skill (comment event)... how to make this work?

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gvduck10

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Skills that work only if the character is affected by a certain status?

IE, character must be blind.

I thought at first, use a common event to check if the status is present, and if not, then have no effect, but what about if the status IS present, can you put damage formulas in a common event??

Anyone have anything like this they can show as an example???
 
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i'm very interested in the answer to this. I've tried to do something similar, but I couldn't come up with a way.
 

Alexander Amnell

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The easiest way I can think of to do this would be to make it so that you don't have the skill unless the state is present by having the state add the skill to the character (if you don't want but one character to be able to use it, make sure it is in a skill subset that only he can use and it won't show up for anyone without that subset) or you could use a battle formula with a condition that that state exists, else set damage to 0 or something?

I also think that there is a script somewhere that makes events trigger before an attack, or you could make the selectable skill a "dummy skill" and have the common event it triggers be a conditional branch that if state is present it forces the actor to perform the real skill but this would take two skills to use one so that depends on how much room you have in your database I guess...
 
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gvduck10

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I would like to explore THIS idea. I didn't know states could add skills... I'll have to look closely when I get home. Could be a cool idea for a "Transform status" (thinking Terra FFVI or Ernst Suikoden V) that is required before skills in a special set can be used... definitely an idea I would play with...

The easiest way I can think of to do this would be to make it so that you don't have the skill unless the state is present by having the state add the skill to the character (if you don't want but one character to be able to use it, make sure it is in a skill subset that only he can use and it won't show up for anyone without that subset)
 

Andar

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the common event gets processed after the damage formula of the skill, so the common event cannot change or place a damage formula.

However, there are a lot of ways around that - the common event could use event commands to damage the enemies, or it could force-action a different skill (which can have a damage formula processed) or use a script command to execute script functions from the common event and so on.

The biggest difficulty would be to transfer target functions to the common event - that can eithe be done by using the damage formula of the original skill to place "targeting states" and have the common event check which actor or enemy is affected by the targeting state before making a force-action depending on who has that state.

Or you could use one of Tsukihime's scripts that provides you with an automatic way to learn who was targeted before the common event call.
 

gvduck10

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Andar

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That's useful, but I was talking about if the state is present on the USER, not the target.
are all actors with that state able to use the skill?

If yes, you can simply give that state an "add skill"-feature, so that the skill is only present if the state is applied.

If there are several conditions that need to be fullfilled before the user can trigger the skill (like state present, user = actor xy, userlevel > #), then you probably have to look for a skill condition script or use the common-event-workaround I described a few posts back.
 

gvduck10

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are all actors with that state able to use the skill?

If yes, you can simply give that state an "add skill"-feature, so that the skill is only present if the state is applied.

If there are several conditions that need to be fullfilled before the user can trigger the skill (like state present, user = actor xy, userlevel > #), then you probably have to look for a skill condition script or use the common-event-workaround I described a few posts back.
Several different ideas here that I think should work:

1. Main Character has a skill that adds an "Unleashed" status to self, (no other character has this skill, so therefore should not be able to achieve the state). That state includes "add skills" that then become available whenever the state is in effect

2. Character has a skill that can only be used when blind. the Blind state uses "add skill" function. The unlocked skill is in a category of skills that only the one character has in his class. Therefore, when this character has Blind, the skill will appear in his options, but when other characters are blind, the skill will not appear (since they do not have the skill category attached to their class)
 

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I have done something very similar to this.  In my case:

the state which must be present is 'Hide' (= your 'Blind' state which must be present)

At a higher level the character learns 'Sneak Attack' which shows up in his skills list, but which tells him that he can only use it if he is hiding.  This is in fact a 'dummy' skill.

When he is hiding and only then, he can select that skill which calls up this common event and does nothing else.

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As you can see, the CE checks that 'Hide' is inflicted.  I then have an extra layer, because it then inflicts a second state which gives a very high chance of critical.  For your purposes, you can ignore that line.

Then using 'Force Action' and 'Last Target' the real skill 'Aaydan's Sneak Attack' is used, with its own damage formula.

The extra state of CRI buff is then removed.  You would ignore that line too.

Would this achieve what you want?
 
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gvduck10

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I have done something very similar to this.  In my case:

the state which must be present is 'Hide' (= your 'Blind' state which must be present)

At a higher level the character learns 'Sneak Attack' which shows up in his skills list, but which tells him that he can only use it if he is hiding.  This is in fact a 'dummy' skill. When he is hiding and only then, he can select that skill which calls up this common event and does nothing else.

As you can see, the CE checks that 'Hide' is inflicted.  I then have an extra layer, because it then inflicts a second state which gives a very high chance of critical.  For your purposes, you can ignore that line.

Then using 'Force Action' and 'Last Target' the real skill 'Aaydan's Sneak Attack' is used, with its own damage formula.

The extra state of CRI buff is then removed.  You would ignore that line too.

Would this achieve what you want?
I think you nailed it!!

Following your example, there would be a skill in the character's menu stating "this skill only works if..."

That skill would trigger the CE which would check if the state was present, and if so, it would Force Action the actual "hidden" skill (which does not appear in their skill menu)..... "Aaydan's Sneak Attack" in your example.
 

Kes

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That's right.  There's probably a more elegant solution out there somewhere, but that's the one I came up with.
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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