Skill Dependent on In-Battle Choices

Zetta1001

Warper
Member
Joined
Nov 27, 2016
Messages
2
Reaction score
0
First Language
BR Portuguese
Primarily Uses
Basically, what's written up there.


I want a character, my "Songstress," to be able to do a skill called "Serenade" in which the player makes four choices for effects before casting it.


It goes something like this:


Player selects Serenade in the battle menu.


First Choice (Raises cost from 0 to 10 TP): HP Drain, Strong Attack, Area Attack, MP Gain, or "Cancel."


Second Choice (+20 TP): Element of the attack, "Use Skill" or "Cancel."


Third Choice (+30 TP): A self-buff, "Use Skill" or "Cancel."


Fourth Choice (+40 TP): A Party Heal, Party Revival, MP Gain for everybody, Party-wide Status Clearance, "Use Skill" or "Cancel."


After making the choices, the character will first attack before doing the support effects if they had enough TP to reach them. I'd prefer if it all happened as a single skill with multiple animations at the same time, though.


The general idea is to have the skill option call a Common Event for the choices, then said choices changing variables. Those are supposed to define both the actual skill's cost, effects and status animations. Afterwards, all the variables return to 0.


I don't really know how to go about doing this, though. Not without making many and many Skills for the combinations.


So, is there any way to pull this out without plugins?


And, um, as an additional doubt, how do I "gray out" the options when the player doesn't have enough TP for the next choice?
 
Last edited by a moderator:

lolshtar

Master of Magic thatknow nospell
Veteran
Joined
Apr 13, 2013
Messages
694
Reaction score
101
First Language
French
Primarily Uses
RMMV
I won't answer your question and this is my opinion; don't do this. It would make the skill way more complicated than it should be. You better just make 4 improved skills with those ideas.
 

Zetta1001

Warper
Member
Joined
Nov 27, 2016
Messages
2
Reaction score
0
First Language
BR Portuguese
Primarily Uses
Thing is, I already did so. All those options are normal skills in the game.


What I mentioned here isn't some generic model I'll use as a base for everybody, it's the particular character's "Special Action," so to speak. Namely, a restricted multi-casting.


What I'm having trouble with is stringing them together in a way that doesn't end up being "Character casts Skill A, Force Action, Character casts Skill B, Force Action," and so on. 


Basically, I can't find a way to make this look good, so I figured some sort of variable Skill would deal with that if it were possible.


Given your answer, though, I'm guessing it's either impossible or too complicated. Maybe I should just go the usual States route, then...
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,045
Members
137,569
Latest member
Shtelsky
Top