Main Menu
  • Welcome to The RPG Maker Resource Kit.

Use skills on attack [REQUEST]

Started by Sky_Of_Order, July 21, 2011, 09:02:22 PM

0 Members and 1 Guest are viewing this topic.

Sky_Of_Order

If you've ever played a game like Two Worlds 2 (number one is terrible, yes), you'll know that basically, when you click the attack button, in place of welting the enemy if you're wielding a staff, you'll fire a spell at them. I want to find a way to do this in RMVX. Although, if there's a way to script it so it basically just creates an animation, and derives all the stats/elements from the weapon statistics itself, I would be eternally grateful + extra Sky points for yoouuu~.

I'm using Tankentai SBS (3.3d) + ATB (1.1i), with ziifee's Spin Command
Kylock's Animated Enemies
Enemy Equipped Weapons (I want it to work for this, too)
Yanfly's Equipment Redone/KGC's AddEquipmentOptions/ExtendedEquipScene

And those are the only ones that I think could possibly conflict with it.

EDIT: The ability to target allies by default included too would make you sheer awesome.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

cozziekuns

http://rmrk.net/index.php?topic=42413.0 does most of what you want.

I'm unsure if it will be compatible with your scripts, though.

Sky_Of_Order

#2
I'll have to go around the sort-of long-winded way of doing it, and construct a skill per staff/tome, but, hey, no drudging number-crunching and database work, no game, eh?

EDIT: Doesn't appear to be working, anyway. Damage doesn't appear to be showing on hit. Problem still stands - as does the request to have it based on the weapon's stats.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

doomed2die

If you can get compatibility for the script, make the skill based around your weapon and you're fine.

Sky_Of_Order

...wait so, I want to apply a skill to a SPI boosting tome/staff. If you mean like... dual-attack for swords or whatever, that's not what I want. Otherwise, impart to me your knowledge of this 'basing skills around weapons'.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

Sky_Of_Order

Bada-hump. This still isn't solved.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

doomed2die

Quote from: Sky_Of_Order on July 22, 2011, 10:28:43 AM
...wait so, I want to apply a skill to a SPI boosting tome/staff. If you mean like... dual-attack for swords or whatever, that's not what I want. Otherwise, impart to me your knowledge of this 'basing skills around weapons'.

I mean, in your example, you wanted a staff to throw fire instead of whacking. Well, if you just want the animation, Tankentai should have weapon sequences. Or, make a skill with 1 base damage, 100 ATK_F, and just hit.

If you want your staff to throw fire for real... Make a skill 150 SPI_F, 50 base damage (or whatever you want), and use the attack>skill script to make your attack use the Fire skill.

Sky_Of_Order

Weapon sequences? I mean, it'd be fine, but the character RUNS UP to the enemy, whacks them, and THEN plays the animation.

The second is just making a skill for each separate weapon. And back to step one we are.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

Sky_Of_Order

Bada-rada-hump. And yes, my bumps are gonna get longer each time.
If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.

Sky_Of_Order

If you want
Follow me
And I'll lead you inside
You don't have
To
Run and hide



Thanks, Sabre.