- Dec 31, 2017
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Well, I think "scope_select" isn't working. Is it my impression?
I just managed to do the untargetable thing. It just requires to you to put all actors with a "50" (for example) AI_Focused, so you set your "invisible character" in zero AI focus. He is not untargetable, but he won't be focused if there is other character there.
documentation says use:Can you turn this into a state? Or is it an actor-only note tag?
documentation says use:
this would allow you to make a "Taunting" state, or a "Punish this fool" state.
Make The AI Focuses an Entity
The tag focused_by_ai_for_[type]: priority can make the AI focuses its actions on an entity. It can be applied on states and equipment. type can be replaced by key words such as offense, healing, ect. For instance, is focused_by_ai_for_offense: priority is used, the AI will focus its offensive actions on the designated entity.
If there are many focused entities, the one with the higher priority will be selected.
yes,Ah okay I missed that. Thanks. Although it sounds like if I only have one character alive on the battlefield, he can still be targeted even if he is in an "invisible" state.
the ai_focused only takes effect if one or more actors has it, and is alive.
What I suggest is setting the "Invisible" actor to focused_by_ai_for_offense: 0
to ensure he's last.
If you had an invisible character, why would you use anyone else lol. It'd be super easy to win if enemies can't attack you.
It' a state isn' it.
Hmm let me see what I can find I'm a bit busy for the rest if the day but I'll see if I can write you a patch or something
What build version you on? 76, 77 or 77.1?
Feel free to PM me.
If you have custom skills set up (usable only by that character) it'd be easy to add a common event to remove state "untargetable"Well the idea behind it is you can't be targeted for heals, and once you attack, it of course takes the state away and leaves you open for an attack next turn. So you're forced to use it wisely and only attack if you are isolated with your intended kill target, like an assassin would.
If you have custom skills set up (usable only by that character) it'd be easy to add a common event to remove state "untargetable"
So I checked Lecode's code,I know, I was just explaining why it wouldn't be overpowered . I was basing it on Final Fantasy Tactics Advance 2's Assassin skill. Now that I think about it, having enemies that can "reveal" invisible allies could add a nice balance to the concept as well. Maybe an aura that can remove the state altogether.
Not on the marks themselves, but you can add tags to the actors:Is there a tag or something I missed within the documentation that turns off friendly fire? I don't want my Magic Trap-like skill hitting the actor that used the skill, or their allies.
Thanks for the quick response. I used the tag in my actor notebox, however, the skill is still doing damage to my actor, but the actor doesn't trigger the skill. Is there something I'm missing?Not on the marks themselves, but you can add tags to the actors:
immune_to_marks: mark_id1, mark_id2, ...
What I did was create 2 sets of skills, one set for my actors, and one set of skills that enemies should have.
This allows me to have separate formulas, but also lets me set 2 different types of marks.
"Magic Trap" affects enemies, while "Magic Trap" (the enemy one) is utilized by the enemies and affects player characters
In my players, i use:
and in the enemies:
Thanks for the quick response. I used the tag in my actor notebox, however, the skill is still doing damage to my actor, but the actor doesn't trigger the skill. Is there something I'm missing?
I have the damage portion of the Magic Trap set as effects_aoe: "circle(3)" within the code. So then it would trigger when a enemy steps within three range of the trap and does damage to all enemies in that range.
Sorry to bother you, but you're very knowledgeable so I figured I could bug you with a question.
Throughout the thread, I've seen mentions of 'Fair Turn Distribution', and upon finding the option- I'm a bit stumped as to how it works from description alone. Let's say I have 4 Allies and 4 Enemies, all with different values in Agility. Does having this option disabled mean that:
A: The turn order will progress in order of descending Agility, regardless of team side[ie. Ally 1 Turn(10 AGI) -> Ally 2 Turn(9 AGI) -> Enemy 4 Turn(8 AGI) -> Ally 4 Turn(7 AGI)]
B: The turn order will allow all allies to move first, regardless of Agility value, then all enemies, regardless of Agility value.
What I am trying to get is closer toward option B, specifically to mimic the Fire Emblem series of games in that you can select any ally during your turn(Player Phase) to move until you have all performed your actions, and then it would become the 'enemy phase' where all enemies would move as they please until they had used their actions. Is this possible with the current system? I apologize if this has been answered before.