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Post by Dungeon Warden on Mar 5, 2008 16:03:49 GMT -5
humm, I do sort of remember that working. Thanks for the update.
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Post by Dungeon Warden on Feb 21, 2008 12:42:42 GMT -5
Sounds like you're using a system similar to Nash's original attempt to make an active battle system.
I posted this correction of Shawn Forbes script over at the pavilion that detects if the enemy is next to the party and attacks if they are:
REPEAT: LIFE ≥1 DUMMY VAR X = 0 DUMMY VAR Y = 0 EVENT INFO LOAD GAME INFO LOAD CON1: EVENT X < PARTY X DUMMY VAR X = -1 END CON1 CON2: EVENT X = PARTY X DUMMY VAR X = 0 END CON2 CON3: EVENT X > PARTY X DUMMY VAR X = +1 END CON3 CON4: EVENT Y < PARTY Y DUMMY VAR Y = -1 END CON4 CON5: EVENT Y = PARTY Y DUMMY VAR Y = 0 END CON5 CON6: EVENT Y > PARTY Y DUMMY VAR Y = +1 END CON6 DUMMY VAR A = EVENT X - PARTY X DUMMY VAR B = EVENT Y - PARTY Y CON7: DUMMY VAR A = DUMMY VAR X CON8: DUMMY VAR B = DUMMY VAR Y ATTACK END CON7 END CON8 END REPEAT
This script will detect if the event is within one step of the party leader and run the attack script (replace Attack above with whatever script you're using) if it is.
Note: the To Party command (and all the Event Action commands) are endless loop commands. That means that once they start they can't be stopped without outside help (i.e. a different script has to change control and remove the event or switch it to a different page [must be a content script in this case]). That's why To Party won't work in an active battle system.
You can use the above script to detect where the enemy is in relation to the party and move the enemy one step closer until they are in reach of the party.
This will cause the enemy to bump into objects instead of walking around them. It works better in an open area. Otherwise you'll have to check for barriers and make the enemy walk around them.
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Post by Dungeon Warden on Feb 28, 2008 10:34:18 GMT -5
just place a command between the options to reset choice to 0.
so is no sb:condition:verable=user chioce+1 -----do you want me to kill you date Var[user choice] = 0 no sb:condition:verable=user chioce+1 -------have a nice day sb:to end sb:to end
Now the second option won't happen if the first one does.
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Post by Dungeon Warden on Feb 19, 2008 10:20:59 GMT -5
i know this might be easy for all of you but is a little hard for me. how can i do this and make the variable go to 2 4 6 when I'm facing the direction i want the block to go, so let say I'm face the block from east how can i make it go east, and if I'm facing west it goes west. how would i set the variables and stuff. You don't change the direction variable, Game Info Load changes the variable. This command loads all the variables and flags that are connected to the party. Note that Member Info Load loads Flags and Variables that deal with individual party members. In the example: Game Info: Load Game Info causes the program to load information about the party including the direction the leader is currently facing. Script Branch: [Party Direction]=0 This looks at the variable party direction and checks if the value is 0 (i.e. the party leader is facing east). ~Event Control: Move Event East 1 30f This should be Event Movement not Event Control. The block is moved 1 tile east at a speed of 30 F (one second) Normal walking speed is 8 F, so you can adjust the speed accordingly. Script Branch End This ends the current script branch (part of the Script Branch command and not a separate command). I'm never sure how much you really understand, so I went into as much detail as possible. Writing scripts in RPG Maker 2 requires an understanding of how computers think and the logic behind the programing. I've long expected that you seem to lack this understanding. (Note: I've been answering Chigoo's questions at The RPGM Pavilion for a while now). You seem to like using other people's scripts and when you ask questions you always seem to want people to do all the work for you instead of allowing people to point you in the right direction and learning how to do it on your own. People here and at the pavilion keep telling you to learn how RPG Maker 2 works before trying to do any complex scripting but you just won't listen. Spend time learning what all the commands, game specific variables and flags, and the preset scripts do. Change the scripts and see what happens. It takes time to understand how the program "thinks." Until you understand how scripts work you'll never be able to write your own. Learn to look at scripts and break them apart like I did above. Once you've done that with a few dozen scripts you'll start to understand what you need to do to make your own scripts.
