3 questions, boat in inventory, specific actions, enemy element change

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Started by fiorix 6 posts View original ↗
  1. For starters I have a few questions which I can't figure out how to do.

    1. How do I make it so my party can carry a canoe/boat in their inventory and it gets automatically used when approaching water? I need to have a canoe be able to do this for shallow water only and a ship do this for deep water only.

    2. How do I make a boss change weaknesses/resistances and attack elements after losing x HP and/or after turn x?? (number 3 is similar but I need for a different situation)

    For example: Turn 1 the boss deals thunder damage and is weak to earth damage and uses thunder skills.

    Turn 3 boss deals fire damage and uses fire skills while being weak to water damage and no longer earth damage.

    3. I can't figure out what the explanation means in the program for this problem.

    Turn 1 I want the boss to use skill 1

    Turn 2 I want the boss to use skill 2

    Turn 3 I want the boss to use skill 3

    etc. etc.

    another example which is slightly different and I would prefer...

    Boss uses Embue weapon: Fire turn 1 (this gives the boss fire resistance, and water weakness and unlocks a skill which deals fire damage to 1 enemy and a fire skill which deals fire damage to all enemies and lasts 3 turns).

    Turn 2 through 4 (3 turns) the boss uses the skill which deals fire damage to 1 enemy or the skill which deals fire damage to all enemies

    Turn 5 the boss uses Embue weapon: Ice which gives the boss ice resistance and fire weakness and unlocks a skill which deals ice damage to 1 enemy and an ice skill which deals ice damage to all enemies and lasts 3 turns.

    Turn 6 through 8 (3 turns) the boss uses the skills which deal ice damage...

    Is this possible?
  2. 1) using the boat automatically would require a script, but you can trick the game for manual use with a pseudo boat item.


    Make an item "boat", add a common event as the effect when that item is used manually.


    In the common event, have it check the direction of the player, then look if the next tile in that direction is water. If yes, use the event command to place the boat there (there is no way to carry the vehicle itself, but you can pretend to the player that the item they own is the carried boat while commanding it from it's last position.


    And of course you'll need a skill use to get the boat back into inventory (transfering it to a different map while adding the item again).


    2) you need to use states for dynamic changes - do not place the weaknesses into the enemy features, but have them added as states by troop events


    3) The rating of a skill in the attack pattern is for a probability which skill to use when several are availaby - if you want to just fix a specific order of skill uses, you don't need to change the rating but the condition. Doubleclick on the skill, and set the skill use to specific turns there if you want that.


    Condition : Turn 1+3*X would result in the skill becoming available on turns 1,4,7,10,13,... and if that skill is the only skill available on that turn (no skill always or with a similiar turn formula), then it will be used then.


    Turn 2+3*x would mean turns 2,5,8,11,...


    Turn 3+0*x would mean use on turn 3 only
  3. Ok thanks!

    Could you please go into detail on how to make that event for the boat?

    If it would be easier to do... is there a way to teleport directly to the boat? I would need guidance on that as well.
  4. bump!
  5. What I did was place "Anchor Events" around the world that allowed the player to summon the boat to that specific location. This was pretty easy to make.

    When I first started using RPG Maker I made several common mistakes. Sometimes when the character would use a transfer event they would end up someplace they were not supposed to be. Several times my boat would get land locked.
  6. I think I will do that Raths it will work perfectly! Thanks!