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- Oct 23, 2012
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Okay, I'm trying to make a battle de dependent on utilizing a specific skill in only the final battle. The idea is something like this...the final boss is a former ally, being mind-controlled by the main villain. You can kill your old ally by bringing his HP to 0, but you get the bad ending. Or you can use an otherwise useless skill, we'll call it Chat, to convince your old ally to fight the mind control and break free of the villain's grasp; then you get the good ending.
Shaz has given me this much information:
But this just crashes the game when I try to use the skill in battle, so I'm apparently not understanding something.
Before this I had tried setting the skill up activate a common event, which would raise the variable by 1 each time it was used. Didn't work.
And ultimately, once I can get a proof of concept worked out, what I'd like is for the final boss to be able to switch itself around so that only using Chat on the turns that the final boss has broken free of the mind control will add to the variable.
So, what am I doing wrong, anybody know?
I'm using RMVXACe, no non-default scripts running at the moment.
Thanks.
Shaz has given me this much information:
So...I don't really know what the continue when loser does for me, but I did it and I adjusted the damage of the skill to: Control Variables: [0021:Love] += 1. I then set up a battle event against the final boss to activate with a conditional branch: If variable 21 is 2 or greater, the battle is aborted and you are transferred to the "Good Ending" Map.If your final boss is evented, you can do a Continue When Loser, and get the If Win / If Lose options. Choose a variable to count how many times the skill is used, and set it to 0 right before the battle processing call.
On the skill's damage formula, add 1 to the variable if the enemy has the appropriate state.
But this just crashes the game when I try to use the skill in battle, so I'm apparently not understanding something.
Before this I had tried setting the skill up activate a common event, which would raise the variable by 1 each time it was used. Didn't work.
And ultimately, once I can get a proof of concept worked out, what I'd like is for the final boss to be able to switch itself around so that only using Chat on the turns that the final boss has broken free of the mind control will add to the variable.
So, what am I doing wrong, anybody know?
I'm using RMVXACe, no non-default scripts running at the moment.
Thanks.


