Victor Engine support

Dawn of Dark

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Hey, guys.

I have been trying to implement Victor's Engine for my game.

Here's the link to his blog: http://victorscripts...g-maker-vx-ace/

What I have been trying to use specifically are the Animated Battle and Actors Battlers. I followed his User's Manual for the Animated Battle and got them to work so far.

So there are three problems that I want to solve regarding these scripts since I'm not much of a scripter.

I covered the first one in a post I made yesterday.

The second problem is this:

I created a class "Gunner" that dual-wields 2 guns. In the default battle system, when selecting the "attack" command, the user would fires two times (two animations) and apply the damage once. However, in Victor's Engine, when selecting the "attack" command for dual-wielders, they would attack twice and apply the damage twice. That makes the game harder to balance in a lot of ways. So, I'm looking to solve this problem by divide the dual-wielders into two cases:

1. They would attack once and apply the damage once (gunner).

2. They would attack twice but only apply the damage once (thief).

Thirdly, I want to create a skill for the gunner class that makes them attack twice and apply the damage twice (which is what the "attack" command right now does). However, right now, since they dual-wield in my game, when the gunner attacks, they would step one step forward, then fire, damage the enemy, step one more step, fire another shot and add the second damage. I want to make a script call so that they would step up once, fire twice, then two parts of the damage. One would be also made for the thief class, too.

You guys should understand my problems better if you have known how to use Victor's Engine Animated Battle System. Also, I have included below a game that simulates all of my problems mentioned above. I haven't changed much of the scripts except for those lines that were necessarily configured for correct graphics of the battle. If you guys need any info, please look into the links I provided above and the in-game scripts.

I don't how to script, and though I have read through Victor's User Manual, I haven't figured out how to script my own animations yet. I appreciate anyone who have read all of this post and any assistance I could get.

Victor Scripts.rar
 

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shiori4me

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First off, let me give you this 

http://rmrk.net/index.php?topic=46811.0

which balances out the Dual Wield aspect

Then use either of the 4 of this topic's links to change the basic attack

http://forums.rpgmakerweb.com/index.php?/topic/13992-different-damage-formulae-for-each-basic-attack/

to a skill called Dual Shot or whatever,

or go to the class Gunner's traits box and double-click and click on the Attack tab and edit the bottom box to make them able to use additional attacks, however, I should mention that means that the gunner could cast Fire twice, too, not just Gun moves

Or if you want every gun-based skill to hit twice whenever the Gunner Class is activated, 

Use this http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states

and on the Gunner Class notetag, put this

<passive state: state id for the state "Gunner">

true

</passive state>

which means that as long as you have the Gunner Class, you'll have the Gunner State

then get this

https://github.com/Archeia/YEARepo/blob/master/Gameplay/Follow-Up_Skills.rb

and use the notetag

<follow up id of skill to follow up to><follow up any states: x, x>for any skill that you want to have hit twice

Or I think one of these should work as conditions but I'm not for sure

<follow up eval>a.class?(x)</follow up eval><follow up eval>self.class?(x)</follow up eval><follow up eval>subject.class?(x)</follow up eval><follow up eval>class?(x)</follow up eval> And I know I suck with animated stuff
 
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