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Post by Dungeon Warden on Feb 23, 2008 15:15:36 GMT -5
the easiest way to do this is to give the enemy high resistance to every thing (or most things if you want it to have a weakness) and then have an item or ability that causes resistances to drop. The direct effect script can be written so that it only effects one type of enemy as well.
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Post by Dungeon Warden on Feb 17, 2008 13:08:37 GMT -5
Yeah, I think that's the most up-to-date one. I may have made some corrections since then, but I didn't add much to it.
In order to get to version 1, I need to explain what the scripts do and where they are used. This would be useful information for anyone using the preset data but I just haven't gotten around to doing it. If anyone's interested in this, I'll try to make an effort to get it done; otherwise, there's enough information to get you started in the FAQ already.
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Post by Dungeon Warden on Feb 15, 2008 22:16:14 GMT -5
1. Not without heavy scripting on your part. It can be done, you just need to write the formula yourself.
2. Yes, see the Angel spear which always attacks twice. There is a variable called battle turns (#22) which keeps track of how many attacks the weapon gets in a round. The is found in a Direct effect - adv/flow1/turn end; using the script ActX2 (#217).
3. Can one enemy replace another - NO. Can a boss upgrade to a different form - Yes.
Here's how. During Event battles you have the option of removing the normal start and end battle scripts. What you do is cut the end off the first battle and the beginning off the second battle and the two battles will act like a single battle.
4. If you want specific actions to take place at certain times in battle you wall need to use a Trait script. All enemies (and characters) have a slot to put a Trait Script (it's in the ADV settings). In this script you place the actions the enemy will do each turn. This involves using the Action variables (#59-65) and the trait flag (#82).
Warning: The trait flag is not documented in the game (one of three that weren't translated). What this flag does is tell the trait script what part of the battle the script is running in. This is because the script runs twice - at the beginning of the battle round (so you can have the boss say or do something each round or add/subtract agility so the act sooner/later in the round) and during the enemies turn for their actual attack.
Flag 82 [Trait] = off means it's the beginning of the round, On means it's the enemies turn. Use this in a condition script to tell the battle engine what happens at those two times.
5. This can be done but requires some heavy scripting. You'll need to check which enemies are on the field using Check Who Goes Next (see the Flee script which checks the agilities of the party members and the enemies and determines if the party can flee based on these numbers). It's complicated but can be done.
Two of your questions are easy to do (#2 and 3), but the other three will require strong scripting skills. Good luck.
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Post by Dungeon Warden on Feb 10, 2008 14:07:51 GMT -5
It actually depends on the scripts that you use. If you use a standard damage dealing magic ability then it will use the script that adds INT/10 to the damage dealt. However, You are free to edit the formulas and spells however you want.
Weapons add STR/10 to the damage plus an extra plus or minus 10%. Skills cost HP to use instead of MP (although many have a cost of zero). I don't know if any skills have any added damage from STR or INT, but they could have either one depending on the nature of the ability.
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Post by Dungeon Warden on Jan 24, 2008 9:21:14 GMT -5
I'm glad you figured something out. As I said, there are always ways to get around these problems if you look for them.
Good luck with your game.
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Post by Dungeon Warden on Jan 22, 2008 10:45:59 GMT -5
Yeah, I forgot that the model command doesn't work with buildings. You can change a building into an object but not the other way around.
If this happens when/before the player enters the map then put it in the enter map script. If this is something you want triggered then you'll need to use an auto event. Set the event to not run unless a flag is tripped (put a repeat around the commands that requires a flag to flip before running).
Note that this kind of event will interfere with all other events and is tricky to use correctly. You may need to have the event placed on the map instead of activating it with a flag depending on what else is going on.
There are ways to get around the limitations of RPG Maker 2. Some cause new problems, but depending on what you want to do you can work with the problems to find a solution.
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Post by Dungeon Warden on Jan 19, 2008 10:02:50 GMT -5
2. Er, dARK cASANOVA, your ideas won't work because changing a flag doesn't do anything. As has been mentioned many times before, a content script has to run in order to have a flag activate a page change (or the party has to leave and return to the map).
