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First, some background: I have a character in my game that is essentially a demonic gourmand. As such, I wanted to create a skill tied to his eating habits. This made me think of the move "Belch" from pokemon, which has a very high base power but can only be used if the Pokémon has first consumed a berry. Using this as inspiration, I set out to make the skill "Beelzebelch" (Beelzebub Belch, ha). This skill will be similar to the aforementioned Pokémon version with a few differences: First off, instead of berries, the skill will work with any consumable item. Second, I'd like for the skill to be usable once per consumable item used (I.e if one potion is used by the character, he can use Beelzebelch once, and if two potions are used by the character he can use the skill twice). Taking these factors into account, I made the following common event that will be tied to every consumable item in my game:

...One example would be this potion here:

Next step, the skill itself:

Which, if you look in the "Effect" box, runs the common event "Beelzebelch". Here's what I've come up with so far for that event:

Where in this case, the forced action is the part of the skill that actually damages enemies. That skill is as follows for those interested:

(please ignore the formula, I haven't started balancing damage much in my game yet)
So, looking at this, you may have already noticed my problem... The "Consumable Variable" rises by +1 when a consumable item is used by ANY character, and I need to find a way to make the common event only occur when the character in question, Malphas, uses the item. We can't have him burping up other people's food after all... Looking through conditional branches, I didn't find a way to do this at a glance. There was a branch for if Malphas is in the party, but what I really need is more like "if x character uses x item", and that does not seem to be an option. Does anybody know of a creative way to fix this problem, or perhaps a way to do it with plugins? I've downloaded a good number of Yanfly's plugins, so I'm thinking my issue could probably be solved with some javascript notetags. I can move this post to another thread if that is the case.
Any help is appreciated, thanks in advance!

...One example would be this potion here:

Next step, the skill itself:

Which, if you look in the "Effect" box, runs the common event "Beelzebelch". Here's what I've come up with so far for that event:

Where in this case, the forced action is the part of the skill that actually damages enemies. That skill is as follows for those interested:

(please ignore the formula, I haven't started balancing damage much in my game yet)
So, looking at this, you may have already noticed my problem... The "Consumable Variable" rises by +1 when a consumable item is used by ANY character, and I need to find a way to make the common event only occur when the character in question, Malphas, uses the item. We can't have him burping up other people's food after all... Looking through conditional branches, I didn't find a way to do this at a glance. There was a branch for if Malphas is in the party, but what I really need is more like "if x character uses x item", and that does not seem to be an option. Does anybody know of a creative way to fix this problem, or perhaps a way to do it with plugins? I've downloaded a good number of Yanfly's plugins, so I'm thinking my issue could probably be solved with some javascript notetags. I can move this post to another thread if that is the case.
Any help is appreciated, thanks in advance!
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