
End
Branch if Switch [XXXX: Barret Party 1] is ON
Change Party Members: Barret Add
<!--- Repeat for all party members! -->
End
Switch Operation: [XXXX: Control Party 1] ON
Switch Operation: [XXXX: Control Party 2] OFF
Tint Screen: (R100, G100, B100, S100), 0.5 sec (Wait)
[No] Handler
End
End
End
Label: 1
Now, let's make an event somewhere for a placeholder event for your sprites. On the first page, set up your character sprite and have it triggered by setting the Variable to Cloud and equal to 1. On the second page, set it up for the leader of the SECOND party, and have that activated by having the Variable for Cloud equal to 2. Now, let us look at the character coding! We'll use Cloud as an example here.
Create an event somewhere for Cloud and set the graphic for him. For the event coding, put in the following:
Branch if Switch [XXXX: Select Party 1] is ON
Branch if Switch [XXXX: Barret Party 2] is ON
Message: Is already in another party.
Else Handler
Branch if Switch [XXXX: Barret Party 1] is ON
Message: Is already in another party.
Else Handler
Message: Add to first party?
Show Choices: Yes/No
[Yes] Handler
Switch Operation: [XXXX: Barret Party 1] ON
Variable Operation: [XXXX: Party 1 Total] +, 1
Branch if Var [XXXX: Party 1 Total] is 3
Message: Is this the group that you want for party 1?
Show Choices: Yes/No
[Yes] Handler
Var. Operation: [XXXX: Cloud] Set, 1
Var. Operation: [XXXX: Party 1 X] Set, Hero X Coord.
Var. Operation: [XXXX: Party 1 Y] Set, Hero Y Coord.
Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord.
Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord.
Var. Operation: [XXXX: Map ID] Set, Hero Map ID
Recall to Location: V[Map ID] (V[Party 2 X], V[Party 2 Y])
Change Event Location: Cloud, (V[Party 1 X], V[Party 1 Y])
Change Party Members: Barret Remove
<!--- Repeat for each party member! -->
Change Party Member: Cloud Add (or whoever the main leader of said party is)
Switch Operation: [XXXX: Select Party 1] OFF
Switch Operation: [XXXX: Select Party 2] ON
Jump to Label: 1
[No] Handler
Var. Operation: [XXXX: Party 1 Total] Set, 0
Switch Operation: [XXXX: Barret Party 1] OFF
<!--- Repeat for each party member! -->
End
Else Handler
End
[No] Handler
End
End
End
Branch if Switch [XXXX: Select Party 2] is ON
Branch if Switch [XXXX: Barret Party 1] is ON
Message: Is already in another party.
Else Handler
Branch if Switch [XXXX: Barret Party 2] is ON
Message: Is already in another party.
Else Handler
Message: Add to second party?
Show Choices: Yes/No
[Yes] Handler
Switch Operation: [XXXX: Barret Party 2] ON
Variable Operation: [XXXX: Party 2 Total] +, 1
Branch if Var [XXXX: Party 2 Total] is 3
Message: Is this the group that you want for party 2?
Show Choices: Yes/No
[Yes] Handler
Var. Operation: [XXXX: Cloud] Set, 1
Var. Operation: [XXXX: Party 1 X] Set, Hero X Coord.
Var. Operation: [XXXX: Party 1 Y] Set, Hero Y Coord.
Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord.
Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord.
Var. Operation: [XXXX: Map ID] Set, Hero Map ID
Recall to Location: V[Map ID] (V[Party 1 X], V[Party 1 Y])
Change Event Location: Cloud, (V[Party 2 X], V[Party 2 Y])
Change Party Members: Barret Remove
<!--- Repeat for each party member! -->
Change Party Member: Cloud Add (or whoever the main leader of said party is)
Switch Operation: [XXXX: Select Party 1] OFF
Switch Operation: [XXXX: Select Party 2] ON
Jump to Label: 1
[No] Handler
Var. Operation: [XXXX: Party 2 Total] Set, 0
Switch Operation: [XXXX: Barret Party 2] OFF
<!--- Repeat for each party member! -->
End
Else Handler
End
[No] Handler
End
End
End
Whew! That's a lot of coding! Note that you'll need to do this for EACH character that'll be in the segment used for this! And of bigger note, this will ONLY work on the same map....therefore, you cannot use this across multiple maps...otherwise you will end up teleporting inside a wall or location that you are not meant to teleport to! Keep this in mind!
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XI. BowyerEver wanted to mimic this annoying boss from Super Mario RPG? Well, here's a way of doing so!
