Invoking Elements resulting in different Skills - Need help scripting

TVSP

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Hey guys, TVSP here


So I just started to design a new RPG, and I want to make it outstanding by creating actors with unique and outstanding combat mechanics.


For some reason I have this fixed idea of designing a Hero like Invoker from Dota.


If you don't know him, hes a ranged Intelligence Hero, who excels at versatility. To explain it simple, he has three orbs circling around his head, which change his stats. Furthermore he has three spells to change these at any time. For example when you have three Exort ("Fire") orbs, and you cast Quas ("Water") two times (the spells have no cooldown) and Wex ("Air) one time, you have now two Quas and one Wex orb orbiting around you.


The most interesting part is, that Invoker has his Ultimate already on level 1 called "Invoke". When he casts it, he draws from the powers of the orbs and crafts a spell, while the outcoming spell of this ritual depends on the constellation of the orbs you hold. BUT he can only have two spells at a time, which means, when he invokes and he already got two spells, the penultimate spell gets replaced by the newly invoked one.


I want to do kinda the same thing, but only with two "orbs", but four instances representing the four elements (thus naming the class "Elementarist")


To make things clear, I write it as a Battle log


Let's say the Hero still knows "Volcano" from his last fight.


Hero casts "Ember" -> gets an extra action (because I don't want that the player burns action on simply calling an element)


Hero casts "Aqua" -> gets an extra action


The Hero rethinks his choice and casts "Storm" -> "Ember" gets replaced by "Storm" -> Hero gets an extra action


Hero casts "Fuse Elements" -> Hero learns "Battle Blessing" -> gets an extra action


Hero casts "Battle Blessing"


Round ends.


Hero casts "Earth" -> "Aqua" gets removed by "Earth" -> Hero gets an extra action


Hero casts "Fuse Elements" -> "Volcano" gets replaced by the newly invoked spell "Rejuvenating Tide" -> Hero gets an extra action


Hero casts "Rejuvenating Tide"


Round ends.


In Summary:


1. The Hero never uses an action when calling an element


2. When you already hold two elements and call one, the penultimate gets replaced by the new one


3. When you have two spells learned, and fuse elements, the penultimate spell gets replaced by the new one


4. When you fuse elements, but you already know the spell you invoke, nothing happens and you get an extra action


Guys, I know its horribly complicated and my writings are miserable, but I really need help, as I know nothing about scripting.


Every help is appreciated and my eternal gratitude would be guaranteed for every comment.


Sincerely,


TVSP, the very strange Protoss
 

cekobico

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This is the closest thing I can think of, looking at your explanations. 
 

Wavelength

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I think Yanfly has a script that allows some actions (such as changing the color of an Orb in your case) to not expend an action.


As far as the skill Fusion, it wouldn't be too difficult to do with States - have the skill call a Common Event that checks which Orbs are on an actor (should also be done using States and/or Variables), remove the current Skill-Enabling state, and add a new Skill-Enabling state based on which Orb states/variables are currently there.  Lots and lots of Conditional Branches, but nothing that's technically complex.


Or, if you're lucky enough to find a scripter that will make this for you, you can scale it a lot easier!


From now on, post "how can I do X" type of questions in the Support (or Plugin/Script Requests) subforum for the appropriate Maker, instead of Game Mechanics Design (which is for discussion about design not implementation).  This is really important for questions like yours because the exact solutions will be different based on which version of RPG Maker you are using to build your game!
 

Kes

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

TVSP

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Many thanks to you, I found the plugin and im no working on designing the Hero, and sorry for posting this in the wrong forum :(


 If anyone is out there who could tell me how to script this, I would be unbelievably grateful, as doing it with common events is I think way too complicated and could also lead to lags (I remember when you had very long condition checking in wc3 editor, it would cause lags).


Sincerely, TVSP
 
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