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Author Topic: Overdrives?  (Read 2760 times)

Offline PhoenixGames

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Overdrives?
« on: July 14, 2008, 08:37:25 AM »
Okay, so I want to include a 'Rage Mode' for my battles. (Same thing as Overdrive/Trance/Limit Break/Quickening/whatev.)

I have some idea of how to code it, I know I will be using a lot of variables.

For example, say I have a Variable called 'JaredRageMeter'.
I think I would need a common event that constantly checks when damage is done to him, likely to do with percentages.
A certain percentage of damage would cause the meter to 'fill', increasing the value of the variable.

And once the meter reached 100, I would need to replace Jared with the character 'Jared (Rage Mode)', then use a counter to allow him to only take a certain number of turns, say five. (again with a variable) I would need to then get it to increase it and then fix it so that a battle end, the variable reaching 5, or Jared dying would cause him to pull out of it and leave Rage Mode. I would also need to probably make use of more variables to make sure it doesn't automatically heal him, and to make sure they're of the same level.

So my question is, is this even remotely possible in 2003?

If not, might it be so in XP or VX?
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Offline Felix-0

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Re: Overdrives?
« Reply #1 on: July 14, 2008, 08:41:18 AM »
1.yes It is possible...
2.You don't have to change hero to something else
3.just make him have a skill added called overdrive!
Set to switch..have a battle event set to that sub-set...
do damage...or combo...and then turn off switch...This all probably sounds confusing
 :eyes: Im not good at explaning
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Offline Rahl

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Re: Overdrives?
« Reply #2 on: July 14, 2008, 09:27:20 AM »
Limit breaks are kind of tricky.

You could set an event to minitor the chars HP.

Hero__ Hp<20% Switch "Hero__ Limit" ON

Then that switch could do one of 2 things:

Change Commands, "Remove all Skills, then add all back but the Fight skill, and instead of fight skill you add Rage which is just attack, but with name changed and somthign else on top of it like attacls 3 times 5 times or whatever. And on another battle page with Req.-> Hero__ Limit, wait X turns then remove all again then add Regular attack this time.

OR

Change Charas, "Remove Hero__, Add hero HeroWithRage, that has increased attack power or whatever, A new event page in battle that says wait 5 turns or whatever and Remove HeroWithRage, Add Hero__," But remeber if battle is over before those turns are up your stuck with him after the battle. Soo, if you want him to stay like that till the next battle dont do anything and make sure the switch to the hero change back page in battle is still on, or you could make a paralell event in the database that says is HeroWithRage is in party remove and add Hero__.

Also with these formulas remember that these pages have to be put in every monster group or they wont work with all monsters.
« Last Edit: July 14, 2008, 09:29:35 AM by Rahl »
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Offline Fisherson

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Re: Overdrives?
« Reply #3 on: July 14, 2008, 02:29:50 PM »
You learned some of this form RM tutorials,didn;t you?
Well in case you havn't already treid the first metheod,it dosn't work.
It adds the fight comand to the bottom of the screen unless you go backwards.
How i solved this problem is i had a common event remove all the skills and add Limit
as the comand.Your second metheod will work,but it will make it appear that you've restored
all HP and MP.So its cheap.
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Offline Rahl

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Re: Overdrives?
« Reply #4 on: July 14, 2008, 05:47:21 PM »
Well I always added them backwards. I was just giving him a brush over. Everyone has to go through trile and error to get good at scripting.

And no i used the first one for my first game and had to find it out myself. What RM tutorial are you talking about?

Plus theres also a complex way to solve the second ones problem.

Make a variable called Hero HP, set it to hero's current HP. Make aa veriable called RageHero HP, set it to RageHero HP.

Then a page with add condition to RageHero Death. Then a page with remove condition to RageHero Death. add (Hero HP-1). And Hero HP< 20% Remove Hero add RageHero.

Then another with thr opposite.
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Offline PhoenixGames

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Re: Overdrives?
« Reply #5 on: July 14, 2008, 06:05:13 PM »
Problem is, I was looking for more of a VII/IX/X system with the separate meter that fills up with damage.

The FFVIII Hp-based Limit Break is good, but I would prefer something else if it's possible.

Or would it be better to just go with Game Maker instead?
Logged
"I don't understand... Why did he kill her?"
"The question is not why, my friend, but how..."
"How?"
"Yes, how."
"But... how?"
"Precisely."
"Wait... why 'how'?"
"What?"

Offline Rahl

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Re: Overdrives?
« Reply #6 on: July 14, 2008, 07:25:55 PM »
I've never used GM before but the only other way I see you could do it is you can have them get it after so many turns go bye. I can think of any other way to make it work.
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