- Joined
- Nov 13, 2017
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- 38
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- Spanish
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- RMMV
Hello.
I am working in a game where the characters have passive skills, for this I have implemented the YanFly's plugin: Passive skills.
However, I have a couple of ideas that can not be implemented by the default state system:
The intention of this post is to request a plugin, where you can call Common Events when a state is applied or removed from a character, or at least ask for help to implement these ideas in some way.
*Rage Effect/Aura:
This one its a Passive State. Similar to the mechanics of Lucario in the Super Smash Bros. saga, where the more damage you have accumulated, the more powerful the character becomes with the state. I have managed to implement a Common Event that handles these changes through a conditional tree:
If character has 80% of his max HP then Attack*120
else If Character has 70%... ect...
*Beserk... Kinda:
This one is a little bit tricky, since this is not a passive ability, but it is necessary to call a common event when a state is removed. Let me explain: this is a skill that puts the user in Beserk mode, but we can actually call common events when a Skill is casted,
so when this Skill is casted, It calls a common event that dyes the screen in a not very intense red color and changes the fighter's graphics. This can be done in the default Skill manager. The problem comes when the Berserk state has expired, because at this moment I want the screen to return to its normal color and that the graphics of my character return to normal. This is not possible.
*RNG Base Revival:
This one its a Passive State. The idea of this is, that if my character is dead, they have a 20% chance to revive with 20% of his total health. For this, I use the RNG variable from 1 to 5, if this number is 3, my character will be revived. This, again is a Common Event. (I think this can be done by putting the Common Event call in the Troop event, but i want to evade this idea, because most of the battles have events on it.)
*RNG base Skill Cast:
This one is a Passive State: Similar to the last idea. There is not much I can add to this idea that has not been said above.
Those are the ideas that I need to develop, and I think the best solution to this will be to implement them through calls to common events through states. I hope to get some help.
Sorry for my broken English, and thanks in advance.
I am working in a game where the characters have passive skills, for this I have implemented the YanFly's plugin: Passive skills.
However, I have a couple of ideas that can not be implemented by the default state system:
The intention of this post is to request a plugin, where you can call Common Events when a state is applied or removed from a character, or at least ask for help to implement these ideas in some way.
*Rage Effect/Aura:
This one its a Passive State. Similar to the mechanics of Lucario in the Super Smash Bros. saga, where the more damage you have accumulated, the more powerful the character becomes with the state. I have managed to implement a Common Event that handles these changes through a conditional tree:
If character has 80% of his max HP then Attack*120
else If Character has 70%... ect...
*Beserk... Kinda:
This one is a little bit tricky, since this is not a passive ability, but it is necessary to call a common event when a state is removed. Let me explain: this is a skill that puts the user in Beserk mode, but we can actually call common events when a Skill is casted,
so when this Skill is casted, It calls a common event that dyes the screen in a not very intense red color and changes the fighter's graphics. This can be done in the default Skill manager. The problem comes when the Berserk state has expired, because at this moment I want the screen to return to its normal color and that the graphics of my character return to normal. This is not possible.
*RNG Base Revival:
This one its a Passive State. The idea of this is, that if my character is dead, they have a 20% chance to revive with 20% of his total health. For this, I use the RNG variable from 1 to 5, if this number is 3, my character will be revived. This, again is a Common Event. (I think this can be done by putting the Common Event call in the Troop event, but i want to evade this idea, because most of the battles have events on it.)
*RNG base Skill Cast:
This one is a Passive State: Similar to the last idea. There is not much I can add to this idea that has not been said above.
Those are the ideas that I need to develop, and I think the best solution to this will be to implement them through calls to common events through states. I hope to get some help.
Sorry for my broken English, and thanks in advance.
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