Attacks

ChaoticShadow24

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I'm having a problem. With the attacks I mean. 

There is a scripted battle which takes place with a monster (obviously) and when the player defeats it, the player raises to level 2.

The players class is Human. And the skills she has are as follows.

Lv 1 Punch

Lv 1 Guard

Lv 2 Punch & Kick Combo

I understand that since the Punch & Kick Combo's skill type is "None" that it is meant to replace the Punch attack (I think)

But this doesn't happen. It doesn't change at all, do I need to do something else?

I changed the animation to further look into whether it had changed or not, but it still played Punch's animation. 

What's going onnnn?

Thanks in advance, Señors and Señoritas! :stache:
 

Shaz

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I assume you mean an evented battle, not a scripted battle (since scripts in RM are completely different things).


No. As your character gains levels, they gain new skills. There's nothing telling it to REMOVE old skills that you no longer want. So at level 2, she'll have all 3 skills.


Animations have nothing to do with it - the animation that plays should be the animation you've got against the skill. So if she uses the Punch & Kick Combo skill and it plays Punch's animation, that'll be because you've got the same animation set to play on both skills.


You're talking about half a dozen different things here, as if they're linked somehow, but none of those things have anything to do with one another. What EXACTLY is the problem? Just that she's got 3 skills and you expected her to have only 1? If the player goes to level 2 BECAUSE OF defeating that monster, have your event do a Forget Skill on the player for the two original skills.
 

ChaoticShadow24

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No no no I don't think you understand. When the player learns the new Lv 2 move, it doesn't show up anywhere (special, magic), and the player continues to use Punch. It's like the player didn't even learn the new move.

I also said that to make sure it hadn't changed like I though, I changed the animation (Punch and Punch & Kick Combo have the same animations) Since the script I'm using doesn't say "Player used ___!"

I said this in case someone pointed out that the moves had the same animation. I didn't want to have to explain it when I could just have a straight answer. 

Sorry for upsetting you  :(
 
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Kes

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Try changing that None to One enemy
 

ChaoticShadow24

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It is at One Enemy, sorry for the confusion, but I meant the "Skill Type" 
 

Kes

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Then that is probably your problem.  If you look at the right hand side of your Class tab for this actor you will see what sort of skill types you have given her.  It will be 'Magic' and/or 'Special'.  If you don't allocate this skill to one of those, then it won't show up.  So giving it 'None' actively prevents it showing.
 

Andar

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Skill type "none" is the problem, because that means tat this skill will never be available to an actor, only for enemies.


You need to give that skill a skill type that is available to the actor (which means the actor needs to have the feature "add skill type" with the skill type selected for the skill).


Attack and guard skills only work because they have special overrides (fixed for skills #1 and #2) and therefore doesn't need a skill type.


But in all other cases, skill type "none" means "never for player actors"
 

ChaoticShadow24

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With that being said, is it possible to remove the Skill 1 move and make "Punch & Kick Combo" a skill 1 move? 

Or should I make "Punch & Kick Combo" a special move?
 

Andar

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With that being said, is it possible to remove the Skill 1 move and make "Punch & Kick Combo" a skill 1 move?
wrong logic ;-)
The attack button in combat will always trigger the skill #1, and the button itself will always say "attack", no matter how the skill is named in the database. You can change the attack skill (#1) in the database as much as you want - but that skill will then be used by every actor at every level whenever the player selects the attack button, and it will also be used by all enemies for whose you didn't remove the "attack" skill from the default list.


Same goes for the guard button and skill #2.

Or should I make "Punch & Kick Combo" a special move?
That skill needs to get a different skill type than "none". Wether you make it part of the skill type "special", "magic", or any one custom defined skill type (can be defined in the terms tab of the database) is your choice.
If you let that stay at "none" then it will never be able to be used by the actor in default (you can add a command manager script if you want to change that, but if you're having problems with default skill type logic, then a command manager script is a bad choice because a command manager needs to be told how to handle the skill types before any skill can be used).
 

ChaoticShadow24

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I seeee, well thanks a bunch, now I understand. 

Sorry for all the confusion, I don't know much about skills and stuff.

Solved!
 

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