Issue with replacing standard attack

Ambrose60506

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I am new to RPG Maker Vx Ace and am trying to replace the standard attack skill with a random skill from a set of 3 that i have created.


Now i figured out how to call the a single skill from the common event, but it still shows the standard attack msg and show that it did not effect the target.


so my questions would be how to 1) surpress the text output from the standard attack and 2) how to gen a random number to plugin into conditional statement to select the random skill.


Or maybe I am barking up the entirly wrong tree, I hope somebody can clue me in.

screen01.png

screen02.png
 

Shaz

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Be careful with changing the standard attack (or defend) skills. EVERYONE uses it - not just the actors, but also the enemies.


The reason what happened, happened, is because damage is calculated from the damage formula.  This (and other settings on the skill) indicate how much damage will be done, if it's a critical hit, if it's a miss, etc.  If you add a common event, that gets run AFTER the damage is calculated and its effects applied, and does not change the damage value itself.  


So what you're doing is telling it to run the standard attack as it normally would, and then do some other stuff in addition.


If you want to actually change the standard attack, you will need to do it via script.  I believe there may be some out there that will allow you to do this, but I have no idea what they are.
 

Vox Novus

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@Shaz


@Ambrose60506


You can generate a random number by using the control variable command and setting it to a random value between x and y.


There's this one from Vlue that let's you give each actor their own unique attack skill. Might help with this.
 
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Ambrose60506

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Thanks, I had already decided to change all of my battlers to use there own attacks such as a Dragon would always do claw,claw,bite(AD&D specs).


Any ideas on the random number gen?


oh and i did turn off The standard attack doing any damage as shown in the screenshot so i figure it would never make it to the damage formula.


I will check out the script as well thanks for all the info


Ambrose
 

Vox Novus

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Mentioned it in my post above with an edit but:


You can generate a random number by using the control variable command and setting it to a random value between x and y.
 

Ambrose60506

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Thanks, I missed the comment because i was focusing on the script link 


Ambrose
 

Shaz

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I might be wrong on this, but I think they will still use the basic attack sometimes, even if you give them their own skills.


You could alter the damage formula to do one thing if it's a party member (your special stuff), and another thing if it's an enemy (the default damage formula).
 

Vox Novus

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@Shaz You could be right there to, I've never used that script personally. Judging from what I read though I think it just executes another designated skill in place of the attack/guard command depending on how you have it set up.
 

Kes

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I have used that script and @Vox Novus is right, it allows you to use a different skill from skill #1 as your attack (and a different skill than skill #2 for your guard, but that#s not the issue here).  It's useful precisely because skills #1 and #2 should never be altered.


So you would designate  e.g. skill #97 as your attack skill and you would put that into the script for each of your actors.  However, unless I've missed something, that doesn't work for enemies.  For them you would have to use the rating to ensure that ordinary attack skill #1 wasn't used.


EDIT


This could also be done using the damage formula and a script snippet, if you wanted to go that route.  Then if, and only if, you want your enemies to have the same random attacks you could try and use skill #1.  I'm hesitant to do that, because I'm not sure how it would handle things like 'double hit' skills, which use skill #1.
 
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nazgul

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I do this easily without using a separate script.

First in your common event assign a variable call it RNG Attack either add 1 to it every time the common event is used to cycle through them or pick have a random range set. Then create conditional statements if the variable is a specific number, each condition will execute a different attack and then end event processing. Please Ask if you need more help I have this exact system in my game it is quite possible good luck.
 

Kes

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@nazgul Are you doing this with skill id #1?  If so, how do you handle such things as Double Attack, Dual Attack and the Attack skill of enemies?  


The big drawback of assigning something different to skill id #1 is that you make it system wide, which can have unexpected knock-on effects.
 

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