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Silencher

Need a special skill script

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I would like a skill that only works against enemies afflicted with certain status effects. I'm thinking essentially of a skill like 'coup de grace' that would instantly kill a single enemy that is currently affected by either paralyze or sleep, for example. Is this doable with events, or would a script be better? Essentially I would want the skill to give a 'decline' sound if you try to use it on an enemy that is not affected by whichever status effects, otherwise the skill would work and would have a 100% chance of instant death.

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I would like a skill that only works against enemies afflicted with certain status effects. I'm thinking essentially of a skill like 'coup de grace' that would instantly kill a single enemy that is currently affected by either paralyze or sleep, for example. Is this doable with events, or would a script be better? Essentially I would want the skill to give a 'decline' sound if you try to use it on an enemy that is not affected by whichever status effects, otherwise the skill would work and would have a 100% chance of instant death.

I'm kinda off my balance atm but there is status that you can set. There is also conditional branches that can check to see if these status are in effect. I dont know of it will work but you can try setting it to a common event and setting them to certain numbers in enemy troops. Otherwise event wise you will have to do this for each troop and just under the conditional branch just have it change state to knockout and that should work (in theory) let me know. :alright:

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Is there a way to do this so that the skill will not be used and such if the target isn't properly status inflicted though? I wanted to make it so that the player can't even use the item on the enemy if they don't have the status inflicted on them and I am not sure a common event call would allow that.

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Is there a way to do this so that the skill will not be used and such if the target isn't properly status inflicted though? I wanted to make it so that the player can't even use the item on the enemy if they don't have the status inflicted on them and I am not sure a common event call would allow that.

Set that as the else case?

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In most RPGs, if the player does something that would waste his turn, it happens anyways. = /

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I'd still rather have a script that prevents them from even using it. =/ So... yeah.

Then set it as a force action for a regular attack? Just a suggestion.

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