First, make a skill and name it Lock Attack. It doesn't matter if it targets all enemies or not, unless it does damage that is. Next, give the skill to your Bowyer wannabe and have it turn on a switch when used (let's call the switch Lock Attack). Next, let us go to the monster groups tab, and for the Bowyer boss, make a new page and have it activated when the Lock Attack Switch is on. Make it call the Common Event for Lock Attack.
Now for the Common Event. It's really simple actually! Name the event Lock Attack, set its trigger to Call. Now, for the coding.
Branch if Switch [XXXX: Lock Attack] is ON
Change Battle Commands: Mario Fight Remove
<!--- Repeat for all characters! -->
Change Battle Commands: Mario Item Add
<!--- Repeat for all characters! -->
Else Handler
Change Battle Commands: Mario Fight Add
<!--- Repeat for all characters! -->
Simple as that! For Skills, Items, or whatnot, just replace the coding for the appropriate skill! Just make sure that you at least give one command back and take one away that another skill doesn't give/take away to avoid having a skill completely locked down!
Afterwards, make sure to put an event in the same map that the boss fight takes place in, remove all abilities, and then readd the abilities to each character in their original order!
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XII. Sacrifice SkillFor those interested in having an ability that kills off a party member to restore other party members, here you go!
First, let's make a skill. Let us call it Sacrifice, and make it a Switch. Have it turn on a switch (let's name it Sacrifice) and be activated ONLY during battles!
Next, let us go to the Common Events tab. Create a new Common Event (let's name it....oh....Full-Revive or Sacrifice...something that'll work in remembering it). Next, make the trigger for it a Call. Now for the coding!
Change HP: Zidane HP V[Hero HP] Remove
Branch if Cloud Death Condition
Branch if Cloud in the Party
Change Cond: Cloud Death Remove
Change HP: Cloud HP 9999 Recovered
End
End
<!--- Repeat lines 2-6 for every character -->
For [Hero HP], set it to the user's current HP and check the HP Reduction option. Also make sure it decreases the HP!
Next, go to Monster Groups tab, and make a new page. Make it activated by whatever switch (for this example, let's call the switch Sacrifice). Now for the coding
Play Sound: holy9 (play whatever sound you want. Don't need this if you have an animation though)
Variable Operation: [XXXX: Hero HP] Set, Zidane HP
Show Battle Animation: Sacrifice, Entire Party (Wait)
Call Common Event: Sacrifice
Switch Operation: [XXXX: Sacrifice Off]
And there you go! That's all there is to it~
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XIII. Heartless AngelWanna reduce everyone's HP to 1 like a jerk? Then here's a section for you!
First, let us make a new skill. Let us call it Heartless Angel for consistency sake, and make it a Switch. Have it usable in battles only, and turn on a switch (let's name it HP 1).
Next, let us go to the Common Events tab! Name it Heartless Angel, and make the trigger Call. In the coding, let us do the following:
Branch if Cloud in the Party
Variable Operation: [XXXX: Cloud HP] Set, Cloud HP
Variable Operation: [XXX: Cloud HP] -, 1
Change HP, Cloud's HP V[Cloud's HP] Remove
End
<!--- Repeat for all party members.
You can even make a variation of this so that it has a chance to miss! Let us look at that coding in particular.
Variable Operation: [XXXX: Var. Cloud] Set, Rnd [0-100]
Branch if Cloud in the Party
Branch if Var [XXXX: Var. Cloud] is 49 Less/Equal
Variable Operation: [XXXX: Cloud HP] Set, Cloud HP
Variable Operation: [XXX: Cloud HP] -, 1
Change HP, Cloud's HP V[Cloud's HP] Remove
End
End
This makes it so that the ability has a 50% chance of hitting. Change accordingly if you wish to have different hit rates!
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XIV. Arithmetician SkillsThe Arithmetician...a class from Final Fantasy Tactics that fights using numbers essentially. It's a rather unique class that I felt could be done pretty decently in 2k3. This section shows how some such formulas can be used to create your OWN arithmetician! Note that these are just examples from my rpg, and can be modified in a variety of ways.
For all skills, they must be made into Switch abilities, and have a switch corresponding the ability (if you make an ability called Level 5 Death, better make sure the switch is Level 5 Death as well!). All Common Events should be Call. Note that not all of these HAVE to be Common Events and can instead be done on monster groups tabs.
RECOVERY
Best done through Common Events. Make a Common Event and make its trigger call. Coding is below:
Branch if Spritia in the Party
Var. Oper: [XXXX: Spiritia Lv] Set, Spiritia Level
Var. Oper: [XXXX: Spiritia Lv] *, 50
Change HP: Spiritia's HP V[XXXX: Spiritia Lv] Recovered
End
<!--- Repeat for each party member. -->
In the Monster Groups tab, set up a new page and have the switch be for the skill that uses this event. In the Event box, show the battle animation for the move, call the Common event, and then turn off the switch. Simple as that!
