IamJustice743

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I want to make a skill for my game that works similar to the Fortune Arcana boss's ability in Persona 3: when the skill is activated, it randomly picks either the enemy's entire team or the player's entire team and it inflicts a random effect to each player on that side of the field. This ability would do things such as providing a single stat buff/debuff to the entire team, inflicting a status effect to an entire team, or damaging/healing the entire team.

How would I go about making this? I'm assuming I'd have to build this as a script considering how complicated it is, but I have a very minimal amount of experience with scripting so I'm currently at a loss. Anybody have an idea?
 

Kes

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I'm not moving this to Script Requests just yet, because I think it could probably be done with the skill calling a common event.

That common event would use variables, conditionals etc. to achieve this.

As this is a flying visit to the forum, I don't have time to work out the details, but that is how I would first approach devising this.
 

XIIIthHarbinger

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Create a common event that will use an RNG mechanic, for an assigned variable. Then assign various forced actions based upon variable amounts.

Should look something like this:


◆Control Variables:#0011 Test = Random 1..100
◆If:Test = 1
◆Force Action:#1, Dagger Cripple Arm, Random

:End
◆If:Test = 2
◆Force Action:#1, Dagger Cripple Leg, Random

:End
◆If:Test = 3
◆Force Action:#1, Dagger Cripple Wing, Random

:End

The assign the common event to the skill.
 

IamJustice743

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Create a common event that will use an RNG mechanic, for an assigned variable. Then assign various forced actions based upon variable amounts.

So from what I'm understanding this will help with the random status generation, but how will I be able to use this to have either side's entire party selected in order to inflict the damage? From what I see I can only choose either one side or the other when creating the skill, not have both as an option. Is there something that I'm missing?
 

XIIIthHarbinger

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Hence the "random" selection, no different than the basic "confusion" state effect in the default states of the database.
 

IamJustice743

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Ahhh, right right. That makes sense then. I'm wondering what I'm doing wrong then, because when I attempted to build the skill like you described and I tested it out it would only say "There was no effect" or something to that extent every time I used the skill.
 

XIIIthHarbinger

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Are you having the a player character use this skill, or an enemy character? Does the Id, match that character? If the Id doesn't match that might be the issue.

Does the character in question know the skills being called up? I don't know for certain, as I've never used such a skill myself, but the character might have to know the skill in question called up before they can use the skill via the "wheel of fortune skill".

Also, do you have a conditional branch assigned to each value of the variable that the range fluctuates between? If not that might be your issue.
 

IamJustice743

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A player's to use this ability, and they don't know any of the skills. I did mess up on the character ID I think, and now that it's fixed the spell is now properly administering its effects like it should.

The only problem I see now is that it seems to only be effecting the enemy, not either team. My guess is this is because when using the attack's targets there is no option to select both in the menu, and I'm not aware of a way around this yet. But I suppose if there's no way to put both teams at risk for the attack I can work around it for now, but it would be preferable to have both.
 

Kes

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Maybe an additional step would do it. This would depend on you using states to inflict the various buffs/debuffs/whatever.
Use yet another variable, set to random. If you want the chance of it being 50/50 enemy or party, then set the random range as 1 - 2.
Call the variable
Conditional branch
Variable = 1 change state enemy command
Else change party state command
 

IamJustice743

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I found another solution: If I make duplicate skills of the original state changes and switch the target from "all enemies" to "all allies", then there's still a 50/50 chance of either party being chosen to have the state placed upon them.

So I can use that as well to make the skill still work! Thanks for the assistance, guys!
 

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