Skills trigger later in fight.

Blair Pendragon

Veteran
Veteran
Joined
Jul 15, 2012
Messages
99
Reaction score
44
First Language
English
Primarily Uses
So, I was wondering (with events) if its possible to have an ability give you a buff, then after 10 turns, wear off, then give that character a different buff? (all character can use this ability)

So lets say, I gain Attack power for 5 turns, then it wears off, and I gain magic Attack power for 5 more turns, then finally wears off.

And or maybe 5 turns I have X buff, then 5 turns the enemy has a debuff, etc.


I'd assume it has something to do with the troops page, mixed with common events, but i wouldnt know where to begin looking.
 
Last edited by a moderator:

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
Easiest solution would be Yanfly Lunatic States, just sayin.

ALTHOUGH

You can make a complex common event + troop event system with the skill that detects what actor used the skill (or who it affected), then applies a switch. Using battle events that happen once per turn, have some kind of variable countdown work when the switch is found ON, and then when the countdown finishes, have a evented randomizer give the same actor a new buff and turn the switch OFF.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
or use the Progressive States script (if my naming is right), it allows you to set states to "transform" into another state after it ends
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
or use the Progressive States script (if my naming is right), it allows you to set states to "transform" into another state after it ends
Or that would be 10x better and easier and more efficient.
 
Last edited by a moderator:

Blair Pendragon

Veteran
Veteran
Joined
Jul 15, 2012
Messages
99
Reaction score
44
First Language
English
Primarily Uses
Well, I'd like to stay away from scripts, as I've had my share of headaches with them.
But thanks for the advice.
I'll probably do something else, as thats going to take away too much of my time, when I can just make other ideas :p

Good, to know its possible though, in case I am forced to do something like it later.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,848
Messages
1,016,974
Members
137,562
Latest member
visploo100
Top