Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: Holyrapid on June 18, 2009, 03:52:29 am

Title: A disable "feature" script [cancelled]
Post by: Holyrapid on June 18, 2009, 03:52:29 am
Is there a script that can disable some commands in battle? I.e, for a boss fight, you couldn´t use items, and in other you couldn´t use ANY magic or skills. (i know that silence can disable magic, but i think it doesn´t disable other skills, or does it?)
So the basic idea is to be able to disable a specific command in a fight. I would use it in my game Rozarias Tale.
Title: Re: A disable "feature" script
Post by: fugibo on June 18, 2009, 09:49:59 am
If I had the Scene_Battle scripts, I could script up a solution for you really quick-like. (hint hint, upload the Scene_Battle scripts ;) )
Title: Re: A disable "feature" script
Post by: Holyrapid on June 18, 2009, 11:46:27 am
BTW, if you can do it in battle, could you do it outside?
And a moment and i´ll put them up for you. And, does it matter that i´m using Enu tanketai SBS, and i forgot to say it´s for XP.
http://www.zshare.net/download/61546014d80df031/ there. I combined them into one file, but i separated them with underlines.
Title: Re: A disable "feature" script
Post by: Arkaea Halfdemon on June 18, 2009, 03:43:45 pm
Well, I'm not a script expert by any stretch of the world, but might I offer a suggestion?

For the first boss fight, disabling items isn't possible w/o a script. However, having your items confiscated by an enemy underling is! Genius, no?  :P

As for the second fight, you should assign all the skills (and/or weapons) a unique element for that fight, and make the boss immune to it. That won't stop people from using skills, but usually they'll stop after they see enough zeroes. Or if a storyline figure warns that the boss is immune to skills/magic, or has created an energy field that sucks all the power out of skills/magic, or whatever other minor plot idea. This way, you have more control over what's disabled than if you had a script.


Hopefully you'll get a script, but if you can't, then I hope that perhaps a suggestion will help you work around that.


Take care,

Arkaea
Title: Re: A disable "feature" script
Post by: Seox on June 18, 2009, 04:27:08 pm
Quote from: Arkaea Halfdemon on June 18, 2009, 03:43:45 pm
Well, I'm not a script expert by any stretch of the world, but might I offer a suggestion?

For the first boss fight, disabling items isn't possible w/o a script. However, having your items confiscated by an enemy underling is! Genius, no?  :P

As for the second fight, you should assign all the skills (and/or weapons) a unique element for that fight, and make the boss immune to it. That won't stop people from using skills, but usually they'll stop after they see enough zeroes. Or if a storyline figure warns that the boss is immune to skills/magic, or has created an energy field that sucks all the power out of skills/magic, or whatever other minor plot idea. This way, you have more control over what's disabled than if you had a script.


Hopefully you'll get a script, but if you can't, then I hope that perhaps a suggestion will help you work around that.


Take care,

Arkaea


Although not ALWAYS what he/others will need, I like the ingenuity of that. Thanks for enlightening me ^_^.
*powers up*
Title: Re: A disable "feature" script
Post by: Holyrapid on June 18, 2009, 04:30:51 pm
Actually, that´s prety nifty. Thanks! This one´s cancelled. With events, i can make an actor forget a skill, then after wards, they can learn it again.
I was thinking in meta-fysique, when i could have solved it with high school math and fysique knowledge :P

Unless, somebody else wants it.
Title: Re: A disable "feature" script [cancelled]
Post by: fugibo on June 18, 2009, 04:34:49 pm
Events for learnin/unlearning skills = Bad, unless the character learns skills as part of the story.
Title: Re: A disable "feature" script [cancelled]
Post by: Holyrapid on June 19, 2009, 05:57:18 am
Then what do you propose?