Spell/Skill Channeling

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Started by Yvonne_Eva 8 posts View original ↗
  1. I searched over and couldn't find this anywhere, and figured it must be a script thing...

    But mainly I'm trying to find a way to create spells and skills that channel--in otherwords, the caster uses a skill and for x number of turns, they are automatically skipped over while that spell/skill is in effect, as they are 'chanting' or 'channeling' it. After the required turns pass they stop channeling the spell and they can input commands again.

    For example, I want my healer to chant a spell that lasts for 4 turns, and every turn the party gains 2%HP/MP and 1% TP. The healer cannot be given another command for those 4 turns. At the 5th turn, they can be given a new command and the regen stops. Damaging chants/channeling would work similiarly. I've messed with the Database for skills and states and common events, but the chanter/channeling actor is available next turn and I have to re-select the skill all over again.

    I'm very new to scripting and I tried to find one already made that's near or like this, or easily editted so I can adjust to do the heal or damage, but I haven't found one. Any help would be appreciated!
  2. Does altering the invocation speed for the skill not do this? I thought that was the whole point of the option.
  3. speed itself is just initiative

    you'd have to script it. if actor specific for each spell, can be easier.

    Or you can make a channeling state that disables actions by the caster for x turns and use one of the following formulas

    attack/(cast on) others formula

    a.add_state(?); attack formula

    cast on self

    b.add_state(?); attack formula
  4. deilin said:
    speed itself is just initiative

    you'd have to script it. if actor specific for each spell, can be easier.

    Or you can make a channeling state that disables actions by the caster for x turns and use one of the following formulas

    attack/(cast on) others formula

    a.add_state(?); attack formula

    cast on self

    b.add_state(?); attack formula
    I'm sorry to sound so nooby, but can you go a little more in depth? How would I use these formulas, or where?
  5. The chanelling state concept is something I had'nt actually considered yet, and would do the job quite well. Thanks for that. xD
  6. something like this

    channel01.png

    channel02.png

    This help any?
  7. Oh I see! Yes, that helps me a ton--thank you so much! =)
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