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Battle Engine Melody Praticeing

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Level 74
RMRK Junior
Working on implementing custom skills for Light And Dark, i think i have the hang of it but some things still elude me so i am going to use this topic to post my works in progress to hopefully figure out what i'm overlooking or what bit of code i can't figure out with the help of the good people here . I am using Battle Engine Melody.


Works in Progress
Sedate
In Light and Dark players must be careful, fighting mindlessly will build up Insanity, turning you into the monsters you fight. Sedate puts you in a "coma" if you get to close to that.
This skill is a bit tricker, it adds a state but only if 2 variable are in a specific range of each other. In particular if Variable 1 is 90+% of variable 2
The variables represent the actors "current" and "max" degeneration so each actor has 2 variables.
Spoiler for:
<target text>
Puts dangerously Degenerated people in a coma until they can be treated.
</target text>
<whole action>
hide nonfocus
immortal: targets, true
script: @active_battler.actor?
</whole action>
<target action>
move user: target, base, wait
animation 36: user, wait
# [Target a ally OR Enemy in or out of battle]
if @active_battler.id == 2
<cost: 60 mp>
# [if $game_variables[8] vs $game_variables[9] = 90%]
# [@active_battler.id == 2 add state 19: target, show]
elsif @active_battler.id == 3
….
else
# [print a text box with "Target is not at danger of degenerating."]
# [Also don't spend the mp]
end
</target action>
<follow action>
move user: target, origin, wait
immortal: targets, false
show nonfocus
</follow action>


Completed Skills
Feel free to use this skills in your games, just give credit to me (and anyone in my notes credited for helping)
Spoiler for:
Knock Out I
Has a (10% x level of skill) chance of knocking out a opponent, no insanity is gained,
battle ends.
# Big thanks to IceDragon for code help
#10% chance to knock out
<cost: 10 mp>
<target text>
Knocks the target out cold, ending the battle.
</target text>
<whole action>
hide nonfocus
immortal: targets, true
script: @active_battler.actor?
</whole action>
<target action>
move user: target, base, wait
animation 36: user, wait
script: @res = rand(10)
if @res == 0
add state 1: target, show
end
</target action>
<follow action>
move user: target, origin, wait
immortal: targets, false
show nonfocus
</follow action>

KO 2 notes
#20% chance to knock out
<cost: 20 mp>
script: @res = rand(5)
if @res == 0
add state 1: target, show
end
KO 3 notes
#30% (well technically 33) chance to knock out
<cost: 30 mp>
script: @res = rand(3)
if @res == 0
add state 1: target, show
end
KO 4 notes
#40% chance to knock out
<cost: 40 mp>
script: @res = rand(5)
if @res  < 2
add state 1: target, show
end
KO 5 notes
#50% chance to knock out
<cost: 50 mp>
script: @res = rand(2)
if @res == 0
add state 1: target, show
end
« Last Edit: January 10, 2011, 05:30:57 PM by nekollx »