BlackRoseMii

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The title might sound simple, but it's actually a complicated problem (at least for me, but I'm dumb anyway.) So I apologize in advance if it's an annoying question.

This is the situation:
I want to make a skill where the enemy takes one turn to "charge up" and the next turn it will use one specific skill. Sounds easy enough, right?
However, no matter what I've tried, it didn't work. It either just did the specific skill randomly or not at all.
My main plan is to apply a state with the first skill, where all other skills are locked and only the specific skill is unlocked. I've tried with several ways to add states, including Himes casting skill script (which I'm planning to use anyway, but for the actors.) In all situations, the skill simply didn't apply (as well as the buff). With Himes script, it did technically work, however, there's no indication that the specific skill will be used in the next round. But I want the player to be able to prepare.
Besides that, the specific skill doesn't seem to do any damage, despite having a formula.

Another thing I have to keep in mind is that enemies have fixed states they start with where they are immune to certain types of attacks. I know I could just change the resistances, however, I want the player to be able to remove those resistances and the enemy being able to reapply them.
I had managed to get it to work by simply adding them at the start of the battle, however, that seemed to clash with adding other states. Now I'm using passive states, which works as well, but again, there's no indication for the player.

The battle scripts I'm currently using are:
Visual states
Yanfly battle command
Hime casting time
Theolize sideview battle system
Yanfly battle states

And here are the screenshots:
Screenshot - 30_11 002.pngScreenshot - 30_11 003.pngScreenshot - 30_11 004.pngScreenshot - 30_11.png
(Ignore the weird numbers, right now, I'm just trying to get it to work. I also hope it's not a problem that a lot is in german.)

I really really hope I can resolve this problem somehow and that no more problems will come, since there will probably be more scripts in the future involving states...
Thanks in advance.
 

hram

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For the charge skill, I think instead of using Hime's Casting time you can use Hime's Progressive States and make two states, one for charging up and one for when the character is charged. Add a "When the end of the turn" and Span "Turn" to the troop page. Then you make a Conditional that checks if the state is applied and if so, shows a text with what you want the player to know, like this.

1671899134426.png

Now you can do what you did (if I got it right from your screenshots, I don't speak german haha): make a skill with a high priority that can only be used when the enemy has the second state applied. Hope I got it right and that this helps!

For your other question, what kind of clash is happening with adding other states?
 

BlackRoseMii

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First of all, thanks for replying. I didn't think anyone would even find this thread anymore.

Second, in my game the enemies have three types: armored, flying and magical. I guess you could say it's similar to Pokemon types, with the difference that the player is able to remove their typing, making them "neutral". It's the most important part of my battle system, so I can't change it.

The clash here is that apparently, the enemies can't have more than one state. I can't even give them a default state like blind or poison.
 

hram

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That's weird, you should be able to apply as many states as you want.
Have you tried making a blank project and testing if that problem continues? You can slowly add the scripts you are using to this blank project and test again to see if the problem persists and is caused by one of your scripts.
 

gstv87

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I had a similar problem waaaaay back in the early stages of design of my system.
I believe it had to do with the battlers having some resistance to the attack type, somehow.

can you do the same exchange of adds and removes outside of battle via forced events?
that'd rule out turns and damage calculations.
 

BlackRoseMii

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I've tried a few things after stepping away from it for a while and I've finally found the reason.

In the sideview battle script, I had to manually put in a command to add and remove a state. I didn't think about that, since damage and buffs worked normally without adding it manually.

So yeah, it was a really stupid mistake, but now I've finally solved it. Thanks guys!
 

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