For another unique healing move, let's go with this. Name another common event say....Esuanga. Have the trigger set to Call, and put in the following:
Branch if Adol Level is 20 or more
Change Cond: Entire Pary Poison Remove
End
Branch if Adol Level is 25 or more
Change Cond: Entire Party Poison Remove
Change Cond: Entire Party Blind Remove
Change Cond: Entire Party Silence Remove
End
<!---Repeat for as many levels as needed! -->
And in the Monsters Groups tag, simply do the same thing as for the previous ability listed above. Just remember to change the switches and common event to point to this Common Event!
ATTACKING
Here's where the fun begins! For these, make sure to have an ability turn on the corresponding switches for each of these!
Let us begin with a simple one. EXP damage! Make a new page in Monster Groups, have the trigger be the corresponding skill switch, and in the Event box, type in the following:
Show Battle Animation: EXP Attack, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Marth EXP] Set, Marth Experience
Var. Oper: [XXXX: Marth EXP] /, 500
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Marth EXP] Remove
Switch Operation: [XXXX: EXP Attack] OFF
Else Handler
Switch Operation: [XXXX: EXP Attack] OFF
End
This essentially will do fixed damage to all enemies based on Marth's EXP divided by 500. The more EXP he has, the more fixed damage it'll do! Simple as that! The following can all be altered from the above coding to suit any needs.
CHOCOBUCKLE
Show Battle Animation: Chocobuckle, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Escape Value] Set, No. Escapes
Var. Oper: [XXXX: Escape Value] /, 3
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Escape Value] Remove
Switch Operation: [XXXX: Chocobuckle] OFF
Else Handler
Switch Operation: [XXXX: Chocobuckle] OFF
End
BATTLE
Show Battle Animation: Battle Attack, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Battle Value] Set, No. Battles
Var. Oper: [XXXX: Battle Value] /, 3
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Battle Value] Remove
Switch Operation: [XXXX: Battle Attack] OFF
Else Handler
Switch Operation: [XXXX: Battle Attack] OFF
End
ENEMY ATTACK
For the following, you'll have to repeat certain coding for every enemy. This is mainly with values dealing with enemy statistics.
Show Battle Animation: Power Strike, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Enemy ATK 1] Set, [Insert enemy] Attack
Var. Oper: [XXXX: Enemy ATK 1] *, 5
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Enemy ATK 1] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: Power Strike] OFF
Else Handler
Switch Operation: [XXXX: Power Strike] OFF
End
DEFENSE STRIKE
Show Battle Animation: Defense Strike, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert enemy] Attack
Var. Oper: [XXXX: Enemy DEF 1] *, 5
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Enemy DEF 1] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: Defense Strike] OFF
Else Handler
Switch Operation: [XXXX: Defense Strike] OFF
End
SPECIAL FORMULA 1
Show Battle Animation: Phantasmal Emperor, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Ramza ATK] Set, Ramza Attack
Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect
Var. Oper: [XXXX: Phantasmal Emperor] Set, Var [Ramza Attack] Value
Var. Oper: [XXXX: Phantasmal Emperor] +, Var [Ramza INT] Value
Var. Oper: [XXXX: Phantasmal Emperor] *, 3
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Phantasmal Emperor] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: Phantasmal Emperor] OFF
Else Handler
Switch Operation: [XXXX: Phantasmal Emperor] OFF
End
SPECIAL FORMULA 2
Show Battle Animation: Mega Ultima, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect
Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert Enemy's Defense]
Var. Oper: [XXXX: Mega Ultima] Set, Var [Ramza Intellect] Value
Var. Oper: [XXXX: Mega Ultima] +, Var [Enemy DEF 1] Value
Var. Oper: [XXXX: Mega Ultima] *, 5
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Phantasmal Emperor] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: Mega Ultima] OFF
Else Handler
Switch Operation: [XXXX: Mega Ultima] OFF
End
*For this particular formula, you may need up to 8 different variables for Mega Ultima to hold for each specific enemy value.
