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#1 Tsukihime

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Posted 26 August 2012 - 01:34 AM

Mime Effect
Author: Tsukihime
Request thread: here

This script allows you to set items or skills with mime effect.
Skills or items with mime effect will copy the most recent action performed by an ally (actor copies actor, enemy copies enemy)

Usage

Just tag an item/skill with <mime> to give it mime effect.

An example would be:

-Actor 2 uses Heal
-Actor 1 mimes, and uses Heal as well

The mime skill can only copy the most recent action. If actor 2 performed 5 actions in a row, only the last one will be copied.

Download

Script: Download here

Notes

The request thread was a conversion request but I didn't like how the script was done so I have re-written it. If anyone is looking for that exact script, well...it is not hard to convert.

Edited by Tsukihime, 16 March 2016 - 02:06 PM.

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#2 killerb255

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Posted 26 August 2012 - 09:21 AM

That was fast! Thanks, Tsuki!

#3 Cazi

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Posted 26 August 2012 - 09:34 AM

I'm adding this to the skill list in my game, i'm always looking for interesting skills to change how you battle. This is perfect, thank you :D
I'll update this soon with lot's of stuff that has impressed me...

#4 Caveras

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Posted 26 August 2012 - 12:07 PM

Nice!

Would it be difficult to include an actor mimes enemy skill option?

Edited by Caveras, 26 August 2012 - 12:08 PM.

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#5 Tsukihime

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Posted 26 August 2012 - 12:55 PM

Nice!

Would it be difficult to include an actor mimes enemy skill option?


How would that work?
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#6 Caveras

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Posted 26 August 2012 - 03:10 PM

Similar to how magic reflection is handled perhaps? With an additional animation effect or so...technically...store the last enemy skill (ID) or action (attack/flee) and then call it for the actor (giving him a temporary knowledge of the skill (type))? But I also can't see this easily be done without some major optional components like alternatives for skill x if it was the last enemy skill and applies states only intended for actors and things like that.

The Mime title reminded me a lot of FF6's Sketch ability, you know, which scans an enemy for a defined attack and uses it on itself. It is something like a Blue Magic hybrid, where the sketcher doesn't learn the skill but still invokes it. A little more here: http://finalfantasy....com/wiki/Sketch

Oh and yeah, they already didn't get this to work in the original, as the command was pretty buggy.

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#7 Tsukihime

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Posted 26 August 2012 - 04:11 PM

Everything is a skill. There is no such thing as a "flee" command or an "attack" command they are simply skills. Which is why I like how EB designed the action system because everything is centralized.

In any case, it is actually pretty easy. The stuff that you're concerned about are actually not relevant to the mime skill because those things should be handled by the respective scripts. If a skill is supposed to only affect Monk classes, then if you mime it, nothing should happen.

Think of the mime skill as a command that simply replaces your action with a different one. Whether it does anything or not is not the mime's problem.

Another issue I was thinking about was target indices. If I cast heal on myself, should the mime also heal themselves? There is no actual way to say "heal myself" because the existing target system only stores absolute indices (or -1, for random)

or action (attack/flee)


LOL imagine my boss fight:

Boss summons minions that only flee
Actor decides to mime, minion flees, actor disappears from battle GG now you're down one guy.

Edited by Tsukihime, 26 August 2012 - 04:18 PM.

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#8 Caveras

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Posted 26 August 2012 - 04:59 PM

Yeah, the targeting is one of the things that is somewhat frustrating if you need more freedom.

And you're right of course, everything's a skill, I actually wanted to say skill/action (ID/name), not distinguish them from each other.


"LOL imagine my boss fight:

Boss summons minions that only flee
Actor decides to mime, minion flees, actor disappears from battle GG now you're down one guy. "

- Yeah, that's the fun about it :D would provide for an ability where you really have to consider what could happen until your skill is executed =) I like a little unpredictability. Although this contributed to many things that could break some of the FF6 skills or the whole system.

Edited by Caveras, 26 August 2012 - 05:00 PM.

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#9 DDD

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Posted 29 August 2012 - 11:09 AM

I got an error when i use some of skills...

Posted Image

Got any idea why or fix it?

#10 Mr. Bubble

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Posted 29 August 2012 - 10:39 PM

Sometimes current_action can return nil.
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#11 Tsukihime

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Posted 29 August 2012 - 11:39 PM

Hmm, ya that's true. I wasn't sure when that would happen but I should check that the battler has an action.

It might be when an enemy doesn't have any actions available in the list.

Edited by Tsukihime, 29 August 2012 - 11:41 PM.

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#12 DDD

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Posted 31 August 2012 - 12:58 AM

I found a bug/glitch.
When i use self-destruct skill(or skill that suicide), i'll get an error.
I also get same error when i use skills like "Possess"(FF6 ghost's skill, remove party and causes instant death) and "Roulette"(Random death to ally or enemy)(when the user get death by roulette)

Edited by DDD, 31 August 2012 - 01:01 AM.


#13 Xypher

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Posted 31 August 2012 - 01:10 AM

There's this that mirrors the enemy's last action, though i haven't personally tried it myself.

#14 DDD

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Posted 03 September 2012 - 08:54 PM

Hey, have you fix the glitch yet?

#15 Tsukihime

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Posted 03 September 2012 - 09:08 PM

No I didn't see your post.
Tell me how to set up those skills (or whether you are using extra scripts to implement them) so I can reproduce them

I can probably imagine why it messes up when the previous battler dies or disappears from the battle.

Edited by Tsukihime, 03 September 2012 - 09:09 PM.

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#16 DDD

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Posted 03 September 2012 - 11:05 PM

Roulette:
I set up the skill exactly what Caveras(at #8) said:
http://www.rpgmakerv...ette#entry37647

Possess:
Make a skill that cause death 100% and add common event that remove party.

Self-destruct:
I'm using a script from japanese site.
Since, i can't find english version:
http://www.tycoon812.../script/079.txt

#17 Tsukihime

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Posted 03 September 2012 - 11:34 PM

I've updated the script by switching the order of two lines.

The issue is that when someone dies, their action list is cleared out (so this would be one case Bubbles probably was talking about)

But I was recording the last action used AFTER the actual action was executed, which means they died before I could record it.

So I record it before it gets used. Don't know if it will fix your other issue but it handles the jibaku script.

Edited by Tsukihime, 03 September 2012 - 11:34 PM.

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#18 DDD

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Posted 03 September 2012 - 11:43 PM

Thanks! Jibaku + Mime effect is working now!

#19 DDD

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Posted 04 September 2012 - 05:47 AM

Sorry for double post, but I found a problem/glitch/bug:
When the mime user copy the skill of "area effect:The user" (like "Cover", for example), the mime user don't cast the skill by himself.
But instead, they cast the copy skill to the ally who cast that skill.

Example:
-Actor A cast Cover! Actor A cast himself and he has a Cover states.
-Actor B cast Cover(Mime)! Actor B cast a Cover to Actor A and Actor A has a cover states, again.

Sorry for bad english~
Hope you know what am i saying.

Edited by DDD, 04 September 2012 - 10:44 AM.


#20 Tsukihime

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Posted 04 September 2012 - 10:53 AM

That is a limitation on how I designed the system.
I will see whether I can change it.

EDIT: ok turned out it was a simple change. I just needed to make sure the user of the action was properly updated.

Get the new script.

Edited by Tsukihime, 04 September 2012 - 11:07 AM.

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