Who exactly are you trying to target? Is it specifically the target in index 2?
You could always give that target a passive state that banishment can check.
if target.hp < 150 && target.isStateAffected(419)
You would replace 419 with whatever passive state you gave that enemy.
You can use what you have in that note tag but it needs to be inside an action sequence. Take this:
clear battle log
My game, The Great Gaias is as traditional as they come. It was in development for over seven years and has a ton of content, plus custom assets. Check out my signature for the trailer and other links with more details.
You can balance your game with either, the choice is really up to you and your vision for the game.
My first title I went with normal stat growth on level but my current title I'm using a point allocation system, like this:
@Candacis Thanks for the critique, you bring up some good points.
Here is a map of the game I'm currently working on, Gjallarhorn:
Sadly, I had to reduce the quality of the image to upload here.
Character and monster shadows aren't done yet.
@Kes Those are some great points.
The trees are just used to block the player, while I'm sure there is a way to do that and make it more realistic sometimes you just want to get through a map because there are hundreds more to go. :)
The cramped buildings have to do with us making the game...
There are several ways you could do this but the easiest I would think is to just make the Actors skill apply a hidden state that you could check for inside the troop event. That way at the start of the enemy turn it can check if it has the hidden state and if it does will unleash its special...
Have you tried:
I tested this in my game and it works.
This way you can get around choosing a specific actor like I saw you wrote in your thread. I would have responded there but it was closed.
Sorry for the late response but I don't check the boards often.
If you are using Yanflys action sequences than I would just put the state check into the action sequence of all skills that work this way. This way you can play any animation you want on the target.
Here is a little action sequence example I made that should work:
@Aeternus You should check out this thread for some action sequence examples. The only thing I was talking about is having something like this at the end of the action sequence:
common event: 10
If you have that at the end of all your...
If you are using Yanflys action sequences you could create a common event that runs at the end of any skill. Inside this common event you could run any checks you like which could add or remove states depending on whatever conditions are met.
I use this in my game and it is very useful.
Using an action sequence, you can move your character anywhere on the screen with:
move user: point, x coordinate, y coordinate, (frames)
move user: point, 919, 345, 25
Changing character image with a state you can try:
<Custom Apply Effect>...
Due to the bullies' resurgence on Facebook and Twitter against my friend (and I since I defend), we've decided to move over to tumblr to try to obscure our presence, where we might finally be at peace working on games. If anyone wants my/our game's tumblrs to follow lmk.