battle interuptions???

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Started by Falados 17 posts View original ↗
  1. if anyone here has ever played FF8, you will know what i'm talking about... later in the game you get a guardian named Odin, and once he is part of your group he will randomly intervene in your battle and kill your enemy for you... is there any way to do this in ace? i would like the group to find a boss and he would join the party "but not actually be viewed in the party" he would be kinda in the background and randomly pop in at the start of the battle and kill the enemies for you..
  2. this can be done pretty easily by eventing it in the troops tab.

    if it needs to be very complex, i'm sure it can be scripted. but that's probably not necessary.
  3. Probably best done with in-battle events. Have a page that starts automatically and generates a random number between 1 and 100. If the number is 5 or less, then play an animation, inflict Death on all enemies.
  4. ok your talking to advanced and not enough instruction lol, i love the answers, seems simple enough but as i havn't done any events in battle or using any of that yet, i could use more of a walkthrough for this setup if you could elaborate on it a bit more please :)
  5. Pretty much like this.

    Spoiler
    TeOU2.png
    EDIT: Oh, and this must be in all battle events. Not hard, just time consuming.
  6. ok i think i can come up with something, i'll attempt and post back if something isnt working right... and you said i need to put that event setup in each of the troop fields right?
  7. Every troop you want this event to be in must have this event, yes.
  8. oh hang on, ok how does this event know what guy to summon to bring in and kill the enemies? and how do i make it trigger only when the players have unlocked this hidden character, i dont want it to happen right from the beginning of the game...
  9. umm actually i was talking to neon black about what he posted to help me get it working, and i know the basics, but there isnt anything anywhere explaining how to trigger what i want to occur in the battle system that i have found and that link you posted above also does not have any information regarding my question, now if you were to say put a swich to do this here or there or make a variable here to do this blah blah blah like neon black did then ya that would be helpfull as i know how to make those, just not sure how to put everything together in the battle system to make this work right... or if you were just trolling, troll somewhere else please thanks..
  10. You can add a switch to the condition in addition to turn 0. Then you just turn the switch on when you get the summon and it will only work when you have the summon.
  11. ok great, as i said i havnt tried it yet so i didnt know i could put 2 conditions on it 1 being the switch, thought i'd have to put the switch in the txt field or something, ok so lastly how does the event know who to summon? it dont look like that command has an ID with it or anything so just curious if i have to put that in or where to put it...
  12. Falados said:
    umm actually i was talking to neon black about what he posted to help me get it working, and i know the basics, but there isnt anything anywhere explaining how to trigger what i want to occur in the battle system that i have found and that link you posted above also does not have any information regarding my question, now if you were to say put a swich to do this here or there or make a variable here to do this blah blah blah like neon black did then ya that would be helpfull as i know how to make those, just not sure how to put everything together in the battle system to make this work right... or if you were just trolling, troll somewhere else please thanks..
    you can use a conditional branch to check if a switch is on; the switch representing whether or not the additional character has "joined the party" or not.
  13. Falados said:
    ok so lastly how does the event know who to summon? it dont look like that command has an ID with it or anything so just curious if i have to put that in or where to put it...
    The section where I have "do stuff here" is where the actual actions occur. If you're only having one summon that can appear, just put a battle animation and damage or status. If you want multiple, use a random variable and conditional branches like what I did before, only in that case you might do something more like "if random == 1, do this, if random == 2, do that".
  14. I'm new to this - but this is all great info.

    In my own game, I'm looking to interrupt a fight when the character you're beating is getting low in HP - I don't want to kill him, I just want him beaten down - so I'm guessing that's where the event in the troops tab comes in? If so, this is pretty great. I'm excited for the flexibility of this, and can't wait to test it all out.

    GB
  15. JiM83 said:
    You can use this script instead of having to setup the event in every troop.

    http://yanflychannel...e-troop-events/
    Kinda figured there was something like this. Would have made one myself, but I'm too lazy at the moment.

    Genii Benedict said:
    I'm new to this - but this is all great info.

    In my own game, I'm looking to interrupt a fight when the character you're beating is getting low in HP - I don't want to kill him, I just want him beaten down - so I'm guessing that's where the event in the troops tab comes in? If so, this is pretty great. I'm excited for the flexibility of this, and can't wait to test it all out.

    GB
    Easy to do. Just set the condition to "Enemy's HP below x%". People used to do this all the time during the 2k and 2k3 era to have special boss collapses.