Quintus

Veteran
Veteran
Joined
Nov 9, 2017
Messages
45
Reaction score
10
First Language
English
Primarily Uses
RMMV
I'm using the VE ATB and I'm trying to create a spell stealing effect. My idea for how it would work is that you would use it on an enemy to cancel their cast, then call a common event to get the id of the skill they were casting, and give the player a state based on it's ID. This state would give the user the skill the target was casting, and the skill would remove the state when used, so you can only use it once unless you steal it again. Is there a way I could get the ID of the skill being cast to do this?
 

Quintus

Veteran
Veteran
Joined
Nov 9, 2017
Messages
45
Reaction score
10
First Language
English
Primarily Uses
RMMV
Also if there's another way to achieve the same effect that would work to, I don't necessarily need to do it this way.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
4,533
Reaction score
2,897
First Language
English
Primarily Uses
RMMV
Check out the Kadokawa plugins in your DLC folder, LastUsedItem may do what you want. Otherwise, yes, Victor's plugin is probably tracking it somehow.
 

Quintus

Veteran
Veteran
Joined
Nov 9, 2017
Messages
45
Reaction score
10
First Language
English
Primarily Uses
RMMV
Check out the Kadokawa plugins in your DLC folder, LastUsedItem may do what you want. Otherwise, yes, Victor's plugin is probably tracking it somehow.
Thanks, that seems to be a step in the right direction at least. I had an issue where it would think my last used skill was the player's spell stealing skill, so I tried a workaround where I would give the enemy a skill that called a common event to save the ID in another variable and then use the Force Action event command to make the actual attack happen, but this skipped the casting time and made it come out instantly so I'll have to play around with it some more to figure something out.
 

Latest Threads

Latest Posts

Latest Profile Posts

Update on the Unity thing: I had to redo all my map graphics for Unity because the originals were from XP, but it actually looks so much better now in Unity, so I genuinely might make the switch.
Messing around with fragment shaders (filters). This thing is HUGE and I'm surprised almost no one makes good use of. Even the number of plugins that do this stuff are limited.
ScreenShot_6_28_2022_3_2_40.png

There's 7 main areas in the game that are all connected. This train get's you from an underground lab to the center of someone's subconscious. inside the train you can talk to some of the passengers. but going to the top of it, there's battles.
Speedrunning all character portraits just so they all have the same quality. Not sure if this was a good idea, but now I'm almost done.
We now have a gameplay video!

Forum statistics

Threads
123,154
Messages
1,154,460
Members
161,504
Latest member
yamilonewolf
Top