Skill Using Message Help

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Started by Zurea 6 posts View original ↗
  1. Okay I've got a question that I've been searching the far reaches of the internet and the forums to answer to no real avail. I've got an interesting skill for one of my enemies, all it does is instantly kill the target, that's it. But it's how it does it for a bit of 'dramatic flare'.

    The enemy skill is called True Name, for the effect to carry the weight I'm looking for the Using Message has to read on the screen in game play as (user's name) names (target)'s True Name!

    I haven't found anything about text prompts working in the Using Message block and even if they do nothing on telling me how to go about using it to put the target's name in there, the closest I've found in RPG Maker VX Ace's tips is the \N[n] for the Nth actor and the \P[n] for the Nth Party member, but can [n] be a blank value and in preview on the text message I haven't gotten either of these commands to run. I would greatly appreciate the help and if someone knows a link to where this question has been answered to the fullest then please provide it.

    Thank you in advanced.
  2. Using Events:

    On battle, you can call a common event that checks the enemies and makes the [n]th variable have a certain value according to who the enemy is.

    According to that value, you can make  conditional branches for each value that show a different text. The true name. There. You got a solution.

    Scripting does that easier, but you need to know scripting...
  3. I figured I could run it by a common event, not sure if I can make it follow the party the player is currently using without forcing a certain team on them which I'd like to avoid, had that in Lunar Dragon Song, Loved the story, but that combined with how it ended did nothing but make me feel like I wasted my time, something I'm not fond of. So is it possible to have it only actually state names that are actually in the party via the common event as it can with the \P[n] text command?
  4. The mentioned text codes only work in show text by default. And the default vocabs have no place for enemy names, you'll need a script to change that.


    One option is Modern algebra's "global text codes", that script allows you to use text codes in any database text.


    Another option would be a custom script that changes the vocab handling - but that would change it for every skill.
  5. You would want this INSTEAD of the current message? Or would you be happy with having it IN ADDITION to the current message?


    If you're happy to have them both show, it could be done using the damage formula. If you want only one, it would require a script. In that case, take a look at the suggestions above and see if any of them meet your needs. If they don't, let us know. I don't think it would be a difficult script to write, and can take a stab at it when I get home tonight, if nobody else has given you a solution beforehand. And if I remember tonight.
  6. The script could work, but I'll have to find his ToS before I can use it (still haven't committed to if my project is commercial or not so bases must be covered).

    I'm curious though, how can a damage formula do this? I got the death part down with a formula, its the text part of the message I'm missing. The idea of it comes from the Fae lores that names have power. Hence the method and why it works the way it does. Not sure what you mean by if I want it instead of the current message or in addition though, could you offer some clarity Shaz?