Combo system with Common Events

Discussion in 'RPG Maker MV' started by Thordon123, Mar 13, 2018.

  1. Thordon123

    Thordon123 Veteran Veteran

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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:

    ◆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

    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.
     
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  2. JtheDuelist

    JtheDuelist Just a dev who actually got a game finished Veteran

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    So you want to make the inverse of the original Xenoblade Chronicles's Chain Attack feature (having different characters use the same color in a combined attack, and using a different color ended the chain)? Sounds interesting.
    Unfortunately, I can't help you here.
     
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  3. Isabella Ava

    Isabella Ava Veteran Veteran

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    Actually doing what you want with Yanfly Buff & State core is much easier.
    We can attach an array on enemy and keep pushing in coming element(color?) into the array
    if the array meet either predefine strings it will deal damage and remove itself
    :LZSsmile:
    Maybe you should check some tips & tricks video on Yanfly site to learn more about it
     
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  4. Thordon123

    Thordon123 Veteran Veteran

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    Haha, never played Xenoblade chronicles before! Does it still count as plagiarism if you do it in reverse..? ;)

    Oh I think I have buff & states core but I'm just not using to the fullest extent. Not sure what you mean by the array functions but I'll go check out some tutorials. Thanks!
     
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  5. JtheDuelist

    JtheDuelist Just a dev who actually got a game finished Veteran

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    Don't think so.

    Here is what a Xenoblade Chronicles chain attack is like:
     
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