Delayed uncharged attack?

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Started by SleepyInside 5 posts View original ↗
  1. So I'm attempting to have an enemy do a move that takes one turn to set up without inflicting any damage to the player then on the second turn it "triggers" and


    deals the appropriate damage. The important thing to note is I want the enemy to still be able to do a move on their second turn so for example:


    set up turn---> move of enemies choice + set up ability goes off


    How hard would this be to do with events only considering it will just be in one fight.
  2. Not too difficult. Have the enemy use some set-up move and have that move trigger a common event that turns a switch on. In the troop events for that enemy troop have an event that triggers when that switch is on and set span to turn. Under that event use a force action command to force the enemy to use your damaging skill and also run an event command to turn the previously turned on switch off.


    edit-not sure about still allowing the enemy to select a move though unless you used something like a state applied from the set-up move to give them an extra action for the following turn.
  3. Alright I made a skill called "Set up" and one called "RELEASE". Set up activates a common event that turns the trap active.


    I'll include pictures of both the troop pages but my problem is the trap is going off the same turn it is set.


    I have the span set to turn but it seems like it doesn't want to wait and all goes off on the first turn, clearly I'm missing something.

    example.jpg
  4. Sorry, thought for some reason the force action wouldn't run til the following turn. Add a state to the enemy with the initial start up skill that only lasts one turn. On the troop event check to see if that state is applied to the enemy in a conditional branch, if it is nothing happens; if the state isn't applied then run the above steps.


    You also only need one switch for this.
  5. Works perfect now, thank you very much for your help