Thanks so much KK for resolving this issue:
What this does:
Checks to see if you've hit an enemy with X character using a regular attack -> Performs an action (e.g. Call common event, change variable etc)
and
Checks to see if you've hit an enemy with X character using Y skill -> Performs an action (e.g. Call common event, change variable etc)
Original Post:
I'd like to set up a rage building system, I can't seem to figure out how to check with Blizz Abs if you've just attacked an enemy.
What I am looking for:
Within a parallel common event:
Script/command to check if you've just attacked an enemy THEN IF TRUE -> perform a common event/or change a variable/switch
(Not any specific enemy, I just want you to build rage as you hit enemies, then you can expend rage to use special attacks)
But I have no idea how to check if you're hitting an enemy or not, it's gotta be simple; I'm just clueless.
This can apply to more than just BlizzABS:
class Game_Battler
alias atk_ef attack_effect
def attack_effect(attacker)
result = atk_ef(attacker)
if result && self.is_a?(Game_Enemy) && attacker.is_a?(Game_Actor)
case attacker.id
# DO WHAT YOU WANT HERE
when 1 # Aluxes
when 2 # Basil
#etc....
end
end
return result
end
alias skill_ef skill_effect
def skill_effect(user, skill)
result = skill_ef(user, skill)
if result && self.is_a?(Game_Enemy) && user.is_a?(Game_Actor)
case user.id
# DO WHAT YOU WANT HERE
when 1 # Aluxes
when 2 # Basil
#etc....
end
end
return result
end
end
Splendid. This is exactly what I was looking for!
Is there a quick way to make it so that the skills version also can differentiate between Skill.id?
+1
Directly below the
when ID's, you do this:
case user.id
# DO WHAT YOU WANT HERE
when 1 # Aluxes
case skill.id
when 1 # Heal
# DO SOMETHING
when 2 # Greater Heal
# DO SOMETHING
end
when 2 # Basil
case skill.id
# You know what to do now...
end
#etc....
end
Thanks again sir! I will definitely put you in the credits of my game. You have helped so much!
+1