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I'm making one of my characters have a skill that gives him a state that locks him in place, and while he has that state on, he will ignore commands while repeatedly doing a certain skill that he otherwise couldn't use by itself.
For example:
A uses Skill B, which gives him state C. Turn ends.
Next turn comes up, the player couldn't input a command for A, but he casted Skill D automatically.
The next turn the same thing happens.
State expires and A is controllable again.
TL;DR, think of it as Rollout from the Pokemon games.
I separately tried two scripts to do this;
Are there any alternative ways to do this? Help would be appreciated.
For example:
A uses Skill B, which gives him state C. Turn ends.
Next turn comes up, the player couldn't input a command for A, but he casted Skill D automatically.
The next turn the same thing happens.
State expires and A is controllable again.
TL;DR, think of it as Rollout from the Pokemon games.
I separately tried two scripts to do this;
- Mr Bubbles' Enemy AI script. I made a blank enemy containing the only skill A was supposed to do and changed state C's properties to autobattle. It was working quite smoothly, until I tested it on troops with one enemy and it apparently triggered Yanfly's Enemy Health bars' script with a "update_enemy_gauge_value" error (for some reason, knowing that the script doesn't have anything to do with health bars) and crashed.
- Shad3's End Turn/Action Skill, which let me assign skill D onto state C which triggers whenever the turn ends... except since it's a multi-hit skill, if it kills an enemy the game also crashes an error, also attributed to Yanfly's script, only the battle system this time.
Are there any alternative ways to do this? Help would be appreciated.
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