Working on a special potion. Common event trick..

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CWells

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Well I have this special potion that I made. It is only meant for summons. It increases all parameters by 11 points. I have decided to create a game over penalty for anyone who tries to use the potion for themselves and not for their summon. Only thing is, there isn't a conditional for "if item is used on X". I just realized that in the common event I set up, regardless of the conditional branch, it's going to run through completely and check everything off, even if the potion is not used incorrectly on the conjurer, triggering the game over.

I figured this might be slightly too complicated for the formula box, given that I am forcing game over on anyone who tries to cheat. So I created it as a common event. Unless I'm forgetting something, any ideas? =D
 

Alexander Amnell

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You could have the potion give a "dummy state" for a duration of 1 turn in addition to it's positive effects and then have the common event check which actor has said state to determine whether to end the game or not.
 

CWells

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You were right. The dummy state is a working idea, excuse me.
 
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kerbonklin

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First of all, is this "summon" supposed to be a specific actor? Just want to be sure.

The first effect of the potion is the giving of the dummy state (the target is the one who receives this state) The second effect is the common event call.

The common event should go like this:

{

Condition if actor 1 is DummyState inflicted

 -Call gameover or whatever you do

Condition if actor 2 is DummyState inflicted

 -Call gameover or whatever you do

Condition if actor 3 inflicted (let's say this is your "actor summon" thing)

 -Change parameter stuff for actor 3 goes here

----------

Remove DummyState from all actors

}
 

CWells

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First of all, is this "summon" supposed to be a specific actor? Just want to be sure.

The first effect of the potion is the giving of the dummy state (the target is the one who receives this state) The second effect is the common event call.

The common event should go like this:

{

Condition if actor 1 is DummyState inflicted

 -Call gameover or whatever you do

Condition if actor 2 is DummyState inflicted

 -Call gameover or whatever you do

Condition if actor 3 inflicted (let's say this is your "actor summon" thing)

 -Change parameter stuff for actor 3 goes here

----------

Remove DummyState from all actors

}
I see now. This is clearer, yes the summons are actors. They are all playable. I can do this, thanks.
 

kerbonklin

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Good to hear. I use this method of usage-checking many times within my own project. It comes in handy to know the possibilities of dummies.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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