Timed States

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Started by Szyu 4 posts View original ↗
  1. Szyu's Timed States
     
    Introduction
    With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds.
     
     
    How to Use
    <timed: skill_id>
    <timed: skill_id1, skill_id2, ..., skill_idn>
     
    This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state:
     
    KpCd0v.jpg2xq5nR.jpg
     
    Here the state expires after 3 rounds and will then trigger the skill with id 129.
     
     
     
    Links
    Pastebin direct
     
    Mediafire direct
     
     
    Credits
    Credits to Szyu if you plan to use this script.
  2. Sorry, Adfly links are not allowed. Approved without the Adfly links.
  3. This thing is just awesome, but there is a bit of an issue with it.

    When an enemy uses it, it works as intended.

    Like in the demo, the dragon uses it on the player, the player took the explosion damage after 3 turns and burns after.

    But if I try to use that same skill on an enemy, here is what happens:

    The player uses the skill, the battle message says that the dragon was hit by it, then after 3 turns, the explosion and the burn state all applies on the player instead of the dragon.

    It is certainly useful for making more complex enemy skills and even certain combos with some other scripts combined, but I would like to use these awesome timed skills on the enemies too. Would that be possible somehow?
  4. Finally got around to using this awesome script! (last post was almost a month ago, hope I'm not doing anything wrong...?)

    I made a "Death Sentence" state, to add instant Death after the timer wore off. I give the enemy the state, and when the timer runs out, the enemy uses the instant death skill on one of my characters...I change the target to User, and it works PERFECTLY.

    I was hoping this could be used for some kind of delayed attacks, for a character who like, has weird time powers or something (shoot into the future, hit the enemy some turns later!) So, the damage formula could use the stats of the character who applied the Timed State. There are workarounds. The damage formula can use a specific actor or enemy's stats regardless of who uses it, if I recall.

    Anyway, this is a super cool script. I wish I'd tried it out sooner...