Jump to content

Recommended Posts

Hello! I asked previously a few months ago about how to make a retreat skill similar to the Game Golden Sun where the character could only use this skill when they were in a dungeon and if they wanted to leave it immediately, it would function similarly to an escape rope from the Pokemon Series as it would bring the player to the beginning (or in Pokemon's case) the entrance of the dungeon.

Since a few months ago, I started up a new project whose demo is ready to be released soon, but I wanted something "cool" to add-on to it after the demo is released. And I'm calling these "Field Skills"

Basically in Golden Sun, there are certain skills you can use in the game environment that allow you to either further advance or make traversing areas easier, such as freezing ice puddles, putting out fires, or lighting things up with fire. 

A few of the moves I have are "Flare" "Frost", "Douse", "Galecutter" and "Retreat".

What I would like to know, is how I would be able to make these moves function not only outside of battle (excluding Retreat which is serves purpose outside of battle). I'm certain this can be done via common events, but I can't seem to figure it out correctly.

For example, when I want to use Galecutter to hack down dainty-looking trees to progress forward, I only want Galecutter to be of use outside of battle only if a Dainty-Tree is in the way and if the Player has sufficient enough MP to use the skill, otherwise the Skill will not work. I also want the animation "Wind One" to show on the screen when it takes place.

Now, I've been able to make this skill work via just talking to the tree and it works great, but the skill still works even if the Player has no MP which I don't want.

As for Retreat, I want the skill to be able to only be active if the player is in a dungeon and not be active if the Player is not in a dungeon. I also wish for it to be able to Return the player to the Start of the Dungeon.

Now, I don't think I have to go into much detail for Flare, Frost and Douse, since they'll pretty much function the same way as Galecutter.

Once again, I'm sure this can be done via Common Events, but when I try to do it, I always mess it up, or it doesn't work right.

If anyone has any free time available to answer my query via screenshots (Since I'm a visual learner I'm terrible with instructions but if you're too busy to take them I'll try my best to understand them!) I would deeply appreciate it. 

Also, if you need more details about what I want exactly please look here:

Retreat: 



Douse: 



Frost: 



I can't seem to locate the technique for using Fireballs from GS Dark Dawn...but I think you may get what I'm talking about from the ones listed above.

For Douse and Frost look under "Utility Psynergy". 

Thank you.

~Kazu0kami

 

Share this post


Link to post
Share on other sites

For the dungeon one, have a switch for dungeon entry then use a common event which checks that switch then initiates the teleport out

 

Not sure if that's clear enough

 

 

For the skill with the no MP... I'm not sure...

Share this post


Link to post
Share on other sites

I have a rather cool way to do this. It requires a very minor, like one line, addition to a default script. I'll provide that line and instructions.

Allow me to work out a demo. I need to convert it from RMVX.

  • Like 1

Share this post


Link to post
Share on other sites
I have a rather cool way to do this. It requires a very minor, like one line, addition to a default script. I'll provide that line and instructions.

Allow me to work out a demo. I need to convert it from RMVX.

 

 

I have a rather cool way to do this. It requires a very minor, like one line, addition to a default script. I'll provide that line and instructions.

Allow me to work out a demo. I need to convert it from RMVX.

 

 

Thank you! I'd really appreciate it!

Share this post


Link to post
Share on other sites

Kk, here it is:

 

Last Skill Demo

 

Basically, you add this tiny snippet to your scripts...

class Scene_Skill < Scene_ItemBase

  #--------------------------------------------------------------------------
  # * Use Item
  #--------------------------------------------------------------------------
  alias scene_skill_use_item_last_skill use_item
  def use_item
    scene_skill_use_item_last_skill
    $last_skill = @actor.last_skill.object.id
  end

end

Hopefully it should be compatible with everything.

 

Now, your events will look like this:

22838684.png

 

We set $last_skill to 0 to start, because we don't want the last skill from an older event being remembered.

 

Then we call the Skill menu.

 

The wait is important because for some reason if you don't add it, it won't memorize the skill til after the whole sequence is over.

 

Now we do a conditional branch with script on tab 4 selected.

 

$last_skill is a global variable that holds the ID of the last skill used. The rest of the stuff in there is the stuff you want to have happen when we use the right skill.

 

This is for an Action-Event.  For a parallel process which would effect the whole or parts of the map when you use the skill see the OHOHO map in the demo. 

 

For multiple skill effects on one object see the torch event.

 

63901787.png

 

This is what our Gale Cutter skill looks like. It works both in and out of battle.

 

It's important that you link it to a blank, unused common event. This makes it so after you use the skill you'll exit the skill select menu immediately. If you don't do this, you'll use the skill and have to exit the menu manually.

 

If you wanted, you could loop the events twice and string together a skill effect combo. Unfortunately I forgot to add that to the demo, but it's fairly simple.

