Skill to attract enemy attacks?

Started by GrimTrigger, April 07, 2012, 01:04:30 am

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GrimTrigger

Hello everyone!

I'm currently working on a game that has the player able to choose class promotions for all 8 of my playable characters once they meet their specific criteria. For example, my dodge-type character (known as an Agent) can class up to either Assassin (stronger damage dealing skills) or Saboteur (skills that cause status effects and moderate damage, i.e poison, sleep, etc)  :ninja:

What I'd like to know is if it is possible to make a skill that can draw enemies attention during combat. I'm currently using the standard battle system, and I'd like to incorporate a tank-type class that can draw enemy attacks for a short time (kind of like a tank pulling aggro in MMOs)

If this is possible please let me know.

Thanks in advance for any help.   :beer:

~Grim

KK20

It's called "Taunt" in general RPG terms. :P
Yes, it is possible to create such an ability. But I don't know what types of requirements you would like--not all taunts are the same in every game. For example, do you want it so that ALL attacks will target the taunting actor? Or do you want it so that attacks will generally hit the taunting actor more often? Or perhaps both ("Taunt" and "Sacrificial Lamb" skills)?

If you happen to know any programming, the area I would recommended editting is in 'Game_Party' under the method 'random_target_actor'. Otherwise, reply back with your requirements and I'll see what I can offer.  ;)

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GrimTrigger

KK20,

I don't have any scripting knowledge, and like the other poster in this thread mention, I had taken a look at the "threat" system before posting, but wasn't sure that would be worth trying to manipulate down to a single move....

Essentially I would like to be able to cast a skill/spell and have it force all enemies in the troop to only target the caster for X number of turns. Maybe it would be possible to find a way to make the game think the "caster" is the only one in the party? I don't know, as this is all new to me.

You're right, taunt is exactly what I'm trying to go for. I know you can make events within the troops tab, but to have a common event handle this for every troop, and not have much versatility would probably not be worth the effort.

If it isn't possible, I understand. Thanks in advance.

~Grim

DreamCatcher

April 07, 2012, 03:42:39 am #4 Last Edit: April 07, 2012, 03:44:28 am by DreamCatcher
You can just use the script mentioned by ShadowPierce.
If you only want to have a skill for taunting the enemies, it could look like this:

In the header you can use a neg. value for threat-increase and a pos. value for defense-decrease, so that whatever you do the threat will decrease. Set the display to false to just untoggle the threat-window. No you add a skill that makes exactly what you want and define how many turns it will be active. In this example, skill 1 increases the threat of the actor by 6 and decreases the threat of everyone else by any value of choice (if you set it to zero, 2 or more actors can threat the enemies at time). Now when performing the skill, all enemies will attack the actor and with every turn the threat will decrease ==> after 6 turns of normal attack, the threat will be down to zero again. When you, after 2 turns, decide that the threat should be gone , you can start to defend, decreasing the threat now by 2 (or whatever you define).

 ATTACK_THREAT = -1 # Threat to increase when actor attacks
 DEFEND_THREAT = 2 # Threat to decrease when actor defends
 THREAT_CHANCE = 100 # The chance of enemies attacking based on threat
 THREAT_DISPLAY = false # Display player's threat besides their name
 THREAT_WINDOW = [480, 64, 160] # Whether to enable or disable threat window
 
   #========================================================================
   # SKILL THREAT CONFIG BEGIN
   #========================================================================
   when 1 then [6, -1000] # Cross Cut
 

G_G

Here you go, whipped this sucker up in just a few minutes. I didn't do any testing but it should work.
http://forum.chaos-project.com/index.php/topic,11614.new.html#new

GrimTrigger

Thank you for everyone who took the time to help figure this out. I'll try to get it to work in my game.


Seltzer Cole

April 11, 2012, 11:36:57 am #7 Last Edit: April 11, 2012, 11:38:13 am by Seltzer Cole
You could do this through eventing... When you use the skill it calls a common event, which turns a switch on perhaps, the enemy who had the switch flipped would then run a couple variables... 2 variables, 1 being your X, the other the enemies X, and you could work a system where if you came within lets say, 1 block or 2 or 3 (Limited only by map size, However far away you would want it) the enemy would immediately change his movement to "Approach Player"... Then again this is all to complicated to explain in words, especially since I am lazy right now. Just shoot me a message if you want me to help you set this up through events.

Script would be easier if you do some searching.

Edit : This is if you are using an ABS. Sorry, just finished reading your post lol. Yes, I am extremely tired right now. Sorry.
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