- Joined
- May 19, 2018
- Messages
- 9
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- First Language
- English
- Primarily Uses
- RMMV
So I have a character that uses a skill called "calculator" where it calls a common event where you pick numbers and symbols to determine what effect you want the attack to have, then it uses the force action command to do it. I have that part figured out fine, it works perfectly. However, later in the game, you have the option to give characters multiple actions, so they'd be able to use this skill multiple times. However, this is where it messes up. It uses it one time, but I believe that since it's the same character calling the same common event twice, which then forces an action, it cancels out all actions past the use of this skill, no matter if it's a normal attack or the same skill again. If anyone knows of anything ELSE that may be wrong, or of any workarounds, no matter what they are (including plugins), please let me know. Screenshots of the event and the skills it calls (and the one it's called by) are below.
Update! I solved it using some sorta interesting tactics. Here's how I did it:
The skill used from the menu no calls a different common event which simply increases a new variable by 1 each time the skill is used. Then, in EVERY "troop" event, I added a page that calls the original common event, but only if the user is alive (it's always the same character, Fisher). It loops so that it calls it however many times the skill was used. In the event that is called, it lowers the variable by 1. This also balances the skill more, as it was originally way stronger than any other character's skills due to the number of options, so now it will only take effect if they are still alive at the end of the turn, which makes it slightly less powerful. The event on the Troops page is shown at the bottom (well most of it, it was too big but all you're missing is the end of the branches and one loop break)
Update! I solved it using some sorta interesting tactics. Here's how I did it:
The skill used from the menu no calls a different common event which simply increases a new variable by 1 each time the skill is used. Then, in EVERY "troop" event, I added a page that calls the original common event, but only if the user is alive (it's always the same character, Fisher). It loops so that it calls it however many times the skill was used. In the event that is called, it lowers the variable by 1. This also balances the skill more, as it was originally way stronger than any other character's skills due to the number of options, so now it will only take effect if they are still alive at the end of the turn, which makes it slightly less powerful. The event on the Troops page is shown at the bottom (well most of it, it was too big but all you're missing is the end of the branches and one loop break)
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