Aslanemperor 53 Posted August 3, 2021 So, my current project is a game about cowboys in a fantasy setting. One of the characters is a Sniper. As such, I have an idea about what I'd like him to be able to do, but I haven't the foggiest about how to make this happen. I'm afraid this might end up requiring a script. If so, I'll go sniffing over in the scripting page. Hopefully someone knows another way to do this, or maybe an established script that makes this possible. So, the idea that I have is that there will be certain spots the player can discover on most "dungeons" that are "sniper blinds." If they find this, they can leave this character behind, and when they get in battle, he can act with special skills and can't be hit. However, in this mode, if the rest of the party dies, it must still end with a game over. If I must, I'll just make all of the troops have a condition that says that if he's the only one left, game over (I think that can be done with simple in battle eventing). The hard thing will be the Sniper Blind thing. Maybe create a copy of him, then switch the party members until you exit the dungeon? I dunno. What are your thoughts? Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 7, 2021 Without a script, the latter seems like the best option. I don't know any script that does what you want nor would I even know what it would be called if it did exist lol. What I will add, however, is you probably want this: https://himeworks.com/2013/05/untargetable-state/ You can give him the untargetable state where he can't be targeted at all. After that, the rest should be easy. Share this post Link to post Share on other sites
Aslanemperor 53 Posted August 7, 2021 Wow! I had just given up on this thread as a lost cause! Currently I'm working on the idea that maybe I could do this by setting a switch when he reaches the "blind," which allows access to his "sniper" skills and triggers the untargetable state, then just include in the exits from the map that the switch should be turned off.. Having an actual untargetable state to deal with "sure hit" type moves would certainly help with this, so thanks for pointing me in that direction! 1 Share this post Link to post Share on other sites