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- Jul 30, 2018
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Alright,
Essentially what I have is a simple FF6 style system right now. I am trying to create an attack for the enemy side where they pull a gun and target a specific actor (as if they were taking aim) on their turn but do not fire. The player has their entire turn (to dodge, use a disarming item etc..), then on the next turn the enemy fires at it's previously chosen actor-target.
So far I have it set up to where in turn 1 the enemy uses a skill called "Aim." The first thing it does is give the enemy itself a state called "Aim" which creates the condition for the "Pistol Shot" skill to be used and allows me to transform the battler into the correct animation line for the duration of the state (wherein he is in an aiming pose). The next thing it does is add a state to the chosen actor-target called "Target" that increases his TGR by 100%. "Target" also let's the player know which actor has been targeted (in theory). Finally when the enemy uses the "Pistol Shot" skill it damages the actor and removes the "Aim" and "Target" states from the enemy and the actor, respectively.
I'm sure you guys are savvy enough to see my problems already: A. This allows the actor to be disproportionately targeted by other enemies who are using different weapons or modes of attack, which doesn't make sense. B. If I have two enemies on the field who both use the "Aim" and subsequent "Pistol Shot" skills there is no guarantee they won't switch to the other target instead of the original (which again, logically isn't consistent with what I'm trying to accomplish). C. If two enemies target a single actor with the "Aim" skill whoever uses "Pistol Shot" first, cancels the state and thus the TGR bonus, meaning the second enemy will fire at anyone.
I'm fairly new to the software. I feel like I can almost see the edges of this problem and how to fix it but not quite. I really have done a fair bit of searching but I can't find a problem that's similar enough to mine to use the solutions.
The entire way I've got it set up can be scrapped if necessary but I want to be able to keep my Holder sprite in that aiming pose for the whole first turn so it appears that he is targeting the actor hence why I chose to use states. Any solutions or tips are very greatly appreciated. Thanks.
Essentially what I have is a simple FF6 style system right now. I am trying to create an attack for the enemy side where they pull a gun and target a specific actor (as if they were taking aim) on their turn but do not fire. The player has their entire turn (to dodge, use a disarming item etc..), then on the next turn the enemy fires at it's previously chosen actor-target.
So far I have it set up to where in turn 1 the enemy uses a skill called "Aim." The first thing it does is give the enemy itself a state called "Aim" which creates the condition for the "Pistol Shot" skill to be used and allows me to transform the battler into the correct animation line for the duration of the state (wherein he is in an aiming pose). The next thing it does is add a state to the chosen actor-target called "Target" that increases his TGR by 100%. "Target" also let's the player know which actor has been targeted (in theory). Finally when the enemy uses the "Pistol Shot" skill it damages the actor and removes the "Aim" and "Target" states from the enemy and the actor, respectively.
I'm sure you guys are savvy enough to see my problems already: A. This allows the actor to be disproportionately targeted by other enemies who are using different weapons or modes of attack, which doesn't make sense. B. If I have two enemies on the field who both use the "Aim" and subsequent "Pistol Shot" skills there is no guarantee they won't switch to the other target instead of the original (which again, logically isn't consistent with what I'm trying to accomplish). C. If two enemies target a single actor with the "Aim" skill whoever uses "Pistol Shot" first, cancels the state and thus the TGR bonus, meaning the second enemy will fire at anyone.
I'm fairly new to the software. I feel like I can almost see the edges of this problem and how to fix it but not quite. I really have done a fair bit of searching but I can't find a problem that's similar enough to mine to use the solutions.
The entire way I've got it set up can be scrapped if necessary but I want to be able to keep my Holder sprite in that aiming pose for the whole first turn so it appears that he is targeting the actor hence why I chose to use states. Any solutions or tips are very greatly appreciated. Thanks.
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