SPECIAL FORMULA 3
Show Battle Animation: Stat Break, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Ramza ATK] Set, Ramza Attack
Var. Oper: [XXXX: Ramza DEF] Set, Ramza Defense
Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect
Var. Oper: [XXXX: Ramza SPD] Set, Ramza Agility
Var. Oper: [XXXX: Stat Break] Set, Var [Ramza ATK] Value
Var. Oper: [XXXX: Stat Break] +, Var [Ramza DEF] Value
Var. Oper: [XXXX: Stat Break] +, Var [Ramza INT] Value
Var. Oper: [XXXX: Stat Break] +, Var [Ramza SPD] Value
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[Stat Break] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: Stat Break] OFF
Else Handler
Switch Operation: [XXXX: Stat Break] OFF
End
SPECIAL FORMULA 4
Show Battle Animation: All Break, All Enemies (Wait)
Var. Oper: [XXXX: Random] Set, Rnd [0-100]
Var. Oper: [XXXX: Enemy ATK 1] Set, [Insert name] Attack
Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert name] Defense
Var. Oper: [XXXX: Enemy INT 1] Set, [Insert name] Intellect
Var. Oper: [XXXX: Enemy SPD 1] Set, [Insert name] Agility
Var. Oper: [XXXX: All Break] Set, Var [Enemy ATK 1] Value
Var. Oper: [XXXX: All Break] +, Var [Enemy DEF 1] Value
Var. Oper: [XXXX: All Break] +, Var [Enemy INT 1] Value
Var. Oper: [XXXX: All Break] +, Var [Enemy SPD 1] Value
Branch if Var [XXXX: Random] is 79 Less/Equal
Change Monster HP: 1:Hornet's HP V[All Break] Remove
<!--- Repeat for each monster's specific values -->
Switch Operation: [XXXX: All Break] OFF
Else Handler
Switch Operation: [XXXX: All Break] OFF
End
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XV. Various Blue MagicsTake note that each of these require a Skill to be a Switch and turn on the appropriate switch. All coding is done either in Common Events or in Monster Groups.
WHITE WIND
In Monster Groups Tab, make a new page and have the trigger be the skill switch (for this, name the Switch White Wind). In the Event Box, type in the following:
Var. Oper: [XXXX: White Wind] Set, Lenna HP
Show Battle Animation: White Wind, Entire Party (Wait)
Change HP: Entire Party's HP V[White Wind] Recovered
Switch Operation: [XXXX: White Wind] OFF
SELF-DESTRUCT
In Monster Groups Tab, make a new page and have the trigger be the skill switch (for this, name the switch Self-Destruct). In the Event Box, type in the following:
Var. Operation: [XXXX: Self-Destruct] Set, Leo HP
Show Battle Animation: Self-Destruct, All Enemies (Wait)
Change Monster HP: [Insert monster]'s HP V[Self-Destruct] Remove
<!--- Repeat for each monster! --->
Change HP: Leo's HP V[Self-Destruct] Remove
Change Party Members: Leo Remove
Var. Operation: [XXXX: Leo Return] Set, 1
Switch Operation: [XXXX: Self-Destruct] OFF
Make sure to set an event that is a Parallel Process on your maps that re-adds the user back to the party and sets [XXXX: Leo Return] back to 0!
BALANCE
In the Monster Groups tab, make a new page and have the trigger be the skill switch (for this, name it Balance). In the Event Box, type in the following:
Show Battle Animation: Balance, All Enemies (Wait)
Var. Oper: [XXXX: HP Value 1] Set, Link Max HP
Var. Oper: [XXXX: HP Value 1] -, Link HP
Change Monster HP: [Insert monster]'s HP V[HP Value 1] Remove
<!--- Repeat for each monster! --->
Switch Operation: [XXXX: Balance] OFF
FROG DROP
This can be changed in many, many ways. Below is just an example!
First, make a Common Event. Name it whatever (we'll name it Dolls of War here) and make the trigger Call. In the Event Box, have the following:
Branch if Doll Possessed
Var. Oper: [XXXX: 100 Damage] Set, 100
Var. Oper: [XXXX: 100 Damage] *, Var [Doll]'s Value
Else Handler
Var. Oper: [XXXX: 100 Damage] Set, 100
End
This formula allows you to set damage to a specific amount, and increase it by an amount held in a variable. In this instance, the damage will be multipled by however many Dolls the player holds. So if the player has 50 dolls, the damage dealt would be 5000 fixed.
LIMIT GLOVE
In Monster Group tab, make a new page and have the trigger be the skill switch (for this, name it Limit Glove). In the Event Box, type in the following:
Show Battle Animation: Limit Glove, All Enemies (Wait)
Var. Oper: [XXXX: Quina HP] Set, Quina HP
Branch if Var [XXXX: Quina HP] is 10 Less/Equal
Change Monster HP: [Insert monster]'s HP 9999 Remove
Switch Operation: [XXXX: Limit Glove] OFFF
Else Handler
Change Monster HP: [Insert monster]'s HP 1 Remove
Switch Operation: [XXXX: Limit Glove] OFF
End
Switch Operation: [XXXX: Limit Glove] OFF