Discussion in 'RPG Maker VX Ace' started by highvoltage, Oct 17, 2015.
i'm looking for the exact scriptcall for skills (user,skill, target)
why? please state what you want to do with that.
That isn't as easy as it sounds at first, it would be a lot easier if you can use one of the regular methods like the force action event command (which is the event equivalent of the script call you're asking for)
i'm trying to simulate a rolldice for % of success of the skill through a common event.
once i rolled the dice, i want that the same party member use a skill on the same target as before
for keep track of these variables, i'm using this script
but i don't know how to make skill used. Now i'm bypassing this using change.hp, but it's not the same thing
what's the scriptcall for force action?
Strictly based on your description, it sounds like you want to create a skill that has a chance to proc an additional skill executed by the same actor against the same target.
Is that correct?
If so, check out: https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/follow-up-skills/
Edit: or, are you trying to determine whether the skill executes successfully in the first place? For example, a skill that has an inherent chance to fail outright, such as Rosa's pray from FFIV: when you use the skill, it has a chance to fail and do absolutely nothing.
Which of the two is correct?
it's correct the second one
i use a skill.
roll a dice:
with a result of 1-2, it has no effect.
with 3-4, half damage
5-6 full damage
If I understand this correctly, can't you just use a random number variable, and just have 2 versions of the skill(using the force action to cast such).
There's no need to get all fancy with a system like this, that the player is never going to beable to tell the difference anyway.
the problem is the force action, that must have the same user and same target as before.
i need callscript for that
Oh ok, I see.
Well how about doing it all through the common event/fore action, including the deciding what character to attack.
Make the spell that the enemy "initially" uses, not target anyone(have it not have a animation or have it target himself with a animation that makes him look like he's charging up), The real skills will be executed through the common event it calls, with the force action command. You can choose it to pick a target randomly if you want.
the problem persist.
i need to select the same caster, i can't use normal FA because i need to choose a specific actor
Why must you?
Don't have the skill the the enemy initially casts, target a actor at all.
Is this a random encounter or some special scripted boss battle?
If It's a random encounter with chumps, do what I suggested, should work perfectly fine. If you are making a skill that specifically always targets a specific actor, well Force Action can do that as well(index refers to a actors placement in the editor, so target the actor placed there), so I really don't see the problem.
no, it's just all the game i want to make
all skills have a percentage of success.
if two actors have the same skill, i cannot use normal FA because i should make a common event for every actor with that skill.
i want to make a single CE that detect automatically the caster and target
Perhaps you should spell out all the steps that this supposed skill is suppose to do, and any subsystem tied to the skill, because I really don't see how that would make FA not viable?
eric and brennon has the same skill Fire1.
i use fire1 with eric/brennon on enemy A/B.
Fire1 doesn't make any damage but activate a common event.
in the common event i roll a dice with random numbers.
if the max number is 1-2, the skill doesn't make anything.
if the max number is 3-4, the skill make half damage
if the max number is 5-6, the skill make normal damage.
if the number is 3-4-5-6, i want to make Eric (or brennon,depengin who casts the skill) to cast again that skill on the same target previously chose.
with normal FA i have to configure the specific actor who cast the spell, and if i put Eric,when brennon use that skill, will be Eric again to cast skill, not she.
Oh ok so this is going to be mainly a Actor skill. Well I was going to post, while that could be done, it would be sloppy as hell, but then I just thought of how this could be done neatly.
Basically it involves inflicting the enemy with a state "technically", then you'll beable to use a condition branch to FA the actor to target the enemy who has the state.
this problem persist.
i must make 2 common event for the same skill but different actor.
And what if have 4 actors with this skill?
do you know generic ScriptCall for Force action?
That would be they easiest way.
If this is going to be that kind of problem or worse, I strongly suggest you ask people in the scripting section, to make you a script that enables you to turn a switch on, and turn another switch off, when it becomes each actors turn.
This will allow you to identify who just cast the skill that called the common even, and every Actor will beable to use the same common event skill.
i have already a script that save who cast the spell, i need to know how put it in the force action scriptcall, that's why i need it
If you had said that you already have that script up front, then the result would be easy - and completely without script.
In the common event, you'll make a series of conditional branches checking the ID of the actor. For each actor, you use a different force action command set to that actor.
Last target is already an option inside "force action", so all you need to do for the repeat is use a conditioned go to label in case the skill repeats.
Yes, in the case of a dozen different actors that is a bit long - I suggest to deactivate the "set handling if conditions do not apply", that'll help readibility
yeah, it's a good workaround.
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