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Bob423

Moves that attack all enemies randomly and another battle issue

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i need a script that allows me to make a skill that attacks all enemies, but randomly choses an enemy for each attack. like Tidus's slice & Dice overdrive

 

"Tidus runs back and forth around enemies, attacking six random targets. Underwater, Tidus does the same thing. If only one enemy is present, it will become the target of all six attacks."

 

I'm using that exact attack to.

 

thanks

Edited by Bob423

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and i also need someone to make it so, when a battle starts, the music starts playing instantly, instead of the battle start SE

 

thanks

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i need a script that allows me to make a skill that attacks all enemies

 

"Tidus runs back and forth around enemies, attacking six random targets

 

Which one is it?

 

Do you want it EXACTLY like this skill? Running back and forth? Do you want it to be just a battle animation or is there a sprite used with the battle animation? What other scripts are you using in your game that affect battles (most important detail)? Does each attack count as a separate attack or is it just one attack that hits multiple times?

 

Describe everything that happens from the moment the player presses the confirm button, to the moment the attack finished. Explain how you want to be able to control the script.

 

There are a lot of things that need to be taken into account when writing a script, and no one wants to spend their free time writing a script only to find out the person who wanted it in the first place needs it completely rewritten.

 

Also, have you tried google to see if something like this already exists?

 

As for the battle start se thing, have you tried setting the battle start SE in the database to none?

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ok, i got it. the actor runs to a random enemy, attacks, then runs to another random enemy and attacks. the damage of each attack is determined by the normal skill formula. the actor attacks six times, and may hit the same enemy multiple times.

 

As for the battle start se thing, have you tried setting the battle start SE in the database to none?

 

yes, and it didnt work, the bgm is still delayed.

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Which one is it?

 

Do you want it EXACTLY like this skill? Running back and forth? Do you want it to be just a battle animation or is there a sprite used with the battle animation? What other scripts are you using in your game that affect battles (most important detail)? Does each attack count as a separate attack or is it just one attack that hits multiple times?

 

Describe everything that happens from the moment the player presses the confirm button, to the moment the attack finished. Explain how you want to be able to control the script.

 

There are a lot of things that need to be taken into account when writing a script, and no one wants to spend their free time writing a script only to find out the person who wanted it in the first place needs it completely rewritten.

 

Also, have you tried google to see if something like this already exists?

 

As for the battle start se thing, have you tried setting the battle start SE in the database to none?

 

I've played FFX so I know whats he's talking about. It's practically randomly attacking all the monsters on the field.

 

Tidus runs back and forth around enemies, attacking six random targets. Underwater, Tidus does the same thing. If only one enemy is present, it will become the target of all six attacks.

 

Sorry I tried to find a video of Tidus doing the slice and dice overdrive but none existed.

 

Edit: Also the Sideview battle system by Atoa has the Random attack script embedded into the system.

Edited by bigace

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um...i already have charlie fleed's, so i can really use atoa's, to much work lol. thanks though

 

It was a sugestion, I would recommend Charlie fleed as well over Atoa's as I think Atoa is very arrogant (and some other stuff I won't say). I can try to find one, but doesn't Charlie's FFX battle system allow for you to custom the system in order to have a random attck ability, if you don't you should probably ask him on RRR as I think he's still there (if you haven't already asked or figured it out), and then come back and talk to us again. :sweatdrop:

Edited by bigace

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I finally booted into windows for the first time in weeks (only because I had to lol)

 

SO here's a possible solution to the SE sound playing:

 

Head to the Scene_Map Script and find this method (yours will probably look different)

 #--------------------------------------------------------------------------
 # * Battle Call
 #--------------------------------------------------------------------------
 def call_battle
   # Clear battle calling flag
   $game_temp.battle_calling = false
   # Clear menu calling flag
   $game_temp.menu_calling = false
   $game_temp.menu_beep = false
   # Make encounter count
   $game_player.make_encounter_count
   # Memorize map BGM and stop BGM
   $game_temp.map_bgm = $game_system.playing_bgm
   $game_system.bgm_stop
   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Play battle BGM
   $game_system.bgm_play($game_system.battle_bgm)
   # Straighten player position
   $game_player.straighten
   # Switch to battle screen
   $scene = Scene_Battle.new
 end

 

then find this line:

$game_system.se_play($data_system.battle_start_se)

and comment it out so it looks like this:

#$game_system.se_play($data_system.battle_start_se)

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ok now it does the same thing as when i just get rid of the SE. it waits before starting the battle, as if there's something that should happen in between

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Hmmm...Maybe it's from the music being stopped, then started again? Although, I thought I had removed that from your script a while ago...hmmmmm

 

I would put my money on just the way the RGSS library handles sound playback. TBH I haven't really experimented much with the music/sound aspect of rpg maker; but I do know it's not very good. RGSS, iirc, it only supports 2 channels, one for sound (SE + BGS) and one for music (BGM + ME), therefore, it cannot handle any form of cross-fading--meaning music ALWAYS needs to be stopped before a new BGM/ME can be loaded. Thus, the slight pause between songs. In fact, I dunno why I told you to comment out the sound effect, sounds play on a separate channel than music XD.

 

See if you have (in that same method) this line:

$game_system.bgm_stop

and comment that out. I don't think that will make a difference, but that's the only thing I can think of.

 

Another possibility, is if the BGM you are loading as battle music has a delay before the start; then it actually WOULD be starting instantly, just there's a delay (of silence) in the actual audio file. (if that's the case, either get battle music that has no delay, or get Audacity/some kind of audio editing program and cut out the "silence" from the start of the file)

 

Otherwise, I have no idea why it is doing that--you could always post the entire method here and show us what you have. Maybe there is something causing that in your code....MAYBE (I doubt it)

 

NOTE: If my first thought is correct, then there isn't really a solution or workaround. There is a script floating around that acts as an interface to the FMOD Audio Engine for RPG Maker XP, which is a much better sound engine and it *may* support multiple channels (I don't remember; I am using it for my game, but I have yet to get any sound/music to implement in my game project, thus I have not tested anything like that)

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to late, tried all that before i talked to you in chat last night lol

 

thanks for the help though.

 

 

wait...did you say

There is a script floating around that acts as an interface to the FMOD Audio Engine for RPG Maker XP, which is a much better sound engine and it *may* support multiple channels
?

 

i wanna try that! and since i dont know what to search for, and since ive decided to postpone FFXP4 for now, i dont feel like worrying about this right now.

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