One Use Per Battle Spells

OM3GA-Z3RO

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Right I am at a loss on how to restrict a specific spell to have it only being cast One Time in a battle due to it being so OP, the reason why it is OP because I want it to be a emergency spell, so like if you are having problems in the fight and you have no choice but to use that spell to save your entire party members you cast it and you can no longer cast it ever again throughout the whole fight.

Well, I managed to restrict it with a state which seals that spell throughout the whole fight, seems like problems solved BUT it isn't, when the user dies and is resurrected he is allowed to use that emergency spell again and I can't see to know how to set it as a 1 use thing.

You guys think I should keep it but with an alternative function or just scrap it away entirely?
 

Rayhaku808

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Can I see the state that seals the skill?
 

OM3GA-Z3RO

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Certainly by all means.

Picture one is the State that seals the spell and picture two is the spell itself.

The Seal State.png

The Skill.png
 

Andar

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the death state removes all other states by default - you need scripts to change that.

However, if you want to use scripts there are several ways to go at that, because your primary goal is to restrict the skill, not keep the state...

1) skill condition tag

there are several scripts that enable skill conditions, for example make skills only usable if a certain tag or state is applied.

then have that state or condition applied in the first combat round and be removed by the skill.

2) persistent states

There is a script that allows you to keep states even if the actor dies - apply that script to keep the state you made

3) skill cost script

With these scripts you can make a skill costing more than just points - they can require items in inventory.

Make that skill require a "Battle token" from inventory, have a battle event add one such item at the beginning of each round and have a common event remove any remaining battletokens after combat.
 

orathan

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Why not try changing the character's class that has a feature "seal skill"?  Make the skill call a common event that changes your actor's class with another identical class that seals the skill itself.

Haven't tried this method but I think that it would work (in theory).
 

Silent Darkness

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I'm assuming that having the skill be a physical, in-inventory item(like a scroll) is not what you're looking for, right?
 

Alexander Amnell

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I don't know if you want to use scripts or not but Yanfly has a script that allows you to set restrictions on spells, one of them being use once per battle: http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/ and someone (I want to say tsukihime but I'm not sure) wrote a script that allows states to remain on an actor even when the death state is added so either one of those should accomplish this for you.
 
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OM3GA-Z3RO

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The Tsukihime one sounds promising do you have a link to the pastebin of that script?

Also doesn't Yanfly's scripts go ballistic to Moghunter's scripts or am I outdated or just hearing rumours?
 
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Rayhaku808

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*sniff* everyone else is so smart :'(
 

orathan

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Why not try changing the character's class that has a feature "seal skill"?  Make the skill call a common event that changes your actor's class with another identical class that seals the skill itself.

Haven't tried this method but I think that it would work (in theory).
I tried this one and it worked just fine.  If the method above does not suffice as an alternative try this one:

- Add $game_switches[x] = true; to the skill's formula and make the state and common event below as its features

- Make a "Seal" state that seals the skill above

- Create a common event, set to parallel process, bind to the switch you will use in the skill formula

- Put this in the common event:

     @ > Conditional branch: [Actor] is [seal] Inflicted

             @ >

      :      Else

             @ > Change State: [Actor], + [seal]

             @ > 

      :      Branch End

I have tested this method and it works like how you did it in the first place but it still let's you keep the state even after death due to the common event's activation.  Just don't accidentally turn the switch (that activated it through the use of the skill) OFF and you won't have any problems.

EDIT:

I misinterpreted this part:

 

Well, I managed to restrict it with a state which seals that spell throughout the whole fight, seems like problems solved BUT it isn't, when the user dies and is resurrected he is allowed to use that emergency spell again and I can't see to know how to set it as a 1 use thing.
I thought that you wanted it to be sealed from after use to game end.  The scripts that they suggested are the ones that will get you what you want.
 
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OM3GA-Z3RO

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thanks everyone, this is just what I needed, now no one can abuse the OP spells. :D
 

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