Different message displayed on skill usage.

Leah Prime

Intermediate Eventomancer
Veteran
Joined
Sep 14, 2013
Messages
54
Reaction score
0
First Language
English
Primarily Uses
RMMV
Hi!

How do i make a skill display a different message under conditions

I have a skill that only drains the MP of a certain enemy, otherwise it does damage. So I want the message displayed on usage too say the MP was drained.

My skill is a skill with the following formula.

if b.enemy_id == 53; b.mp -= 1; d=0; else; d=7;  end; d

Thanks!
 

Berylstone

Veteran
Veteran
Joined
Jun 3, 2013
Messages
642
Reaction score
62
First Language
English
Primarily Uses
How do i make a skill display a different message under conditions
You might try bypassing the normal combat messaging (leave it blank) and then add your own text messages via a common event attached to your skill. 

That's what I do when I have condition-based messages I want to display during combat.
 
Last edited by a moderator:

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
You might try bypassing the normal combat messaging (leave it blank) and then add your own text messages via a common event attached to your skill. 

That's what I do when I have condition-based messages I want to display during combat.
This would be a very terrible thing to do, because it would only run AFTER the whole skill + damage/effects are performed.

You might want to look into script-requesting this, or some google searches to see if there's something made for this.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
maybe try the pre-skill eval thingy script...
 

Berylstone

Veteran
Veteran
Joined
Jun 3, 2013
Messages
642
Reaction score
62
First Language
English
Primarily Uses
This would be a very terrible thing to do, because it would only run AFTER the whole skill + damage/effects are performed.
I use common event effects to show different skill messages under conditions in combat and it seems to work pretty good, at least for me.  Though it may not be workable for the OP's situation.  I don't know enough about how their game is structured to say.  I'm sure a script designed specifically for the purpose would do a better job.

Their post has gone unanswered now for several days so I was just trying to offer some food for thought.  I'm sorry you thought my suggestion was terrible.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,584
Latest member
Faustus2501
Top