What you actually want to use is Event : Effects : Model to change the building model to a different building model. If you want the change to be permanent then you will need to use a flag and a second page so that if the party leaves the map and comes back the new building shape will still be there.
Another way to change the buildings shape is with the Event : Effects : Size command. This will allow you to stretch the building in the X, Y, and/or Z direction. This is more memory friendly then creating a bunch of different buildings.
You can change the speed of the size change so it's not instant but you can't do this with the model change command. I usually use both commands together when changing something's appearance so that the model change won't seem instantaneous even though it is. If the new model is the same size as the original, shrink and regrow the event so that the size change is noticeable.
3. Turning off the event will not make the building invisible, you need to use Event : Effects : Transparency for that. Setting the transparency to 100% means the building can no longer be seen but can still block the party from moving through the space. I like setting the transparency at about 80% so that the object has a ghostly appearance. This is good when you want the party to know something is there but not make it obvious.
Note: Buildings often need an Apply Together command before any Event : Effects commands. I think this is because each block is considered a separate object and the command needs to apply the blocks together. Whatever the reason, use Apply Together when using the size or model commands.
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Post by Dungeon Warden on Jan 2, 2008 9:44:02 GMT -5
It is used to check if a target can be affected by the spell or ability when they are dead. For example, You want to check death after for a spell like Raise Dead since it can effect a dead target, but a damage spell should always check death before applying the ability since a dead target can't be hurt.
The reason this is build into the system is so that a character doesn't waste his attack on a dead opponent. Checking death before applying the ability insures the target is alive and can be affected by the ability. In battle, if the target is dead, the next target is checked. This continues until a live target is found. Out of battle, an error message will appear informing the player that the character is dead and can't be the target of the ability.
If check after is used, than the chosen target will be affected by the ability no matter what their status. A raising dead type spell is the main reason you would want to do this, though there may be other reasons you would want an ability to affect a dead target.
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Post by Dungeon Warden on Dec 19, 2007 16:42:04 GMT -5
3. I was afraid that was the problem. What you have to do is use the Lay Down command. I had this problem when I wanted a character to hold a sword in the air. The only solution was to turn, rotate and 'lay down' the object until it was turned the right way. I sure the same process will work with any object like the crate. The ladder might be tricker, but you can place objects inside objects so there might be a way to do it by having the blocks you want to turn separate from the ladder object and using scripting to fit the blocks in place.
4. The preset map has three zones (one water, and two land. One half of the land has encounters and the other doesn't. While I was testing the game, I would often use the preset map and I don't remember ever encountering any enemies where they shouldn't be. This is a real stumper of a puzzle.
5. You can use any command in an enter map script you can use in a content script, which includes text. What you need to do is use the Screen: color command to set the color to 100% transparent when you want to see text and set it back to 0% transparent when you want the screen black again. You can just copy and paste the commands from the enter map script to save time.
8. I made it very clear in the last post about what to do if the leader doesn't have the item; however, it is a different matter if you want to use an item to interact with a puzzle.
If you plan to have several objects that are needed to interact with items then the best thing to do is set up each object so that then it is used (i.e. in the use item's success event), have a flag turn on. Then have the event check for that flag when the player tries to open the crate (or whatever). The tricky part is you need to create a custom condition and put it on the main character so the flag will turn off if the character moves away. This prevents the character using the crowbar one place and opening the crate someplace else.
I much better but much more complicated solution is to check the map, location, and direction the player is standing when the character uses the crowbar. If they are standing in front of a chest (predetermined when you place it), then the crowbar will open it. Although this method is more user friendly, it is much more of a hassle for you since you need to update the use item script every time you place a new crate. You'll also have to make sure the party can only interact with the crate from one direction or else you'll need a new check for each direction the party can face the crate.
Another solution is to place an equal event in front of the crate (make sure the event is on a flat area). Now when the player walks up to the crate the invisible event will turn on a flag. You will need to place equal events around this event to turn off the flag again. Now when the player uses the crowbar, check if the flag is on, if it is then the use item success script can run and state that the crowbar was used successfully. You might want to use a variable as well as a flag so that you can keep track of which crates have been opened (unless the contents are random).
