Hello I want to know if there is a script that adds a state(like stunning for a turn) when you hit the enemy/the enemy hits you with an attack he is/you are weak against (Element efficiency is A) and (if possible) in the case that you or the enemy defends while he/you attack/s the state WON'T be added.
I tried a lot with events but I don't think it's possible without a script(correct me if I'm wrong)
Compatibility shouldn't be a problem because that project doesn't have a custom battle system yet.
Thanks in advance!
Hey, thanks for answering.
I've also thought of that but there are some problems:
1. You can freely change the actors in my game so adding a state for actor on position 1 etc won't work.
2. You can't use multiple enemies because for example: enemy 1 is weak against water, but enemy 2 isn't. If you attack enemy 2 with a water attack enemy 1(who is weak against water) will be stunned even though you didn't attack him...
I guess noone can help me with this...
I tested this out to see how it worked and to try and see if I could duplicate the effects for my own game, but I came across some bugs.
Whatever the bug/issue is, it seems to be repeatable.
Summary of encountered issues:
single target spells activating a weakness on other nearby enemies
weakness on enemies being triggered post-mortem
Examples provided:
1st Playthrough
1. character 2 cast WIND [single target spell] on Earth Elemental triggering its weakness, as well as triggering a weakness for the Fire Elemental
2. character 1 cast WATER [single targer spell] on Fire Elemental killing it but activating weakness on Fire Elemental post-mortem, and for Earth Elemental (post-mortem as well)
2nd Playthrough:
1. WIND was cast on Earth Elemental killing it while activating weaknesses on Fire and Water Elementals
2. FIRE II cast on Water Elemental killing it and activating weakness on Elemental
Playing around with the project for awhile lead me to these results:
1 - In regards to multiple enemies being effected by a single target spell was due to the way the events doubled up; i.e. more than one monster was scripted to be effected by a condition regardless of whether they were the original target. You need to seperate each target onto its own events page for this to work properly.
2 - If you have the battle event set to switch off the "common event", then the enemy/actor doesn't seem be effected by the event again.
Current Issues:
- I haven't figured out why the post-mortem issue was being triggered, unless it is/was related to the doubled up events.
- Not sure how to have it event active throughout the entire battle. I tested an battle sequence repeatedly, resulting in event occuring once after
triggering event sequence, but not able to re-activate the sequence regardless of number of attacks that should be triggering the event again.
I am not sure how to make that part of the trigger; I thought that if the target was dead, then the event automatically became null.
I tinkered with it a bit more this morning, and managed to nix the post mortem issue. (I was correct in that the issue was connected with the doubling of events, i.e. Fire and Earth weaknesses being triggered on same event)
Not sure how it was fixed, but the events are seeming to be triggered more than once... which is good.
However, I can across a new issue: Water Spirit cast Water X on Actor 1; Fire Spirit's Weakness was triggered, Fire Spirit has been stunned.
Somehow the events are acting as universals conditions, so that even if mob/actor is not the target of an opposing element, the event is still being triggered because a spell/skill is being used which is linked with that event.
@b33hcreative Yes those were the same problems I am having... the big problem is that the trigger is using the skill and not hitting the right target with the skill...That was also the problem I thought couldn't be solved without a script because there is no option to trigger an event when target X is hit with skill Y. I didn't write anything anymore because I kinda gave up...