Quick question, I'm trying to make an enemy who self destructs upon physical contact, I got some of it down, and he does self-destruct upon death, inflicting damage, now I just gotta figure out the physical contact thing. And it will not inflict damage if hit by a magical attack.
I'm guessing I have to use the If command, my only problem what do I input for that? physical attack in the if part?
A little guidance would be most helpful, boss! Thanks muchly.
Quick question, I'm trying to make an enemy who self destructs upon physical contact, I got some of it down, and he does self-destruct upon death, inflicting damage, now I just gotta figure out the physical contact thing.
I'm guessing I have to use the If command, my only problem what do I input for that? physical attack in the if part?
A little guidance would be most helpful, boss! Thanks muchly.
Of course you can! Something like this eh? I already put this idea on my list.
However, in my newer version of Skyward Temple didnt happened, since I made mistake in my own sequences, and it's already released lol.
Here is the way.
You need to do custom sequence for collapse effect for your enemy. Like I did in my poison slime.
The custom collapse sequence should call these commands.
[:change_skill, ...],[:target_damage],Change skill command is to change the carried dummy skill to be applied to attacker. Call it before the target damage
On the attacker side, you need to call [:check_collapse]
So, after the attacker perform an attack, it will check if the target is dead. If the target is alive, it wont do anything. If the target dead, then target will perform collapse sequence. And it will do damage the attacker.
Okay, so I tested out the script a few days ago like I said I would on my laptop. To be honest, there was a lot of lag that was totally unexplainable other than my laptop's hardware, so I thought I would give it another shot on my gaming desktop. Still a lot of lag. The main issue I have now is that it takes forever to boot the game, often crashing/not responding, and this is after several downloads/installs. I looked at the script editor and saw a lot of overlapping scripts (Indonesian and English variations), so I decided to delete all the Indonesian ones that appeared to be identical to the English scripts, thinking that would get rid of the latency problems because then the processing speed would be better since it isn't trying to run the same scripts twice. Then I got this:
These are the two Indonesian to English spots that I tried to change:
and
This would imply that the Indonesian copies have things in them the English ones don't, making the English ones incomplete. I haven't tried working it the other way yet. I noticed a few other things though. You have two spots talking about disabled scripts:
and
Perhaps the first part was a harmless mistake that wasn't fixed? I mean, there is nothing there although it implies there should be, so I didn't see the point in it being spread out like that.
Lastly, what is with all the hashes (#) in the names? Like in the second "Disabled scripts" image, it shows next to the first three scripts in the list. Is this a typo, or does it actually cause problems?
I don't mean to come off the wrong way; I am simply trying to clean up the code with what programming knowledge I have. I am VERY new to Ruby, but I know C++, and I am noticing they aren't a lot alike lol. Thank you for your time.
It similar to a counterattack but because i use Input Combo script from Yanfly (compatible with your script) so i want when an enemy attack, actor would invoke a skill (for player to start input combo string), not just a sequence.
OK, there a still 1 problem that i dont understand: Why we need a tag counter: X when we have this tag <counter skill: X> because skill X already has its predefined sequence ?
OK, there a still 1 problem that i dont understand: Why we need a tag counter: X when we have this tag <counter skill: X> because skill X already has its predefined sequence ?
Wish your battle camera was usable with Yami's Symphony too. I epic <3 TBS Camera but all my project's scripts (115+) are worked into symphony at this time. That be hell to change to TBS.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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