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- Jun 28, 2014
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I need a script to track who used what skill. Specifically, I would like it to set a variable so I can check with conditional branches, but I also need it to be able to both set the variable to what actor, or what position that person is in the party currently, not at the same time though, it would be one or the other.
It could work as a script call, or there could be a configuration section in the script, either way will work for me.
That's really all it has to do, from there I would just use a conditional branch and apply things, such as I want this one skill to give the user (not the target) a certain state.
I also want this other skill to only be usable if the character has a certain state inflicted (not with the previously-mentioned state), from there I was just going to have variations of the "force action" command to appropriately use a skill. (How is it works is the skill that shows up in the menu/actually usable only calls the common event, the common event then checks if the requirements are met and then forces them to use the actual damage-dealing skill, I know I could ask for a script for this second one but I figured I could get two done at once here, {also I wanted minimal scripts in this project, I was originally trying to make a game with the RTP/pre-made stuff as a beginning game but I figured it couldn't hurt to add a few original things}).
Now this has gone far besides the script's actual requirements but the guy said an example couldn't hurt, also since it's fairly general I hope others could find some way to use it for their projects. Or maybe it's already been made! In that case you can just link me to it please
. This is probably obvious but I've seen the mistake made in other forums so I'll say it anyway. I would like this for XP.
Whether you make it for me or link me to it, either way thank you in advance.
EDIT: Actually you can add something more specific, for the first skill example (applying state to user), it was actually originally going to make the user invincible (only for that turn)(I thought I was going to have to settle for a state), so if you want to you could add that as an option in the script, I suppose that would require a configuration section in the script. But that part is completely optional (especially since it's very different from the original main purpose of (what I think should be) a fairly simple script)
It could work as a script call, or there could be a configuration section in the script, either way will work for me.
That's really all it has to do, from there I would just use a conditional branch and apply things, such as I want this one skill to give the user (not the target) a certain state.
I also want this other skill to only be usable if the character has a certain state inflicted (not with the previously-mentioned state), from there I was just going to have variations of the "force action" command to appropriately use a skill. (How is it works is the skill that shows up in the menu/actually usable only calls the common event, the common event then checks if the requirements are met and then forces them to use the actual damage-dealing skill, I know I could ask for a script for this second one but I figured I could get two done at once here, {also I wanted minimal scripts in this project, I was originally trying to make a game with the RTP/pre-made stuff as a beginning game but I figured it couldn't hurt to add a few original things}).
Now this has gone far besides the script's actual requirements but the guy said an example couldn't hurt, also since it's fairly general I hope others could find some way to use it for their projects. Or maybe it's already been made! In that case you can just link me to it please
Whether you make it for me or link me to it, either way thank you in advance.
EDIT: Actually you can add something more specific, for the first skill example (applying state to user), it was actually originally going to make the user invincible (only for that turn)(I thought I was going to have to settle for a state), so if you want to you could add that as an option in the script, I suppose that would require a configuration section in the script. But that part is completely optional (especially since it's very different from the original main purpose of (what I think should be) a fairly simple script)
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