I have a very simple scenario.
I have a character who is an absolute pacifist. She will _NOT_ fight. I have her "little brother" (not really related) who has no problem fighting and is a lot stronger.
I want the following to happen:
Pacifist gets attacked by three bats.
Pacifist is forced to guard for ALL her actions (no, the player is NOT allowed to use items or try to run)
when Pacifist's HP reaches 20%, her "little brother" enters the battle
He then is forced to attack every round.
My problem is I can find no way to actually force an action for more than one turn (sometimes not even 1 turn, sometimes the force action will give the actor _two_ actions in one turn - the forced one and whatever the player chooses from the battle menu!). I can't predict exactly when the enemies will land the right blows to drop the pacifist to 20% health, nor can I guess exactly when her brother will defeat them all. (well, I *could* but that would require a TON of eventing and "fake" attacks that I just use "change HP" to actually control --- I'd rather avoid that)
How can I make a "force action" last the whole battle? (I tried setting the contain to "whole battle" but that didn't do anything. I also tried using a loop, but that just made the pacifist "guard" continuously during the same turn, essentially freezing the battle.
Force Action for _Every_ _turn_?
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There are several options, but the easier ones require scripts.
I think the easiest solution would be to use one of the actor attack replace scripts - those scripts allow you to decide what skill will be used for basic attack based on the actor, which means that you could set for the pacifist actor to be guarding on both attack and guard.
A bit more complex but better looking would be a command manager script - those scripts allow you to define the command menu during battle for the actors. That would be a bit more work to get everything set, but it would allow you to remove the attack button from the pacifist actor.
There are more solutions as well, but those are probably too complex to be needed for something like your scenario... -
One way I figured out to do it with troop actions.
You make 2 classes, pacifist and guard each with no skills. Under their features you flag them for auto battle.
Set the actors you want to pacifist and guard respectively.
After that you go to the troop's battle events.
Page 1: Condition: Turn No. 0 + 1 * X - Span: Turn - Force the pacifist to guard.
Page 2: Condition: Pacifists health 20% or below. - Span: Battle - Change party member: add guard, then turn on a control switch.
Page 3: Condition: The control switch you just turned on is on. - Span Turn - Force the guard to attack.
Any time you want them to be player controlled again just change their classes to something else.
The key here is the way turn no works is it needs to be 0 + 1 to activate every turn starting with the first. After that you set the span to turn to only activate once per turn. -
Oh for that I've not had a problem. I just use "Seal Skill 'Attack'" so that (even after the battle and the pacifist is recruited) the player has no choice in the matter. (if this sounds cruel, don't worry, the pacifist actually gets a very useful Summon command --- don't ask why summoning monsters to fight for you is more ok than fighting yourself...) I'm just trying to make the battle basically a pre-progammed cutscene.There are several options, but the easier ones require scripts.
I think the easiest solution would be to use one of the actor attack replace scripts - those scripts allow you to decide what skill will be used for basic attack based on the actor, which means that you could set for the pacifist actor to be guarding on both attack and guard.
A bit more complex but better looking would be a command manager script - those scripts allow you to define the command menu during battle for the actors. That would be a bit more work to get everything set, but it would allow you to remove the attack button from the pacifist actor.
There are more solutions as well, but those are probably too complex to be needed for something like your scenario...
You described basically the exact troop script I have, except the "Autobattle" feature... I didn't know I needed it (I didn't even know it existed!) Thanks, I'll try that tonight!One way I figured out to do it with troop actions.
You make 2 classes, pacifist and guard each with no skills. Under their features you flag them for auto battle.
Set the actors you want to pacifist and guard respectively.
After that you go to the troop's battle events.
Page 1: Condition: Turn No. 0 + 1 * X - Span: Turn - Force the pacifist to guard.
Page 2: Condition: Pacifists health 20% or below. - Span: Battle - Change party member: add guard, then turn on a control switch.
Page 3: Condition: The control switch you just turned on is on. - Span Turn - Force the guard to attack.
Any time you want them to be player controlled again just change their classes to something else.
The key here is the way turn no works is it needs to be 0 + 1 to activate every turn starting with the first. After that you set the span to turn to only activate once per turn.