Conditional Effects

Tsukihime

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This script allows you to assign custom conditions to skill or item effects.


Effects are only executed if they meet the conditions.


Conditions are specified as a formula, so you can create any condition that you can think of as long as you can write it.


Get it at Hime Works!
 
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Zoltor

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What, you were bored during your lunch break or something lol

Looks like another awesome script.

PS. Could this be used on weapon attack effects as well or no because the editor calls them features?
 
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Engr. Adiktuzmiko

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I think this one is for EFFECTS only... of course you can alter Skill 1 which is Attack skill by default.
 
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Zoltor

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I think this one is for EFFECTS only... of course you can alter Skill 1 which is Attack skill by default.
That would change every attack in the game though, not what I would want to do, that's for sure.
 

Tsukihime

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Weapons by default do not have attacks, nor do they have effects.


Attack is a skill. I don't know how you expect to set up a skill using the weapon database.
 
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Engr. Adiktuzmiko

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That would change every attack in the game though, not what I would want to do, that's for sure.
which is where the fact that you can use full ruby formulas comes in...


or


I think you can utilize Hime's other scripts if you want optional effects per weapons


Imagination is a good friend here.
 
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??????

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Very clever ^_^
 

Zoltor

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Weapons by default do not have attacks, nor do they have effects.

Attack is a skill. I don't know how you expect to set up a skill using the weapon database.
Well I don't see why you couldn't make a similar script like this, but works for weapons as well. Keep in mind you can already inflict States just by attacking, by attaching a state to the weapon, so I don't see why you could't make a script that just simply works off of the feature section, like this script works off of effects.
 
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Engr. Adiktuzmiko

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I think there was already one for that, though I think it's for ALL features of each weapon...


though better yet, get a weapon attack skill script so you can change attack skill per weapon, then use this one on those skills
 
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Lars Ulrika

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Actually I did a trick without script to not use a normal attack with a weapon. On the weapon I define "seal skill : attack" so basic attack is no more usable, instead you get another kind of attack (here it was gunshot as it's supposed to be a gun that could be added some "modules" on it like grenade-launcher etc). Here you can set your attack skill and you could even make different techniques of hitting for each weapon. 

The only flaw is you can't set it to attack automatically when you select "gunshot", you'll have to select the skill inside the gunshot skill menu. 
 

Tsukihime

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If you want to change your attack command there are scripts available for that as well. It would make your game look cleaner since you won't have a strange "attack" command there that does nothing.

Well I don't see why you couldn't make a similar script like this, but works for weapons as well. Keep in mind you can already inflict States just by attacking, by attaching a state to the weapon, so I don't see why you could't make a script that just simply works off of the feature section, like this script works off of effects.
Those attack features themselves do nothing unless you tell the skill to explicitly use those things.
 
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Engr. Adiktuzmiko

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Ah. so that's what the effect "Add state: Normal Attack" does? I've been wondering about that for a long time now, never had the motivation to dig a bit deeper...
 
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Tsukihime

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Having a skill delegate its effects to equip-specific properties is useful, as it allows you to create a single skill and then simply have each weapon define its stuff.


However, features are not meant for anything related to actual action resolution. There's no such thing as the "user" of a weapon or the "target" of a weapon.


It's better to create a script that provides weapon effects and armor effects.
 
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Engr. Adiktuzmiko

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yeah, which in case you know the RGSS3 methods to use to deliver the effects that you want, can already be done via my extension scripts...
 
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Oriceles

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It is possible to make a reverse condition? lets say I want to deactivate a effect if a state is present, how can i specify that on the formula?
 

Sixth

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I am just guessing here, as I did not use this script yet, but here is how you could do it:


First make your effects in the database.


If you want to remove/deactivate something, you just make a "Remove XX" effect instead of an "Add XX" effect.


In the case of buffs/states, you make a "Remove X buff/state" effect.


In the case of lowering something else, like stats and params, just use negative values.


In the case of a common event, well, you specify that within the common event itself the same way.


When you are done with the effect setup, you can make the conditions for them in the note-tag field.


The example note-tag on the picture here means that the second effect on the list (effect count starts from 1, and goes from up to down on the list), which is "Add State: Death", will only be executed if the actor got the state with ID 10 inflicted on him/her.


By going with the logic, you can make any kind of condition for your effects, as long as you know the formula for them.


And just by writing this down, I think I can make good use of this script in some more brainstorming boss battles. So, thanks for the script! :)
 

Engr. Adiktuzmiko

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Why not just activate the effect if state is not present?


instead of

Code:
actor.state?(id)
, you'd do
Code:
not actor.state?(id)
 

Tsukihime

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Reverse logic in Ruby can be done by adding a ! in front of your condition

Code:
a.state?(5)      # apply when state 5 applied to user!( a.state?(5) ) # apply when state 5 not applied to user
 

whitesphere

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This will work very well with the nifty Skill Chain script on the same site.  The latter answered a question I've had for awhile --- how to have an effect do BOTH the party AND the enemy during combat.
 

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