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- Jan 23, 2015
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Hello all! I have a problem that I just can't seem to solve. In the game I'm making, I want a simple point-based relationship system (much like the Social Link system in the Persona series, if you're familiar with that). Every time you do something, like talk to the person, you get points that go towards their relationship level. When you get enough points (points are kept in a variable), your relationship with them levels up. Simple enough, right? To go along with that, I want combination attacks. When you perform a combination attack with someone, you get a few points with them.
For the relationship system, I'm using Jeneeus Guruman's script: http://forums.rpgmakerweb.com/index.php?/topic/3313-relationship-system/
And for the combo attacks, I'm using Vlue's script: http://forums.rpgmakerweb.com/index.php?/topic/24135-basic-combo-attacks/
So far, I've come up with a very messy system for achieving the "combination attack/relationship point" thing. I have a "combo-starting" skill for every character (called "Attack with Partner") and also a combo attack skill for each character (called "Combination attack"). Using the combo attack script, I made it so when two characters use the "Attack with Partner" (which they only have when partnered with someone), it will trigger one of their "Combination attack" skills. This is what it looks like so far (very messy, I know. Ignore the scribbles, they're just two skills that are unrelated to this topic):
Is there a simpler way to do this that I'm missing? Because this way is really hard. Also, it raises another problem: How do I make the relationship points go up? (Forgot to mention I'm also using Tsukihime's Set Variable script (http://www.rpgmakervxace.net/topic/7938-set-variable/) to control variables with skills). I want every person (not just the main character) to have a relationship level with everyone, so everyone has their own variable. How do I make it so that the combination attack will only affect the variable of the people that are using the attack?
I feel as though I'm not explaining myself properly, so I'm going to use an example.
Bob is the main character (the player's character). The side characters are Phil, Carl, and Susan. While partnered with Phil, Bob uses his "Attack with Partner" skill, and so does Phil. Phil's "Combination Attack" skill triggers. Because of what is in the notebox of Phil's "Combination Attack" skill, the "Bob/Phil Relationship Level" variable increases by 1. Hooray! Carl and Susan are also partnered. They both do their "Attack with Partner" skills, and Susan's "Combination Attack" skill triggers. The only variable mentioned in Susan's skill's notebox is the "Bob/Susan Relationship Level" (since Bob is the main character, and thus, the highest priority). If the "Susan/Carl Relationship Level" variable was also mentioned in the notebox, then both variables would increase by 1. But Carl was the one that did a combo with Susan, not Bob!
Is there a way to do this that doesn't involve making a separate attack for each pairing?
Also, this might be a little off topic, but when using the Combo Skill script, where should I put the damage formula? On the "Attack with Partner" skill, or on the "Combination Attack" skill?
Thank you in advance!
For the relationship system, I'm using Jeneeus Guruman's script: http://forums.rpgmakerweb.com/index.php?/topic/3313-relationship-system/
And for the combo attacks, I'm using Vlue's script: http://forums.rpgmakerweb.com/index.php?/topic/24135-basic-combo-attacks/
So far, I've come up with a very messy system for achieving the "combination attack/relationship point" thing. I have a "combo-starting" skill for every character (called "Attack with Partner") and also a combo attack skill for each character (called "Combination attack"). Using the combo attack script, I made it so when two characters use the "Attack with Partner" (which they only have when partnered with someone), it will trigger one of their "Combination attack" skills. This is what it looks like so far (very messy, I know. Ignore the scribbles, they're just two skills that are unrelated to this topic):

Is there a simpler way to do this that I'm missing? Because this way is really hard. Also, it raises another problem: How do I make the relationship points go up? (Forgot to mention I'm also using Tsukihime's Set Variable script (http://www.rpgmakervxace.net/topic/7938-set-variable/) to control variables with skills). I want every person (not just the main character) to have a relationship level with everyone, so everyone has their own variable. How do I make it so that the combination attack will only affect the variable of the people that are using the attack?
I feel as though I'm not explaining myself properly, so I'm going to use an example.
Bob is the main character (the player's character). The side characters are Phil, Carl, and Susan. While partnered with Phil, Bob uses his "Attack with Partner" skill, and so does Phil. Phil's "Combination Attack" skill triggers. Because of what is in the notebox of Phil's "Combination Attack" skill, the "Bob/Phil Relationship Level" variable increases by 1. Hooray! Carl and Susan are also partnered. They both do their "Attack with Partner" skills, and Susan's "Combination Attack" skill triggers. The only variable mentioned in Susan's skill's notebox is the "Bob/Susan Relationship Level" (since Bob is the main character, and thus, the highest priority). If the "Susan/Carl Relationship Level" variable was also mentioned in the notebox, then both variables would increase by 1. But Carl was the one that did a combo with Susan, not Bob!
Is there a way to do this that doesn't involve making a separate attack for each pairing?
Also, this might be a little off topic, but when using the Combo Skill script, where should I put the damage formula? On the "Attack with Partner" skill, or on the "Combination Attack" skill?
Thank you in advance!