Dynamic Battle Dialogue

notaishere2

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Been messing around with RPG Maker VX Ace and came up with a way to have custom dialogue come up when an enemy hits the char. 
 
Here are screenshots of how I have my troops, common events, skills, and states set up in databases.

state.PNG

Made a state that doesn't effect battle directly and lasts 1 turn at most. 

Skills.PNG

Attack applies invisible state and calls common event. 

Common.PNG

Common event sets variable for troop event page.

troops.PNG

Troop event page has dialogue stored in conditional branches and disables variable and state after running. Set to Span: Moment so the dialogue shows up immediately after effect is applied. 
Here's the specific things in event page. 

Event Page prt1.PNG

Event page prt 2.PNG
Using this method, can have custom actor reactions to being struck by each type of enemy. Different dialogue boxes for different enemies. 

Can also control probability of dialogue popup from state window and the event page. 

I probably didn't do this as efficiently as it could have been done. Will keep messing with it.
 

Andar

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Your topic is pure eventing, it has nothing to do with scripts (which are the parts inserted into the script editor and require Ruby programming knowledge)

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

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This is pretty cool, but I don't understand the Random variable.

Are you using the Random Variable to deal damage within a set, and depending on that damage show the message?
Cause right now it looks like the response is not damage dependant and is actually random. 

I'm probably missing something, what'd I miss?

PS. I'm new, how can I show XP and GP gained from a battle at the end of the battle (still in battle screen not map)?
 

Enzayne

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This is pretty cool, but I don't understand the Random variable.

Are you using the Random Variable to deal damage within a set, and depending on that damage show the message?
Control Variable [001: Random] = Random No. (1.. 10) is telling the game to set the "Random" variable (variable number 1 in this case) to a random number between 1 and ten. Using conditional branches checking for each of these numbers, you can set a random outcome of the event. Without the random variable, you would have a lot less leeway, or have to find another way to alternate between what text is displayed.
 

LexnNitro

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Control Variable [001: Random] = Random No. (1.. 10) is telling the game to set the "Random" variable (variable number 1 in this case) to a random number between 1 and ten. Using conditional branches checking for each of these numbers, you can set a random outcome of the event. Without the random variable, you would have a lot less leeway, or have to find another way to alternate between what text is displayed.
Random isn't really Dynamic though. Dynamic should relate to something (in this case the amount of damage dealt). If it's Random then he could be saying "Ow that really hurt" for 20 pts of damage and "That wasn't so bad" at 500. :|
 

Enzayne

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@LexnNitro - I suppose you are right, but that is how the OP wrote his event. ^^ For some added dynamics, you could probably add in another variable adding to the random roll, or set conditionals for them not to say certain things unless they are a specific amount of hurt. There's a world out there of possibilities!
 

notaishere2

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Sry for the late rply, Sent to wrong email. 

I have found a few more things you can do with this system. It all still uses random variable. 

I made more variables like the test one and attached to a specific actors skills. That allows me to have random extra effects when using his skill. Such as extra damage, buffs, debuffs, and so on. 

Alright, the first one is the most complicated, If [jack] is in the part and [sKILL] is not learned, then it checks if [Mark] is in party and not dead. If that all checks out, It rolls a rand with a 30 percent chance of success. If sucessful then [Jack] learns a new skill for 1 time use or until the end of the battle. Its a better healing skill. 

skill.PNG

skill 2.PNG

Second is a simple roll for an attack buff. 
success.PNG

Last is if healing spell fails. It offsets healing with true damage based on actor hp and applies bleeding status. -10 percent hp for 3 turns i think. 
fail.PNG

Also its possible to get multiple actor reactions and so forth in one event page, here's another fail a bit further down the event page.

fail 2.PNG

It's worth noting that I am using Moghunters ATB battle script set to wait mode. And to get the skill learning working currectly, I had to add a line to add the Doctor switch to all chars when Test status is applied. Not Perfect but works. 
This system allows for enemies to learn and react during the battle as well. Right now its just random but, can set vars to hp, atk, mag, and so forth. So if an enemy is buffed or debuffed, he could learn new abilities. Haven't tested this out yet though.
 

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