Question with skills

Sydafexx

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I'm trying to make this dual-wielding class that is based around consistent, heavy damage.

Basically, his ultimate ability I want it to only be usable after he has already used his 'berserk' ability within the fight

thus far I have only been able to figure out how to unlock the ability forever after using berserk once.

Help? :)

Edit:
I'm also trying to figure out how to set it up so that my in-battle commands change between characters

example:

Currently:
Char1     Char2     Char3     Char4

Attack     Attack     Attack     Attack

Special   Special   Special   Special

 Magic     Magic     Magic     Magic

Guard     Guard    Guard    Guard
Items       Items      Items     Items

What my goal is:
Char1     Char2     Char3     Char4

Attack     Attack     Attack     Attack

 Skill     Scripture  Stance     Magic

Guard     Guard      Skill     Channel

 Items       Items      Items      Items

Then, for Char3, I'd like to know how to get his abilities to work like this:

Stance - 1

              2

              3

              4

Skill[stance1] - a, b, c, d, e, f

      [stance 2] - a,b, c, d, e, f

      [stance 3] - a,b, c, d, e, f

      [stance 4] - a,b, c, d, e, f

I know enough to know that I have to use a common event and a state change but can't figure out how to get the actual commands to vary between characters.
 
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Andar

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The attack, guard and item commands are fixed - you need a script (one of the so-called command manager scripts) to change that, and that is not something I would suggest for beginners.


The other options are the skill types that the actor can use - magic and special are the default skill types, but there should be no problem making skill types Stance, Channel or Scripture in the database (terms tab).


You don't need a common event to have a skill change the available actor skills.


Make a skill that applies a state "Stance 1". In that state, add features "Add Skill: XY", and those skills will only be available if that state is active, and the state will only be available after the stance skill has been used.
 
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whitesphere

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All you need to do is something like this:

Skill Berserk:  Add state Berserked to User

Berserked State:   Add Skill "Final Attack"

And have the Berserked State removed at the end of battle.

 

In other words, just what Andar said.
 

Sydafexx

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How difficult would it be to work with the command manager script on a 1-10 scale?

Failing that, is it possible to adjust what guard does specifically? because whenever I choose guard my characters attack normally.
 

bgillisp

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I've been using this script by Yanfly: http://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/ It looks pretty easy to use (what little I've used of it has been easy to implement). I haven't tried anything like you want to do yet, but I have noticed that support for his scripts is pretty good by the community. Chances are, someone can help you with it if you get stuck.

As for guard, you will need to make it so that guard does not allow you to attack. The default setting should work though, did you modify it or something?
 

Sydafexx

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I think I followed all of your steps Andar but I still can't get it to show up in-game as an option.


And it isn't shown but each of those stance's skill type is set to 'Stance'

In-Battle.png

Krovan.png

Monkskills.png

Terms.png
 
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Andar

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is it possible to adjust what guard does specifically? because whenever I choose guard my characters attack normally.
Next time, you should look at the special notes in the database before changing the skills.
The "Attack"-Command is basically "Use Skill with ID=1", and the "Guard"-Command is basically "Use skill with ID=2".


If your actors attack when you select the Guard command, then you have changed what the skill #2 does in the database - that is why there is a special note in that skill by default...


Edit:


About the stances: can the actor/class use skills of the skill type "Stance"? That needs to be added as a feature before an actor can use skills of a given type.
 
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Sydafexx

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My reason for changing it is that I wanted each character to have their own specific attack command with its own specific calculations for damage. How do I go about getting that done if the attack command is always set to that one particular ID? Is a custom command list script necessary?

Stance question: That worked, it's perfect now thank you.
 
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Andar

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How do I go about getting that done if the attack command is always set to that one particular ID? Is a custom command list script necessary?
Yes, because the default scripts force the ID #1 and #2 to be used by all actors, and you need to change the scripts to change that.
 

bgillisp

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Check out Yanfly's scripts (you can use the link I posted last time to get to his page, or I can post it again if you need me to). He has about 106 of them, and chances are one of them will do what you want. I know he has one to change the attack skill called for specific weapons, maybe you can use that or something like that?
 

Zoltor

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Actually, for the specific task of allocating different 'Attack' skills to different characters, I think Vlue's script is much simpler to use.  I'll see if I can find the link.

EDIT

Here it is http://www.rpgmakervxace.net/topic/5618-set-guardattack-skills/
Wow, yea that is a very easy script to use, a lot of people would do well to use that(every so often, someone asks how they can give each actor unique attacks, talk about the perfect solution)
 

Sydafexx

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Actually, for the specific task of allocating different 'Attack' skills to different characters, I think Vlue's script is much simpler to use.  I'll see if I can find the link.

EDIT

Here it is http://www.rpgmakervxace.net/topic/5618-set-guardattack-skills/

"#Attack Skill Id's, Hash Format ( actor_id => skill_id, ) as many as you want

ACTOR_ATTACK_SKILL_ID = { 1 => 1,

                          2 => 1,

                          3 => 1,

                          4 => 1,

                        }"Is Actor ID 1/2/3/4 the first four actors within my database or is that actor 1/2/3/4 within the party?
 

Andar

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actor ID is always the ID from the database
 

Sydafexx

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Where do I find where to change the icons for the buff I'm applying?

For instance I have skill "X"
skill "X" has an effect listed as "Add Buff [AGI] 3 turns"
I can't find where the icon for those buffs are located.

I tried looking under my icons for the ID of the icon it was using and then using ctrl + F to locate that specific ID number within the script but couldn't find it and don't see it anywhere else.
 

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