Trash Talking in Battle (Skill?)

BardAaron

Veteran
Veteran
Joined
Apr 30, 2015
Messages
46
Reaction score
15
First Language
English
Primarily Uses
I am making a game which draws heavily on Celtic myth/history, and the Celts are famed for being impossible to shut up. 

I want to make a battle mechanic where you, an potentially enemies as well, can insult each other to gain bonuses, or to throw each other off.  However, I thought it would be fun to have the player have at least some choice of what to say. 

I've been trying to make this work through common events, where a "Taunt" skill calls the common event and then you choose a dialog option.  Currently, I have a "You should be afraid of me" option that debuffs their ATK, an "insult" option that debuffs their defense, and a "weird" option that inflicts a confusion state.  These are not necessarily the only options that will be available.

However, it currently pops up an "it had no effect" message before calling the common event choice window, and then afterwards doesn't give any indication as to whether it worked or not.  I'm sure I could manually insert a message that said "the enemy is confused!" or something, but I don't know how to temporarily disable the "no effect" message.

Can I do this better with a script?  If so, I'd appreciate being pointed to one.

Or else, should I split this "trash talking" into multiple skills?  I could have a "Taunt" skill that's distinct from an "Intimidate" skill, has a precise effect, and then lets the player just choose their words.
 

Landbark

Villager
Member
Joined
Jan 25, 2015
Messages
14
Reaction score
3
First Language
Polish
Primarily Uses
RMVXA
In my game I am making my own version of Litany of Curse from planescape torment.

The skill adds invisible state 'Curse' to an enemy and calls common event, variables then randomly choose curse shown in message. After that conditional branch finds out which enemy has 'Curse' state, gives him 'angry' animation and then adds angry state that descrease stats. The game also says "Enemy is insulted".

I haven't solved the problem with no effect message, sometimes it comes out but not always. I accept it as just a chance of fate :)
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
Here's the method that's responsible for calling the "no effect" message:

#-------------------------------------------------------------------------- # * Display Action Results #-------------------------------------------------------------------------- def display_action_results(target, item) if target.result.used last_line_number = line_number display_critical(target, item) display_damage(target, item) display_affected_status(target, item) display_failure(target, item) wait if line_number > last_line_number back_to(last_line_number) end endIf you don't want to display "failure" ('no effect'), comment out the display_failure(target, item) line.  There are a lot of skills you can come up with that do something but the system won't recognize it and will show the failure message.  If you do want to display failure except in this one instance, then you can modify the line to only show it under certain circumstances - my instinct is that you could do something like display_failure(target, item) unless item.id == 117 (where 117 is replaced with the Skill ID of your Taunt), but I'm not 100% sure since I'm assuming the "item" this line wants as input is an RPG::UsableItem.

You can also add the "The Enemy is Confused!" message to the battle log: see the "Unsorted" category in post #5 of this topic.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

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!

Forum statistics

Threads
106,035
Messages
1,018,459
Members
137,821
Latest member
Capterson
Top