Extra question: I was pretty sure you could have 10 custom menus. Did you give your menus names? You might need to go into General Settings and give names of the menus in order for then to show up.
I've only added two custom menus so I've never encountered this problem, but you do have ten slots you can use so there must be a way to access them. Check the general settings ADV tab and see if you can't find something there.
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Post by Dungeon Warden on Dec 12, 2007 12:38:33 GMT -5
Bitch#1: The creator has NO control over the bag/item switch used to determine whether the (Use Item)command applies to the bag or the party. WHAT? Why the hell not? Was it inconceivable that we might need to switch that flag? Reply 1: What flag? If you want to remove an item from the bag use Data: System: Confirm Party Item to make sure the party has the item and then use Party: possessions: Item (delete) to remove that item. Note that the command Data: Target: Item (use) is specifically designed to remove a item from an unknown target (this saves you having to find out who is using the item and removing it directly). There is no need for this command if you are removing an item from the bag. Bitch#2: In a related item:you can turn the item bag on, but not off again. Dumb. Because there's NO imaginable circumstance where a party might lose access to their bag? WTF? Reply 2: Even though you can't turn the bag off, you could prevent people from buying items and putting them in the bag. However, they could still use the build in menu to access the bag (unless you turn it off). It's a very bad idea to turn off the bag anyway. What if the player put something in the bag that he needed to continue the quest and then loses the bag? Once the bag is turned on, all unsellable and undiscardable items are put in the bag when a party member is removed from the party. There's no imaginable circumstance where a party would have to lose access to their bag in order to enjoy the game, so why make the player suffer? Bitch#3: Why am I only able to turn 3D images along 2 axes? Reply 3: I'm pretty sure everything can be turned in all three axes. Can you give an example where this is not possible? Bitch#4: Why, when I have encounter areas with differing enemy units in the same map do they sometimes "bleed" into each other so I encounter specific units outside their assigned areas? Reply 4: Have you tried making the encounter areas smaller so they don't overlap? The encounter map isn't perfect, but it should be possible to set where encounters will occur on outside maps. Dungeon maps don't allow you to set where encounters occur. Just set up your dungeon sections to include specific sets of enemies. Bitch#5: Why can I not get a page turn in an event to execute unless I leave the fu**ing map and come back? Is there no way to get the page to turn RIGHT THEN. And while we're at it, how come my "auto" events almost NEVER work? Reply 5: You don't need to leave the map, running any content script will do the trick. The best thing to do is to change what you want changed right in the script (ie if you what an event to disappear use the Temporary Removal command). The new page will be activated the next time the player returns to the map preventing the event from coming back. Auto events must be content scripts and thus will override any other scripts. There is rarely anytime you would need to use them, so I suspect you are trying to use the Auto event incorrectly and that's why it doesn't work for you. If you want something to happen as soon as the party enters a map, then use an Enter Map script. As long as you understand what commands are required in the enter map script, this is the best way to go. I often call the default enter Map script from my new enter map script to ensure the game runs properly. Bitch#6: Big one: How come simple events involving no flags, variables or inputs work only PART of the time? This especially makes no sense to me. For example: An invisible event that executes when moved over-the event moves over, up, and displays a simple (one element) VFX. The script is 6 lines-it should either work all the time, or not work at all. Not some of the time! It's maddening!!!! Reply 6: Beware using the equal condition on uneven ground. The fact that the event is moving is adding to the problem. Instead of moving the event, move the VFX. If the event must move, then make sure the area it will move around on is perfectly flat. When using dungeon blocks, the event must be level with the block it's on to work. Bitch#7: After a combat, only the main character in my party gets any experience. It doesn't matter what position they are in-no one gets the experience but them. What is up with this? Why is it even an option in this game? How can I fix it? Reply 7: There is no option to give only the main character experience. I can only assume that you created the main character using a default character and tried to create the other characters yourself. Always cut and paste the default character when creating new characters. There are several scripts that are needed to allow a character to get experience. One problem is that there are two scripts with the same name. This messes up everyone who tries to set up their own characters. Be safe; copy and paste. Bitch#8: Why isn't there a simple key option, or an execute condition "key" like in RPGM1? This is so basic a principle to any RPG that it staggers me that the game makers didn't include it. What the hell were they thinking? I seriously suspect lunacy or lots of drugs. I have crates scattered about the game that are sealed shut. I would like to require a specific PC to use a specific tool to open them. (Basically a key-the same principle, except instead of calling it a key, I call it a crowbar.) This should not, on the surface, be difficult to do, but it's implementation utterly eludes me. I tried using a custom start condition, that failed completely, and I can find nothing in either the script, item, direct effect or event databases that would seem to lend itself to this use? It ought to be simple-use a key, open a chest. What am I missing? Reply 8: I don't really understand why this is difficult. One of the event conditions is "has item _____", where you fill in the blank with the item required to activate that page. If the party leader has that item then the page should activate, allowing you to use a script to open the chest. You can use the Confirm Party Item and Confirm Member Item commands to check if the item is on a specific member (for example, if only one party member can use the crowbar) or in the bag. Game info: Load will tell you how many of a specific item the party has (use Var134: Item Number to specify the item first and use Var80: Total Items to get the total afterwards.) Confirm Member Item will turn on Flag 111: Has Item if the member is carrying the item (again, use Var134: Item Number to specify the item first). These variables and commands can also be used in answer to question 1.
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Post by Dungeon Warden on Dec 10, 2007 11:24:13 GMT -5
Instead of moving the party, use the Warp command to instantly teleport to the specified location. You could also set the screen color to black to hide the movement, but this shouldn't be necessary with Warp.
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Post by Dungeon Warden on Dec 9, 2007 13:42:12 GMT -5
As you've discovered, PRG Maker 2 has it's own load screen so there's no reason to make your own. It might be useful for a soft reset option so players could restart from a previous town or save point instead of needing to restart the game if you die. I mean this does happen by default, but what if you had a load screen that gave players the option to continue from a town or save point, or quiting the game completely.
The problem is that characters still have everything then had when they die so you're not really loading an old save. This could be a major problem if the characters die in a place they can't return to because they've used an item they need or triggered a switch that doesn't reset.
In these cases you'd have to script the load screen options so that it the party dies they will be able to return to town with everything the way it was when they left; or at least with important items and switches restored.
Doan wrote a nice long article on creating title screens that could easily apply to loading screens. There are no commands or special scripts to do this. You'd have to program it all yourself.
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Post by Dungeon Warden on Dec 8, 2007 12:56:09 GMT -5
Well, he said he was using "the snow script command in the entrance event," which I took to mean the Enter Map script. You can place all your VFX in this script with apply together and they should work.
If you are using an action script, then the solution is to not use an action script. Use the Enter map script. You can copy and edit it to fit what you want to happen and then place it in the advanced area of the World Organizer for that map.
Note that there are some things that should be in every enter map script, so you should make note of these commands before making your own. Optionally, you can use the map number (same as the world Organization database number) in the main Enter Map script to have different events happen on each map. This is particularly useful if you have several areas with snow. Make those maps together and then create the script so that if the map number is one of these a VFX of snow will appear.
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Post by Dungeon Warden on Dec 7, 2007 18:22:32 GMT -5
Did you make sure the Mark of the VFX was set to 0? Did you try applying the two effects together?.
VFX will interfere with one another so you need to be careful with how you place them. Also make note of how much memory a VFX is using up. The PS2 can only run a limited number of them. Anything over this limit won't be displayed (and the program will run very slowly).
I hope that's of some help.
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Post by Dungeon Warden on Dec 4, 2007 12:46:15 GMT -5
No, I don't think you are the only one to do this. I believe one member had random messages in battle based on who was in the party.
I guess the important thing to do is make sure the same message doesn't appear after every battle.
This isn't any kind of glitch, the battle messages were designed to be completely customizable. Keep experimenting and see what else you can come up with.
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Post by Dungeon Warden on Oct 24, 2007 10:10:03 GMT -5
Yeah, this is one of the major oversights of the game developers. You can create your own menus and create your own battle systems, but you can't use any of the games built-in menus outside of the defaults.
However, the are several commands and variables that let you access that information. It's just requires a rather complex process of layered menus and number systems (cases or ordinals) to implement.
If you want to go into the long process of creating your own item and magic menus, I'm sure several people here (including myself) can help.
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Post by Dungeon Warden on Oct 14, 2007 12:25:11 GMT -5
I'm sure this was answered before, but since that was likely a long time ago, I'll go over it again.
In the script that starts the cut scene going, add this:
Apply together Call Script [Monster's actions] Call Script [Ninja1's Actions] Call Script [Ninja2's Actions] Call Script [Ninja3's Actions] Call Script [Ninja4's Actions] Call Script [Ninja5's Actions] etc. Apply in order Wait of Script End (put anything you want to happen after the battle here)
Then create scripts for all the actions above. Note that these scripts doesn't need to be attached to any event to work. They will follow this basic format:
Event Control change [Monster] (or Ninja1, 2, 3 etc.) {move monster change action or motion VFX for attack} {Basically put here any actions you what this NPC to carry out} Event Control change: Normal
When you are done and play the game, all the called scripts will run at the same time (actually 1 Frame after the other, but it will go so fast it will seem like it's all happening at once). However, as Poopiness warned above, the more things going on the slower everything will get. You can turn down the shadows on the map to speed things up, but there are still limits of what you can do.
Note, any VFX you use will need to be set up so they can overlap, that is if any VFX do overlap in your scene. Just set the mark point to 1 and that should do it.
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Post by Dungeon Warden on Sept 24, 2007 9:17:53 GMT -5
Using your first example, that would suggest that transparency is created by removing one of the faces. I wonder if making any unseen faces transparent would help reduce response time.
If Layering textures also slows the response time, it would be best to not use many textures in VFX heavy scenes.
I could see how this could be useful for people who want to speed up those areas of the game where lots of visual elements are happening at once.
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Post by Dungeon Warden on Sept 22, 2007 11:17:56 GMT -5
One thing my FAQ doesn't cover is where all those scripts (and related system events) go. I planned to get around to that someday (thus the reason my FAQ is version 0.8 It wouldn't be finished until I cover what all these scripts do and where they go.
If the battle is not even starting, it may be because the enemy was not set up properly. Are all the settings correct?
One thing you don't list is weapons. Did you set up a normal weapon attack?
Really, if you're going to use the default Battle system, start on normal. It's easier to delete scripts you don't use then to try to get the battle system working. The battle system is split between game settings, character settings, enemy settings, and equipment (especially weapons). If anything is out of place, the whole thing won't work. You'll need to dig down to the roots and follow the links into the branches. One of the reasons I haven't finished the FAQ is because this is a huge undertaking.
On the plus side, you'll know the ins and outs of the DBS by the time your finished. I've learned a lot digging around the preset data. I wish you luck.
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Post by Dungeon Warden on Sept 20, 2007 16:44:25 GMT -5
I think you misunderstood what I said. The NUMB lasts one turn, the paralysis can last as long as you want. Numb causes the character affected to miss their turn for as long as it is active. Since you don't want paralysis to cause the character to miss every turn, you need to make this a status effect (like poison). However a status effect can't make the character loose a turn, so you need to use both indirect effects together in order for it to work.
Do you understand now?
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Post by Dungeon Warden on Sept 20, 2007 10:32:37 GMT -5
Go to flow 2 of the paralysis indirect effect and for Turn Start create a script that randomly generates the 50% chance. If the Character is Paralyzed, add another indirect effect, similar to Numb, that only lasts 1 turn on the character.
Under Character End, put in the message "<name>'s attack failed due to paralysis" (this could be in either paralysis or the 1 turn numb indirect effect). This is so the message will appear during the character's turn rather then at the beginning of the round.
If you want to allow some actions and not others, Variable 60: Action: Action keeps track of that type of action the character is attempting (0: offensive, 1: defense, 2: Magic, 3: Skill, 4: item). This is a trait variable so you'll have to test if it works outside of traits.
As to getting this to work, your on your own. I've given you enough information to get started, but I can't be sure it will work as expected without testing. I'll leave that up to you.
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