Conditional Branch with enemies

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Started by inhert3 4 posts View original ↗
  1. Hi, I'm stuck with the conditional branch.

    I've got an enemy inflicted with a status effect, and I want to make it so that a certain attack on the inflicted enemy causes the player to use another action. (In this case, an enemy is inflicted with Launched (Hit up into the air) and player is using a finishing hit, like a Down hit, that causes the enemy to get hit by a preset Fall attack that ends their Launched status)

    However, with conditional branches, they can only choose Enemy 1 to 8, rather than the last targetted one. This means that if it's set to 1, then hitting a second enemy with the special attack makes the game only check enemy one, rather than the one being hit.
    Is there any way to either choose the currently selected enemy instead of a enemy 1 to 8, or a script that might let me do this, or just a little script I could write instead of the conditional branch?
  2. There might be a script for this, but if you do this by eventing you'll have to use a complex test to find out what enemy was targeted.


    Make a state "target by skill XY" that does nothing and vanishes at the end of the turn. Have that state added by the skill.


    Then make 8 conditional branches to check if which one of the enemies is targeted, and only in the branch of the targeted enemy you'll check for the additional state and the special results.
  3. Wow, thanks, it worked!
    I read it wrong first time, and I was about to post something wrong.
    That was really quick as well, I wasn't expecting anything till tomorrow. Thanks again!
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