Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Soulstuckgunner

1
Hey there everyone, I'm just looking for assistance with RPG Maker XP and wondering how I would go about making a skill that pierces/ ignores defense and deals its intended amount of damage, regardless of the enemy's defense stat or if they're defending.  There's also a second skill that deals double damage when a target is defending.  Is there a way to do that as well?  People say it's doable without scripts and whatnot, but I'm not sure how.  Thank you for reading!
2
Hello there everyone.  I'm trying to work on several skills that all work on the same principle.  A delayed attack.  Essentially, the attack would be very similar to the doom status effect, where upon using the initial skill, it would place a timer on the enemy it was used on.  Once the timer ran out, however, instead of killing the opponent outright the way that Doom does, these delayed attacks would simply deal a chunk of damage.  So basically, weaker Doom.

In attempting to work on this, I stumbled across this tutorial: http://forums.rpgmakerweb.com/index.php?/topic/9361-delayed-effects-in-combat/ and I've been following it as best I can.  It seems to be working up until the actual damage phase, where the "Targeted by X" effect disappears from the enemy without dealing any damage.  That tutorial I'm following is for VX Ace, which explains why it might not work and how there would be a disconnect, but in the event that the disconnect is so massive that it's completely prevented from working on XP, what event systems and conditional branches could I use to achieve this effect?  Thank you for reading!
3
Introduction

Hello there everyone.  I'm new here and I hope I'm going about this correctly, but I've been working on my own RPG lately and have been looking for ways to implement several types of skills and status effects that I don't believe I've seen any tutorials for?  I don't know if there are methods in-game that would already serve the purpose of replicating the effects I'm after or if it would require a script, I'm just looking for any and all suggestions?

Skills I'm looking for:

- Magician's Price: A magic-based slash attack themed around one of five random elements, dealing damage based around the user's magic stat. So basically, what might happen here is that is has a chance to deal one of five types of elemental damage, but the element it uses is random.

- Passionate Samba: The user performs a samba that causes a fire to well up in the hearts of enemies, making their default element fire  for the next three turns.  A technique that forcibly changes the base element of an enemy.  So if you were fighting a Snowman that was naturally of the ice element, it would be fire element after this attack.

- Hephaestus' Blessing: A fire-based status attack, changing all normal attacks to fire element instead of their normal element for five turns.  Similar to Passionate Samba above, but more akin to Spell Fencers and their sword magic from Bravely Default.  If you've got a weapon with any element attached to it, even null, this technique would forcibly change your basic attacks from whatever element it previously was, into fire.  Also just generally looking for this effect with other elements?

- Drench: Rain begins to pour on the enemy party, increasing the damage and accuracy of electricity-based attacks.  Similar to Xelias' oil effect that increases the damage of fire attacks, this would do the same, but with electricity element attacks, and would also call a rain effect onto the field?

- Whirlwind: A weak, wind-element magic attack with a 15% chance to remove the target from battle.  Here, I'm mostly looking for the ability to remove someone from battle completely.  They cannot do anything, but they also cannot be targeted by anyone.  But they are also not considered dead or KO'ed.

- Patchwork: The user improves upon a target's armor and weapons, raising the effectiveness of all equipment; consumes the equipment after battle.  So basically, they would improve all of the effects and stat boosts that the armor is giving this specific player in mid-battle, but after the battle, the item would be consumed and removed from inventory.

- Soul Link: The user links themselves to an enemy, dealing extreme damage to them upon being knocked out.  Basically, Destiny Bond from Pokemon.

- Latent Strike: The user places an invisible explosive on a target of their choice, which explodes three turns later, dealing magic damage; will disappear if the user is knocked out.  Basically the Doom status effect, but it won't kill someone, just do damage.

- Ghostly Aid: A doom-based dodging attack, avoiding all attacks by turning the user into a ghost for one turn; dealt extra damage by life attacks.  An invincibility state with a weakness to one specific element.

- Gunplay: The user swings their firearm around, gaining a boost in speed on their next gun-related attack.  Basically, there are a few of these, but upon using a technique like this, it would increase the speed on each gun-related skill for one turn before reverting.  Is there a way to do this?

Those are basic standalone skills that I need some assistance with, but I'm also working on character classes that in-general, have been proving difficult to plan or work with for me.  Specifically, a merchant class and a chemist/ salve-maker class.

- The Merchant class would have the ability to use attacks that would deal damage based upon the amount of money the party has, throw money at enemies, purchase items in mid-battle and things of that nature.  The problem here is having techniques that deal damage based upon the money held by the party?

- The Chemist class would do things in battle like use two items in the same turn, combine two items into a better item, reduce the effect of an item to increase the area of effect, craft items on the battlefield by chance, and shake up offensive items to increase the number of hits they deal.

Examples:
- Ancient Remedy: Sacrificing two items, the user creates a stronger, special item to use.
- Mild Craft: Sacrifice some HP and MP to craft a weak item to use for the party.
- Fragile Craft: Sacrifice more HP and MP to craft a strong item to use for the party; may explode in the user's face.
- Blast Fizz: Before using the next offensive item, the user shakes it up, causing it to do three hits instead of its usual one.
- Volatile Mix: Taking two offensive items, the user smashes them together, thus causing a large explosion that damages all enemies and may damage some users.
- Double Dip: The user is able to use more than two items instead of one on their next turn.
- Gentle Ration: Slightly decreasing the effect of the next item, the user rations it out to the entire party instead of a single target.
- Strengthen Unguent: The user tinkers with the next item used, increasing its effectiveness by 1.2.

As for status effects, I'm mostly looking for a berserk status effect?  The target's attack power would be doubled at the cost of being uncontrollable.  So for however many turns, they would choose any action that they have the ability to execute at random with the player having to watch and accept their choice.  Similar to old-school FF berserkers. 

Scripts I am currently using:

- Blizzard's Tons of Add-ons
- Foreverzer0's Screen Test
- Uncle Lanzer's Counter Script
- Leon_Westbrooke's Party Changing System
- game_guy's Flying Battlers/ Enemies
- KK20's Target Anyone
- Jragyn's Custom Damage
- [Faint]'s State Requirement Skills
- Xelias' Rain of Add-ons
- Ccoa/ Rhazdel's Side View Battle System (wasn't entirely sure of author here)

I'm terribly sorry for having such a long post as my first post and for having so many requests and things I need help with, but I figured that if anyone, anywhere could assist me with any of these things, the person would probably be here.  Hopefully this isn't too ridiculous!  I thank you all for your assistance!