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Hiding/Reusing Commands Abilities [RPG Maker 2k3]

Started by Xenomic, November 17, 2009, 07:37:22 AM

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Xenomic

So a bud of mine came up with this idea for a boss, which I'm currently working on. For those who remember the good old days of Super Mario RPG, you may remember a boss named Bowyer that would lock certain commands: Either locking Attack, Specials, or Items, or later on in the fight 2 of the 3 commands. What I'm trying to figure out, and need help with figuring out, is setting up abilities for the enemy to use that does exactly that: Locking commands, then unlocking them after using another ability. Basically, like this (I'll use my boss as an example with the attacks):


Attacks and what they do:

First Pyramid: Locks Attack command. When used, will unlock Item command.
Buretsu Crisis: Locks Specials commands. When used, will unlock Attack commands.
Masakado Crisis: Locks Item command. When used, will unlock Specials commands.


So basically, throughout the entire fight, at least one command will be unavailable, and the attacks will do damage as well. Now, is this possible to do in 2k3 at all? That is the problem I'm having (of course, I'll have to remember to set it up so that the commands are all back on after the battle).

Sirius

I'm not at my 2k3 computer right now, but I think you can disable/enable commands in battle event pages. Make a precondition if [Boyer] uses First Pyramid (The skill itself would be a call event), then attack and item get blocked/unblocked, and so forth.

Sorry I have to be so vague, but I do think it's possible to get something like that working.

Xenomic

Sweet! I think I got it going after figuring out what you meant (took me about 10 seconds to figure it out ^^). This is what I have (dunno if the coding is right or not...but hey, it works I think):


Common  Events:

Lock Attacks
Branch if Switch [First Pyramid] is ON
  Change Battle Commands (party member) Fight Remove
  Change Battle Commands (party member) Item Add
Else
  Change Battle Commands (party member) Fight Add


Lock Specials
Branch if Switch [Buretsu] is ON
  Change Battle Commands (party member) (party member special command) Remove
  Change Battle Commands (party member) Fight Add
Else
  Change Battle Commands (party member) (party member special command) Add


Lock Items
Branch if Switch [Masakado] is ON
  Change Battle Commands (party member) Item Remove
  Change Battle Commands (party member) (party member special command) Add
Else
  Change Battle Commands (party member) Item Add


And on each special move, when they are used, will activate the switch of one, and turn off another switch. For Instance, for First Pyramid, when it is used, it will turn on the First Pyramid Switch, then turn off the Masakado Switch, Masakado turns on Masakado Switch, then turns off Buretsu switch, and Buretsu turns on Buretsu Switch, then turns off First Pyramid Switch.


And in the monster tab for the boss, I have 3 different pages for when each switch activates, and one command line for calling the common event. I'm pretty sure this is how it works. However, if I want the commands to still be in order for when they get added back on, would I have to manually go in the common events and put it in the exact order that they were?

Sirius

I think you can just erase all your commands and put them back in the order you want right at the end of the battle.

Xenomic

Yeah, that's what I did. Though I meant during the fight, since it puts it in an odd order during it. But it's not too big of a problem I don't think. Much thanks for giving me that "vague" hint of yours. ^^

Sirius

Haha, I'm just glad it got you thinking. I actually didn't think I made much sense, but I'll take what I can :lol: