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Use skills on attack [REQUEST]

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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.
« Last Edit: July 21, 2011, 09:34:31 PM by Sky_Of_Order »
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This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
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.

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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.
« Last Edit: July 21, 2011, 11:45:33 PM by Sky_Of_Order »
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If you can get compatibility for the script, make the skill based around your weapon and you're fine.

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...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'.
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Bada-hump. This still isn't solved.
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...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.

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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.
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Bada-rada-hump. And yes, my bumps are gonna get longer each time.
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Ronald McBumpald.
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