creature refuses to change skill

bobisme

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*I'm using vx ace :)

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I have given a creature 2 skills one is his default hit and the other will only apply when a specific state is applied.

When that state is applied it seals the first skill which by rights should force my creature to use the now available (only available) skill but instead he does nothing,

I have two of the same creatures on screen, the one that gets the state applied does nothing while the other continues fighting for it's turn as it should.

any ideas on why this is happening? :)

he skips his turn, which considering the skill i gave him is detrimental to my plan

i set it up like that because after my tame skill works, the creature was supposed to 'escape' but instead he continued to fight, even though i opened a higher priority skill.

I even tried multiples of the same skill with every different priority to get him to change all to no avail

The player would have to try to kill his tamed creature or another on the field of battle just to get it to 'go to him'

Taming a creature and then having to hit him to make him disappear/come to you will not work :p

hence i created a state that gets applied when the taming works, that enables a highest priority skill containing escape and places a seal skill on the only other skill he had, but as i said when i do that he does nothing still waiting to be hit instead of choosing his only option :\

thanks for any help >.<
 
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Andar

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Please post a screenshot of that enemy's action patterns.

However, it should be a lot easier to simply remove the seal skill feature from the state and give the second skill a higher attack rating in addition to the condition of "needs state applied".

One possible reason why this could go wrong is because the second skill might have a too low attack rating - the way the ratings work to set the probability for skill selection isn't intuitive...
 

Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

bobisme

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sorry im a shoker when it comes to wording things in a clean way, let me rephrase my initial comment

1.  i created 2 skills for a creature the second could only be used when a state was applied, and it had higher priority

it did not work, when the state was applied it still used the first skill until 2 turns after the state was applied

2. i created the same 2 skills for the creature but this time i duplicated the 'state applied' skill mutliple times with multiple priorities above below and the same as the first skill

it did not work, when the state was applied it again used the first skill until 2 turns after the state was applied

3. i again created 2 skills for the creature, the second only to be used when state was applied but this time the state also sealed the first skill hopefully ensuring it would be forced to use it's only available skill (the state skill)

it did not work, instead it just stood there for its turn and prefered to do nothing.

sorry i had thought that i had placed it in the correct forum for i was under the impression that one of those should have worked. 

i created a text that went off if the state gets applied and it went of instantly however the new skill would do nothing, nothing until the creature had a turn be it the first skill or deciding to do nothing and then the player having a turn, be it bashing his now tamed creature :p

also i only created that text as the skill was not working and wanted to see if the state was getting applied at the right time, it was.

i'll put up a few screen shots :)

the first screen shot is the switch that gets turned on, it activates event page 2 of my bat troop incase ppl ask what turns event 2 on :p


tamebat by Therealbobisme, on Flickr
the second one is the event page that applies the state ( the text was to ensure it was getting to that point, and it was)


tamebat2 by Therealbobisme, on Flickr
the third is the skill being opened via the state application (yes, multi priorities,at first there was only one, but tested to ensure) 


tamebat3 by Therealbobisme, on Flickr
the forth is the skill itself


tamebat4 by Therealbobisme, on Flickr
everything i have created to this point works, the skill is just not getting applied when it should 

:)
 
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Andar

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In your second screenshot, you check for the condition "State Tame Attempt" is inflicted, to change that to the state "Tame".

1) Why do you change that state?

2) where is the state "Tame attempt" inflicted?

3) the common event in the first screenshot does absolutely nothing to the bat if the tame attempt is successfull, it neither applies the state "tame attempt" nor the state "tamed" to the bat.

I suggest that you make the skill common event apply the state "tamed" to the bat, and drop the troop event that changes from "tame attempt" to "tamed" (especially as that troop attempt will always change from attempt to tamed, there is no random factor remaining).

Otherwise, please show us the screenshot where you apply your state "Tame attempt" to the bat, as that part of the process is still missing and most probably the reason for your problems.
 
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bobisme

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this is the initiation of the tame creature skill:

and this is the event it starts

(everything from there has already been posted, but will put them up again so it goes from start to finish)

if an individual bat has the tame attempt  state applied it calls up a common event for that creature


tamebat by Therealbobisme, on Flickr
each time you try it runs the common event causing repeated pain or it flicks a control switch and activates the second event


tamebat2 by Therealbobisme, on Flickr
the state ensures that only the selected bat gets tamed

at which point the escape skill is now activated due to the tame state being applied and the bat should dissapear as if you caught it


tamebat3 by Therealbobisme, on Flickr

and here is the skill that should be automatically applied


tamebat4 by Therealbobisme, on Flickr
i think that is everything :)

i was finding limitations in how to do things, for instance a state can't call a common event

but i could apply a state and then within troops say that if state applied call common event

i could use a skill to call a common event, however within the common event as far as i could tell there was no possible way to say this creature or this creature within a battle it would come up 1.  or 2.   but no association like within the troop setting 

also skills cant turn on switches hence common event to turn on the switch

and i had found limitations as the event pages on troops is very limited to conditions to activate event)

 

so i used a skill that applied a state and turned on the event switch...

which activated troop event page 1 which said: if bat 1 or bat 2 has state inflicted call common event...

common event chose a 'random number' if correct it turned on a switch for event page 2 and applied a new state..

when that state activated it allowed the use of a skill: retreat/ escape

making it look like you attempted to tame a bat, it didn't attack you, it worked and the bat has left the battle   :p

it all works if not a bit messy my only issue is that the bat refuses to follow its orders until  2 more turns 

p.s: if this bug of mine is fixed i would like to put this up as a tut that also comes with a demo with all events needed precreated with associated creatures, i think the common events should not be a prob as they are not a parralel proccess and only run when told to so not much lag? >.< :p
 
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Andar

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that way to do things is rather cumbersome (there are faster ways, for example check a random number in the damage formula field and apply the tamed state there in the first skill), but it should work - unless the state removes itself before the events are processed.

How is that state defined? if it contains removal conditions like "after one turn" it is possible that the state is removed before the troop event is checking for the state.

Events are processed rather late in a turn...

It also depends on wether you still use default battle system or if you installed one of the battle system scripts.
 

bobisme

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the state still works as the escape happens just not on the turn when the monster receives the state/skill change 

the tamed state has no removal nor any restriction

at present i am on all default, a previous error reaccured where i could not go to full screen

 check a random number in the damage formula field and apply the tamed state there in the first skill)
i'm not quite getting you :p

*edit: okay so lets pretend i started fresh

what i have done is created a skill that applies a state to a creature and flicks a common event switch, when that switch is flicked event page one kicks in on said creature/ troop event page

event page:

conditional branch if creature has [state]

control variable 1-7 batTtest

then 7 conditional branches if variable batTtest ==1    then ==2 so on..

1 applies tame state which activates the skill [escape] , gives the summon skill and that one creature dissapears? :p

i think also by doing that all i would have to do is cut and paste the whole sequence and just change the summon abilityfor any creature?  :p

..if it works that is

i still have an issue with a non conforming creature that needs to be beaten to escape though :p

theres a few other bits n peices

when you use summon it calls a common event that adds creature to party and checks if  creatures in party and removes summon skill

and one to be placed at end of battle that states 

if creature in party, remove creature and add summon skill :)
 
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