Need a skill script

cthulhusquid

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A skill that reflects back attacks (already did this part) but the enemies affected (who attacked in the first place) attack anyone for 1 or more turns. I asked about this in the Ace general discussion, and was told I would need a script for this. I don't know anything about scripting, and would super happy if someone could help me with this.
 

Andar

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can you give a better description?

who has to use the skill, what are the states or effects that should happen and so on?

Yes, complex skills need a script to get their effects in order, but in most cases it will not only be a script, but a combination of state, event and script - which means that any scripter needs a better description on what should happen, and you'll get some info on what you need to enter into the database to make the script work.
 

cthulhusquid

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For the skill, an actor would use it on themselves as a buff. Any attacks against them for a certain amount of turns would reflect back to the attackers. Then, The attackers would then have a state applied to them, making it so that they attack allies or the actors for a set amount of turns.
 

Rayhaku808

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Two states huh? The second one confuses me. Does the attacker really need a state to... attack?

Edit: Hmm unless it works like pokemon's Taunt where the opponents can only attack then that'd make sense...
 
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cthulhusquid

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I don't really know if it would need a second state, but I want the enemy/enemies who attacked the actor to basically have a "attack allies/anyone" effect for 1 or more turns.
 

orochii

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Well then, those are two sepparate effects, right?

- Reflect the skill. IIRC, VXA has some reflect thing, if it doesn't meets your expectatives, there are some links inside this link (??). External link.

- Make the enemy attack anyone if its attack is reflected. Maybe if a battler afflicted by a specific state was able to cause a specific state to its attacker.

Is something like that, right?

Orochii Zouveleki
 

cthulhusquid

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Yes. Rayhaku seemed confused about what I was going at.
 

Kes

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I may have completely misunderstood, in which case what I'm about to write is nonsense, but anyway, here goes.

Does this need a script at all?  It sounds like what's wanted is a one-turn confusion state allies/enemy.  Simple to set up a state like that.

The custom  magic reflect state inflicted by the actor on self could then also call this confusion state as one of its effects.
 

Tsukihime

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ACTOR casts STATE_A on himself.


ENEMY attacks ACTOR, but attack is reflected. This is just the counter-attack state that is provided with the default project.


ENEMY receives STATE_B...when? how?


ENEMY attacks other enemies, or actors


I don't understand the second part at all.
 
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Kes

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That's what I get for posting from my phone instead of from my pc where I can check things before opening my mouth.

I misremembered what I had done for something that was similar.  In fact it uses Fomar's counter attack skill script - that was the bit I had forgotten.

Oops! Red face and embarrassment all round.
 

Andar

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ACTOR casts STATE_A on himself.

ENEMY attacks ACTOR, but attack is reflected. This is just the counter-attack state that is provided with the default project.

ENEMY receives STATE_B...when? how?

ENEMY attacks other enemies, or actors

I don't understand the second part at all.
I think that he wants the enemy to receive STATE_B as the result of the counterattack.

The regular counterattack would only turn the original skill back, so he basically needs another effect, something like

"Being attacked give the attacker the state X"

It would be a lot easier to handle if it is not linked to counterattack but an independant second ability - then another game can use this effect without the limitation to counterattack.

It could be something like "Attack Enemy X and you get cursed/poisoned" or similiar variants.
 

Kes

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That, I think, is where something like Fomar's script might come in.  It allows you to add another effect to the counterattack skill.  In my case I have added a %age chance that you will inflict paralysis.  Might that work with confusion?  I haven't tested to see if it would work with Magic Reflect instead of Counterattack, but I think the engine handles these 2 in a similar way.
 

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