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Gilgamar State Common Events: https://forums.rpgmakerweb.com/index.php?threads/state-common-events.57853/
Hey, so I'm working on a combo system for my game that works like this:
Every character has three basic attacks- call them Red, Blue, and Green
Each attacks "marks" the enemy with a Red Mark, Blue Mark, or Green Mark state
If any enemy gets hit by a repeated state (ie an enemy with a Green Mark on it already gets hit by another Green Mark) the combo ends, and deals extra damage depending on how many unique Mark States they have on them already
So the combos end up looking like this:
2-Hit combo (ex: red, red)
3-Hit combo (ex: red, blue, red)
4-hit combo (ex: red, blue, green, red)
Obviously the individual colors can be changed around for the same effect; it's just the pattern that matters
Right now I'm trying to achieve this with common events tied to skills but I feel like I'm way, way out of my depth with this. This is what my event looks like right now:
That event is just for when a "Green Mark" is finishing the combo, and the "Target" state is one I apply with all three attacks to make checking for the target of the action easier, and eventually this event will need four iterations to check each target. So what I'm wonder is will this work/am I even barking up the right tree? Also, does anyone have suggestions for a different way to go about it? And most importantly, is there a way to simply reference the target within the context of the common event without needing the "Target" state at all? Thanks a ton, I realize this is kind of vague and complicated but I'm really lost as to how to go about this.
Hey, so I'm working on a combo system for my game that works like this:
Every character has three basic attacks- call them Red, Blue, and Green
Each attacks "marks" the enemy with a Red Mark, Blue Mark, or Green Mark state
If any enemy gets hit by a repeated state (ie an enemy with a Green Mark on it already gets hit by another Green Mark) the combo ends, and deals extra damage depending on how many unique Mark States they have on them already
So the combos end up looking like this:
2-Hit combo (ex: red, red)
3-Hit combo (ex: red, blue, red)
4-hit combo (ex: red, blue, green, red)
Obviously the individual colors can be changed around for the same effect; it's just the pattern that matters
Right now I'm trying to achieve this with common events tied to skills but I feel like I'm way, way out of my depth with this. This is what my event looks like right now:
◆If:#1 is affected by Target
◆If:#1 is affected by Green Mark
◆If:#1 is affected by Blue Mark
◆If:#1 is affected by Red Mark
◆Change Enemy HP:Entire Troop, - 15
◆
:Else
◆
:End
◆Change Enemy HP:#1, - 20
◆
:Else
◆If:#1 is affected by Red Mark
◆If:#1 is affected by Blue Mark
◆Change Enemy HP:Entire Troop, - 15
◆
:Else
◆
:End
◆Change Enemy HP:#1, - 20
◆
:Else
◆
:End
◆
:End
◆Change Enemy HP:#1, - 10
◆
:Else
◆
:End
◆
:Else
◆
:End
◆If:#1 is affected by Green Mark
◆If:#1 is affected by Blue Mark
◆If:#1 is affected by Red Mark
◆Change Enemy HP:Entire Troop, - 15
◆
:Else
◆
:End
◆Change Enemy HP:#1, - 20
◆
:Else
◆If:#1 is affected by Red Mark
◆If:#1 is affected by Blue Mark
◆Change Enemy HP:Entire Troop, - 15
◆
:Else
◆
:End
◆Change Enemy HP:#1, - 20
◆
:Else
◆
:End
◆
:End
◆Change Enemy HP:#1, - 10
◆
:Else
◆
:End
◆
:Else
◆
:End
That event is just for when a "Green Mark" is finishing the combo, and the "Target" state is one I apply with all three attacks to make checking for the target of the action easier, and eventually this event will need four iterations to check each target. So what I'm wonder is will this work/am I even barking up the right tree? Also, does anyone have suggestions for a different way to go about it? And most importantly, is there a way to simply reference the target within the context of the common event without needing the "Target" state at all? Thanks a ton, I realize this is kind of vague and complicated but I'm really lost as to how to go about this.

