I want to make a skill for one of my characters that has several different effects, but 1 only happens per use. How would I go about doing that? I know I need to make a common event and for it to use variables, I just am not really sure how to go about making it.
Making a skill with random effects
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This one isn't so tricky. here is what you do:
Set Variable Skill: Random between 1 - however many effects. So if you have 5 effects just put 1-5. This should be your very first line.
Now make the conditional branch:
If Variable Skill is 1 then SOMETHING
If variable Skill is 2 then SOMETHING
up to 5. Since there will only be 1 number for the variable, you can save space and keep everything neat by
unchecking that box that gives you alternatives for if conditions are not met.
Oh and right after or before each and every skill is done, set the variable Skill back to 0. I don't think you have to but I like to do that...
For SOMETHING, you can either change state of actor or enemy or you can use Force Action for any skills you are forcing on the characters. -
One of the variables I would like to deal damage like a skill (using a damage formula) or add states with a percentage of not working. How would I do that in the Common Event?
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What is the target scope of the skill? What is the formula of the skill?
You might have to adjust the target if you are selecting the skill from the Force Action command.
Please give a screenshot? =D -
I want the skill to target 1 enemy, to deal no damage normally, but have 5 different effects. 1 buffs your character, 2 debuffs the enemy, 3 does damage, 4 does some effect I don't know yet, and 5 has a very small chance to OTK the enemy. Here is the skill event so far.
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Oh that looks good. Now go back to the Event Command window. See page 1 and 3 for all the stuff you may be messing with for this.
You are going to have to make the skills so they can be called in force action on Page 3 of the Event Commands. Or you can use the Event Command window directly on page 3 and make any adjustments to the characters/enemies parameters if variable is 4 or something.
You're going to be using skills, of course. Make them and just go to force action to pick the skills for each variable.
So 1 does skill damage and 2 does state apply. Like that. -
Ok, that makes sense. How would I figure out the targeting, for an enemy? What is the "index 1-8" thing?
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Oh, 1 - 8 is the enemy slot. You don't see it but can guess what it will be in your troops because it goes by who gets added first. So if you had a boss and 3 spiders. But put the boss last. The boss will be INDEX 4. While the spider will be 1 2 3 based on which spider gets added first.
So if you ever feel confused or uncertain about what character is in what slot in your enemy troop, or even the party troop. It goes by who was there first.
If you want to double check, just empty a troop and reapply the enemies but keep in mind who you are adding first, second etc. -
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Your original Card of Fate skill, who is Ralir using it on? Himself or an enemy? Last Target means, well whoever you targeted last. Aka if you're using Card of Fate on yourself then the Force Action (Last Target) will target Ralir as well.
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Ralir would be using the skill on an enemy, originally. I want it so that one of the effects works on him (the buff effect), but the rest target the enemy that the original skill targeted.
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If I'm reading this right, it sounds like you want this particular skill to do two things at once. The first effect on Ralir but the other effects attacking the enemy.Ralir would be using the skill on an enemy, originally. I want it so that one of the effects works on him (the buff effect), but the rest target the enemy that the original skill targeted.
You say the rest target the enemy that the original skill targeted. What would the original skill be? Is it the first one on the list? -
Made a demo for you. :) Check it out & let me know if this suits your needs. ;)
Demo: Click Here to Download :cutesmile:
Edit #1:
I did however just notice a small problem...
If the user has less then the required MP for the randomized skill they still use the skill anyways because it is "forced".
I am currently working on a solution.
Edit #2:
Solved the problem, please re-download. :) -
Thank you so much, that is EXACTLY what I wanted the skill to work like.Made a demo for you. :) Check it out & let me know if this suits your needs. ;)
Demo: Click Here to Download
PS. If this helps you please click the "like this" button. :cutesmile:
Edit:
I did however just notice a small problem...
Iif the user has less then the required MP for the randomized skill they still use the skill anyways because it is "forced".
I am currently working on a solution. -
Excellent! Glad I could ya help out. BDThank you so much, that is EXACTLY what I wanted the skill to work like.
I fixed the problem I mentioned above. Please re-download the demo.
Demo: Click here to Download
Now I made it so that if the user does not have enough MP the attack will fail. ;)
Please let me know how the current demo works out for you. :popcorn:
Edit #1:
>_> :headshake: Woops... I forgot about the TP cost. :guffaw:
Edit #2:
Fixed the problem with TP cost. :) Re-download demo. ;)
I see a few ways of doing this...
Choose an option:
- MP & TP cost to only be from "Cards of Fate"
- MP & TP cost to only be from the randomized skill
- MP & TP cost to be from both "Cards of Fate" & the randomized skill that is selected
- Only select a skill that can
- Only select a skill that can be used
- Select any skill, fail if not enough MP/TP
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Hmm, hey you know how to get the skill to fail if not enough TP? I couldn't find an option for that, only mp. Are you using a script?Excellent! Glad I could ya help out. BD
I fixed the problem I mentioned above. Please re-download the demo.
Demo: Click here to Download
Now I made it so that if the user does not have enough MP the attack will fail. ;)
Please let me know how the current demo works out for you. :popcorn:
Edit #1:
>_> :headshake: Woops... I forgot about the TP cost. :guffaw:
Edit #2:
Fixed the problem with TP cost. :) Re-download demo. ;)
I see a few ways of doing this...
Choose an option:
- MP & TP cost to only be from "Cards of Fate"
- MP & TP cost to only be from the randomized skill
- MP & TP cost to be from both "Cards of Fate" & the randomized skill that is selected
- Only select a skill that can
- Only select a skill that can be used
- Select any skill, fail if not enough MP/TP
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Check out the demo. ;)Hmm, hey you know how to get the skill to fail if not enough TP? I couldn't find an option for that, only mp.
Not a full script. Although, I probably could have done this much simpler if I had wrote a full script. ;)Are you using a script?
I just did a few small scripts in the common event:
$game_variables[4] = $game_actors[1].tp.to_iThat assigns the the TP of Actor 1 to Game Variable 4.
Then I just used the Game Variable 4 to check to see if it was greater then or equal to another Variable assigned with the TP of the skill. :)
Image of the Common Event:
I highlighted the parts I mentioned.Spoiler
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Thanks. That's great. It could be of use for the command list for the auto-battle characters in my game. This should prevent characters being forced to use their TP when there isn't enough.
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Good thing is, the skill works. However, there is one thing I would like to do something about. When I use the skill, it says "There was no effect on (Monster Name goes here)", but the skill then continues normally and does the random effect. In the demo, that didn't seem to happen. I looked at the skill in the demo, and there is a state called Nil. Does that have any significance?
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Ahh, so you noticed my lil' trick. :pGood thing is, the skill works. However, there is one thing I would like to do something about. When I use the skill, it says "There was no effect on (Monster Name goes here)", but the skill then continues normally and does the random effect. In the demo, that didn't seem to happen. I looked at the skill in the demo, and there is a state called Nil. Does that have any significance?
Yes indeed, in fact that will only add the state 'nil' for 1 turn & remove it also at the end of battle.
In essence sort of tricking the default battle engine into "thinking" the enemy was actually effected.
The reason the message appears is because nothing but the common event is added to the skill.
When you add a state that does nothing the default battle engine would only show the message that goes with the state. ;)
I've changed the state & skill slightly to give a better idea of what is really going on.
B) Demo: Click here to Download B)

