Insect eating Bird cannot stop attacking himself

varchild4

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Ok i want a big ennemy to eat other ennemies around if they are alive but stop using this ability if he becomes alone and starting to focus on YOU heros :p ! I have a problem cause this "Big ennemy" keep using the ability on himself when all his fellow are dead and even when they are alive. The only target choice i have is one ally, all allies, or self. What i would like in this situation is simply "other allies" or event better: "insects"  by using Hime's "Tag Manager" script.

I made some experiements and found differrent ways to deal damage only to other ennemies that himself, but no way to make a condition for using the ability only on other ennemies. Using Hime's "Tag Manager" makes this Big bird's ability to damage only "insects" for example. 
As we can see on the image below, there is no way to add a script in skills conditions: only a limited choice of coditions. 

So the general idea still doesn't fonction. It is imperative that once there is no more smaller ennemies around, the big one start focusing all it's energy on the heros instead of trying to use it's attacks on himself.  Anybody can direct me on a way to deal wuth this project?
Thanks! :D



On the next image, we see there is no option to use the skill on both ennemis AND party.. what could be of some help also: 

 
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Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Can you please link to the script(s) you're using? It might also be worth translating the Actions panel to English so everyone can understand the conditions.
 

Andar

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you'll either need to abandoning the attack pattern and use a scripted substitute for targeting, or you'll have to think a bit "out of the box".

You cannot have one skill that attacks both allies and enemies by default engine. So what I would do is to split this into two skills and use the attack pattern for switching between the skills. I haven't tested the following, so it might cause the enemy to attack itself once - but after that it should switch the targeting:

1) make a skill to attack its allies only, give it a high rate (>10) and a condition of a switch "ally alive"

2) make a skill to attack the enemy (player) and give it a low rate (<8) and no condition

3) make a troop event that counts the number of alive allies at all times and switches on if there is an ally alive and off if not

The troop event (3) has to be started before the first action or the switch has to be activate before battle to have the bird attack its allies from the beginning.

Depending on when the last ally dies, the switch may be off in time for the first attack after that, or it may need an additional turn to register the condition change - I can't tell that without testing.
 

varchild4

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Thank shaz: but how could i know as a beginnner that i need a script? I only mentionned one in my explanations.. i do not request it even if it would be great. 

So are you saying that i need one by moving the tread here? also: i would gladly want to switch my RPGmaker settings to english butnever could find how.. it was default with my steam account for all games. Do you know how i could bypass that for the seek of that program? In your request,  Hime's "Tag Manager" script can be found here (even if it's not the main idea of my topic): http://himeworks.com/2013/03/tag-manager/

@ andar: is there "scripted substitute for targeting" in your knowledge? Also: i'm not shure what is a troop event? Do parrallel process triggers in battle?

Thanks to you too ;) !!!
 
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Andar

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A troop event is an event programmed on the troop page of the database, and parallel process events don't work in battle - but you can make a troop event that constantly checks everything (troop events don't use normal triggers, they have other options)

Yes, there are target manager scripts - but the switch you want in one skill isn't easy even with them, it'll be a lot easier for you to do by using two different skills and only pretend to the player that they're the same attack.
 

MeowFace

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The game controls its "factions" using game_unit. and 2 factions are created under it,

1 is game_party where the actors are.

1 is game_troop where the enemies are.

It's 100% possible to add a new unit(faction) into the game, but even though adding a new unit is a piece of cake, the action targeting system will need a full rewrite. And this might render most of the custom battle scripts out there incompatible.

The main problem with the default engine is, the actions and target system are written in a mind set that there's only 2 factions.

which result in a limited targeting rules

[1] self (the attacker)

[2] opponent (any battlers alive in the battle that doesn't belong to the attacker's group)

[3] friend (any battlers alive that's in the attackers group, including self)

[4] dead friend (fallen ally battlers)

By default, each battler can only do actions and select target based on these 4 rules.

These are actually in the "Hidden" part of the rgss3 script, making it harder to tinker with.

What you are trying to do is [3]

So about your question: "Is it possible to remove self targeting?"

The answer is possible.

All we need is to remove self from the friend target list.

But that leaves a problem. Healing skills/Items will no longer work on self if you set it to target friend. (This effect both Actor/Enemy Party)

You will be limited to make items/heal skill that either [only heal self] or [only heal friends other than self].

That's a lot to give up just to make one enemy work don't you think?

So instead of stopping it to target self, why not add a damage formula in your skill to check if target is self, do heal instead of damage?

eg

if attacker's id = target's id, heal 100 hp and play animation 40, else play animation 1 and do 500 damage.

b.id == a.id ? a.hp += 100; a.animation_id = 40; 0 : b.animation_id = 1; 500If you leave the animation blank in the default skill setting, you can easily set the damage formula to play 2 types of animations based on conditions.  :p
 
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