Pumamori 4 Posted September 4, 2015 Is there any way to check if a target is an ally or not? I'd like a skill that applies a status and deals damage, but only applies damage if the target is an enemy. Share this post Link to post Share on other sites
Hierophant 0 Posted November 15, 2015 This should be an easy one but it doesn't seem to work. I'm trying to make a skill that makes the user's hp and max hp equal to that of the opponent. But the formula I wrote: a.mhp=b.mhp;a.hp=b.hp;0; Doesn't seem to work at all. Share this post Link to post Share on other sites
Hierophant 0 Posted November 16, 2015 Never mind, I figured out I need to use a script to do stuff like that. Share this post Link to post Share on other sites
Cookie Ninja 374 Posted December 16, 2015 (edited) Hey guys! I have reached as far as I can on my own. I made a skill that that randomizes a skill to be used on the target choosen. This is how it was set up to function properly: class Scene_Battle < Scene_Base alias rearrange_invoke_item invoke_item def invoke_item(target, item) @subject.last_target_index = target.index rearrange_invoke_item(target, item) end end class Game_Battler < Game_BattlerBase attr_accessor :cookie def random_cookie(skill_id, target) cookie = Game_Action.new(self, true) cookie.set_skill(skill_id) if target == 0 cookie.target_index = last_target_index end @actions.push(cookie) end end # And used the formula: n=51+rand(2);a.random_cookie(n, 0) It kinda works but here is what happens: - Eric uses Random Cookie - Slime A took no damage! - Eric uses Fire - Slime A took 161 damage! How do I make the red message disappear? When it uses Fire it also subtracts its cost. Is there a way to make it not do that? I could always make a "free" copy of the random skills but it feels kind of clunky <.< EDIT: Don't know why my post is f-ing up It got normal now... wierd :wacko: Edited December 16, 2015 by Cookie Ninja Share this post Link to post Share on other sites
Black Frost 2 Posted July 31, 2019 Do you know if there is a was to make the formula's remove debuff's from a single ally upon use? Share this post Link to post Share on other sites