How do you make a multi-hit skill that no. of hits base off speed?

Nivlacart

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An attempt to give the speedy low-strength character a fighting edge.

How do you make a skill that hits multiple times, but hits more times the more speed you have? Do I need a script for this?
 

_Shadow_

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This thing is even eventable.

A skill can call a common event on use.

That called common event checks the speed of the user (stored in variable first)

and according to how much speed he/she has there will be more or less attacks.

In this common event you can make the hero do 3 or 9001 attacks.
 

Shaz

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How do you make the common event change the number of attacks? A common event is run AFTER the skill has been executed and damage calculated.


I would have said you'd need to change the script, but you've got me curious now.
 

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How do you make the common event change the number of attacks? A common event is run AFTER the skill has been executed and damage calculated.

I would have said you'd need to change the script, but you've got me curious now.
Challenge Accepted! :D

Here is what I was thinking in lame example pseudocode:

Variable A  gets value of the speed (Like STR, LUK right?)

IFA > 100

DO 11 attacks on random characters

ELSE IF A > 90

DO 10 [SIZE=14.4444446563721px] attacks on random characters[/SIZE]

.

.

.

ELSE IF A > 10

DO 2 [SIZE=14.4444446563721px] attacks on random characters[/SIZE]

ELSE

DO just one attack

(Do an attack means you subtract HP and maybe show an animation I don't know... on the enemy to show what happened. I love eventing. It challenge my mind to solve things with limited resources. :p Not so limited though. It is epic! )
 
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Shaz

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But how do you "Do X attacks"? Should they be on random characters, or on the same one originally targeted?


If you try it, does it have the same effect as just setting # attacks on the skill to a higher number?
 

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But how do you "Do X attacks"? Should they be on random characters, or on the same one originally targeted?

If you try it, does it have the same effect as just setting # attacks on the skill to a higher number?
Let me try this out. I will write these line while doing this...

So AGI(lity) will be the speed.

I set variable 7 as Eric's Agility. (Speed)

Hmm... 

We start like this:

https://www.dropbox.com/s/ed0vio5ezs6tc4h/1.png?dl=0

We create the following second common event (that will be called)

https://www.dropbox.com/s/k08zcii72o56nkr/2.png?dl=0

We create a Skill

https://www.dropbox.com/s/7bmjk9zl236azrz/3.png?dl=0

We can do this with Agility and rename it as Speed, taking care it will have the same speed...

or take speed using a script line.Ok you are right I can't find speed variable assignment. :(

https://www.dropbox.com/s/pxymh09ogli1hjp/4.png?dl=0
 
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Nivlacart

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Oh wow, this was enlightening, I didn't think of that! Thanks, Dreadshadow!

So I create a skill that activates a Common Event,

the Common Event checks the character's Agility,

Then if it reaches a certain threshold (like 30, 50, 70 etc),

I'll make it activate one of 3 different skills, each one doing more hits on Random Enemies than the previous.

But would this take Agi buffs into account?
 

_Shadow_

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But would this take Agi buffs into account?
Unfortunately yes. :(

But Shaz can maybe give us a script event command that can get the time value in the variable instead of the agility's.

It seems that I can't find a default feature for speed in the event system.

But it CAN be done using a script small command I guess.

Now the other alternative is to NOT add Agility buffs at all and rename it through system to Speed.

But this will not work right eiter, cause speed must define initiative, thus Hi agility might not be the same will not work the same with high speed.

So just wait, I hope Shaz will come up with something. She is awesome and she always does.
 

Nivlacart

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Actually, if it takes AGI buffs into account, that'd be great XD

All the more reason to use that AGI buff spell
 

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