 

Finally, I added a "Retreat/Escape" skill.  It memorizes the map ID, X, and Y when you enter a dungeon and teleports you back there when you use it.  I couldn't find a way to seal it, so I had to use learn/forget.  If you ask in Script Support how to seal a skill from a script call done in an event, I can perfect this example :)  Have fun!

Share this post


Link to post
Share on other sites
I have a rather cool way to do this. It requires a very minor, like one line, addition to a default script. I'll provide that line and instructions.

Allow me to work out a demo. I need to convert it from RMVX.

 

 

I have a rather cool way to do this. It requires a very minor, like one line, addition to a default script. I'll provide that line and instructions.

Allow me to work out a demo. I need to convert it from RMVX.

 

Thank you! I really appreciate it!

Share this post


Link to post
Share on other sites
Kk, here it is:

 

Last Skill Demo

 

Basically, you add this tiny snippet to your scripts...

class Scene_Skill < Scene_ItemBase

  #--------------------------------------------------------------------------
  # * Use Item
  #--------------------------------------------------------------------------
  alias scene_skill_use_item_last_skill use_item
  def use_item
    scene_skill_use_item_last_skill
    $last_skill = @actor.last_skill.object.id
  end

end

Hopefully it should be compatible with everything.

 

Now, your events will look like this:

22838684.png

 

We set $last_skill to 0 to start, because we don't want the last skill from an older event being remembered.

 

Then we call the Skill menu.

 

The wait is important because for some reason if you don't add it, it won't memorize the skill til after the whole sequence is over.

 

Now we do a conditional branch with script on tab 4 selected.

 

$last_skill is a global variable that holds the ID of the last skill used. The rest of the stuff in there is the stuff you want to have happen when we use the right skill.

 

This is for an Action-Event.  For a parallel process which would effect the whole or parts of the map when you use the skill see the OHOHO map in the demo. 

 

For multiple skill effects on one object see the torch event.

 

63901787.png

 

This is what our Gale Cutter skill looks like. It works both in and out of battle.

 

It's important that you link it to a blank, unused common event. This makes it so after you use the skill you'll exit the skill select menu immediately. If you don't do this, you'll use the skill and have to exit the menu manually.

 

If you wanted, you could loop the events twice and string together a skill effect combo. Unfortunately I forgot to add that to the demo, but it's fairly simple.

 

Finally, I added a "Retreat/Escape" skill.  It memorizes the map ID, X, and Y when you enter a dungeon and teleports you back there when you use it.  I couldn't find a way to seal it, so I had to use learn/forget.  If you ask in Script Support how to seal a skill from a script call done in an event, I can perfect this example :)  Have fun!

 

 

Kk, here it is:

 

Last Skill Demo

 

Basically, you add this tiny snippet to your scripts...

class Scene_Skill < Scene_ItemBase

  #--------------------------------------------------------------------------
  # * Use Item
  #--------------------------------------------------------------------------
  alias scene_skill_use_item_last_skill use_item
  def use_item
    scene_skill_use_item_last_skill
    $last_skill = @actor.last_skill.object.id
  end

end

Hopefully it should be compatible with everything.

 

Now, your events will look like this:

22838684.png

 

We set $last_skill to 0 to start, because we don't want the last skill from an older event being remembered.

 

Then we call the Skill menu.

 

The wait is important because for some reason if you don't add it, it won't memorize the skill til after the whole sequence is over.

 

Now we do a conditional branch with script on tab 4 selected.

 

$last_skill is a global variable that holds the ID of the last skill used. The rest of the stuff in there is the stuff you want to have happen when we use the right skill.

 

This is for an Action-Event.  For a parallel process which would effect the whole or parts of the map when you use the skill see the OHOHO map in the demo. 

 

For multiple skill effects on one object see the torch event.

 

63901787.png

 

This is what our Gale Cutter skill looks like. It works both in and out of battle.

 

It's important that you link it to a blank, unused common event. This makes it so after you use the skill you'll exit the skill select menu immediately. If you don't do this, you'll use the skill and have to exit the menu manually.

 

If you wanted, you could loop the events twice and string together a skill effect combo. Unfortunately I forgot to add that to the demo, but it's fairly simple.

 

Finally, I added a "Retreat/Escape" skill.  It memorizes the map ID, X, and Y when you enter a dungeon and teleports you back there when you use it.  I couldn't find a way to seal it, so I had to use learn/forget.  If you ask in Script Support how to seal a skill from a script call done in an event, I can perfect this example :)  Have fun!

 

 

Wow! Thank you so much! This is really helpful! I'm very appreciative, is it okay if I add you to my credits list?

Share this post


Link to post
Share on other sites

Sure, that's fine.  Glad it was useful to you :3  I'm working on a tutorial to use it now.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted