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Original Source
- Original title: Condition for Skill Selected/Preparing/Loading/Readying?
- Original author: shiori4me
- Original date: April 14, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/condition-for-skill-selected-preparing-loading-readying.26034/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
How can I use @subject.current_action?.item (or whatever else) as a condition for saying "If a certain skill is selected to be used"? In this instance, I'll be using Passive States
Archived First Post
How can I use
@subject.current_action?.item
(or whatever else) as a condition for saying "If a certain skill is selected to be used"?
In this instance, I'll be using Passive States
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/
but I would also like it so that events and enemy strategies (using scripts) will also use this condition as well.
For example, for Passive States, I want the condition for State 150 "Focus Loss" to be ((Skill 200 "Fire III" is selected to be used and State 151 "Skill Completed" is not applied and Skill 200 is able to be used) or (Skill 201 "Ice III" is selected to be used and State 151 "Skill Completed" is not applied and Skill 201 is able to be used)) and soforth. I already know how to do 'if state is not applied' and 'if skill x is usable'.
Like say I want to have it so that if a battler's selected move is Thunder III, they'll gain the state Focus Loss but they'll also get the state Petty Projectile Reflect. And then using Yanfly Destruction, I'll have it so that after Thunder III is used, those states will be removed, then the state "Skill Completed" will be applied.
I know that technically skills aren't "loading" until they are about to be used. Not at the beginning of the phase.
But given the fact that the game registers which skill each battler has been set to use for the battle phase, and if you consider Yanfly's Cast Animations
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/cast-animations/
https://github.com/Archeia/YEARepo/blob/master/Battle/Cast_Animations.rb
these animations load when you have a certain skill selected.
I was using
Yanfly Lunatic Objects and that's when I noticed that either there's no "Skill Load" feature, or Prepare Effect just doesn't work when it should (although the others work fine)
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-objects/
Think on how fighting games, certain skills will have higher priorities than others, so while readying the move, you'll be invunerable to skills with a lesser priority, or like how say that before using the skill "Leapstrike", your character will have the state "Aerial", or like how you reflect lesser projectiles while the skill is loading, or, one of my personal desires uses, which is lowering or raising someone's Focus while they ready a move, among other various effects I'd like to do with this.
@subject.current_action?.item
(or whatever else) as a condition for saying "If a certain skill is selected to be used"?
In this instance, I'll be using Passive States
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/
but I would also like it so that events and enemy strategies (using scripts) will also use this condition as well.
For example, for Passive States, I want the condition for State 150 "Focus Loss" to be ((Skill 200 "Fire III" is selected to be used and State 151 "Skill Completed" is not applied and Skill 200 is able to be used) or (Skill 201 "Ice III" is selected to be used and State 151 "Skill Completed" is not applied and Skill 201 is able to be used)) and soforth. I already know how to do 'if state is not applied' and 'if skill x is usable'.
Like say I want to have it so that if a battler's selected move is Thunder III, they'll gain the state Focus Loss but they'll also get the state Petty Projectile Reflect. And then using Yanfly Destruction, I'll have it so that after Thunder III is used, those states will be removed, then the state "Skill Completed" will be applied.
I know that technically skills aren't "loading" until they are about to be used. Not at the beginning of the phase.
But given the fact that the game registers which skill each battler has been set to use for the battle phase, and if you consider Yanfly's Cast Animations
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/cast-animations/
https://github.com/Archeia/YEARepo/blob/master/Battle/Cast_Animations.rb
these animations load when you have a certain skill selected.
I was using
Yanfly Lunatic Objects and that's when I noticed that either there's no "Skill Load" feature, or Prepare Effect just doesn't work when it should (although the others work fine)
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-objects/
Think on how fighting games, certain skills will have higher priorities than others, so while readying the move, you'll be invunerable to skills with a lesser priority, or like how say that before using the skill "Leapstrike", your character will have the state "Aerial", or like how you reflect lesser projectiles while the skill is loading, or, one of my personal desires uses, which is lowering or raising someone's Focus while they ready a move, among other various effects I'd like to do with this.
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