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- Mar 22, 2023
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I'm making a skill called "melee" that may trigger a counterattack. I'd like this skill to have different effects when used by different actors, so I'm trying to achieve this by common event. A dummy skill called "melee" triggers a common event that basically does this:
1. Check if actor "has a bayonet" (stored in a variable). If he does, force action skill #1 (has a chance to stun) actor on enemy; if not, force action skill #2 (without the stun).
2. Check if target enemy is stunned. if enemy is stunned, do nothing; if enemy is not stunned, force action skill #3 (counter attack) enemy on actor.
The problem is that it seems the engine checks if enemy is stunned (from step 2) BEFORE the "force action" skill #1 from step 1. So it always returns "not stunned" in the second if statement, and the enemy can always counterattack, even if skill #1 in step 1 stuns the enemy.
I'm using Visustella's core engine and battle core plug-in, so it maybe caused by the "action sequence" changes? Any idea how I can resolve this? Thanks in advance!
1. Check if actor "has a bayonet" (stored in a variable). If he does, force action skill #1 (has a chance to stun) actor on enemy; if not, force action skill #2 (without the stun).
2. Check if target enemy is stunned. if enemy is stunned, do nothing; if enemy is not stunned, force action skill #3 (counter attack) enemy on actor.
The problem is that it seems the engine checks if enemy is stunned (from step 2) BEFORE the "force action" skill #1 from step 1. So it always returns "not stunned" in the second if statement, and the enemy can always counterattack, even if skill #1 in step 1 stuns the enemy.
I'm using Visustella's core engine and battle core plug-in, so it maybe caused by the "action sequence" changes? Any idea how I can resolve this? Thanks in advance!