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Trickster's Bag of Skill Effects V4.0

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If and only if Mr. Mo's ABS calls <game_battler>.skill_effect when using a skill, but most of these are only meant to be called within Scene_Battle
 
Bleh...is there any chance you could post the script as a .txt or something? My computer's quite horrible, and I can almost never get a download to work...I tried downloading the thing, but it didn't work. >_<...
If you could post the script text, that would be awesome, as I could really use some of these skill effects for my game, but if not, I understand...
 
Ammom;110723 said:
Very large array of skills, and they're all really good ones too! Very cool.

Thanks, Ammom

Burninating_Torchic;112422 said:
Bleh...is there any chance you could post the script as a .txt or something? My computer's quite horrible, and I can almost never get a download to work...I tried downloading the thing, but it didn't work. >_<...
If you could post the script text, that would be awesome, as I could really use some of these skill effects for my game, but if not, I understand...

Have you passed your 50 download limit for today?, is the downlaod manager working properly? Are you sure that you have the legal version of rmxp?
 
Trickster;112825 said:
Have you passed your 50 download limit for today?, is the downlaod manager working properly? Are you sure that you have the legal version of rmxp?

1. No
2. Yes
3. Yes

The problem's not with the download manager or anything like that, it's with my computer...it just plain sucks at downloading stuff. It freezes up in the middle of the download, or closes the download before its finished, or something like that. It does this on almost everything I download >_<...
 
This script looks interesting...

But I just want to know one thing before I try it out...can you combine multiple skill effects? Such as a Draining spell that does more damage the more you saved? Something like that...
 
Armor King 108;113989 said:
This script looks interesting...

But I just want to know one thing before I try it out...can you combine multiple skill effects? Such as a Draining spell that does more damage the more you saved? Something like that...

Yes as long as you setup the extra parameters for each skill effect if required and make sure both elements are selected on the skill
 
Hey I got some suggestions for ya Trickster. How about doing some % damages similar to your demi and Qutarter one. (not sure if this is more of a passive skill though...) where the % comes from the total HP a monster has (not what he has left) and then when the varience is set it's the varience of %.... so like if you have a skill that damanges 25% total of the enemy's HP with a varience of lets say 10 it'll damage anywhere from 15%-35%. And have the same thing applied to healing skills.

I think something like that could be pretty handy. I know I'd use it. :D I think it's good for eleminating the out of date skills problems... Just an idea. You got a lot of good stuff here.
 
Raven The Dark Angel;115246 said:
Hey I got some suggestions for ya Trickster. How about doing some % damages similar to your demi and Qutarter one. (not sure if this is more of a passive skill though...) where the % comes from the total HP a monster has (not what he has left) and then when the varience is set it's the varience of %.... so like if you have a skill that damanges 25% total of the enemy's HP with a varience of lets say 10 it'll damage anywhere from 15%-35%. And have the same thing applied to healing skills.

I think something like that could be pretty handy. I know I'd use it. :D I think it's good for eleminating the out of date skills problems... Just an idea. You got a lot of good stuff here.

Thanks, but I would consider what you said more of an addon to the Damage Hp Effects. I will add that in and hopefully get the rest of the pending skill effects done (there are like 5 of them left)
 
Great script. I was hoping I could find something like this to improve the battle system of my game since the current battle system in rmxp is pretty shallow. The only thing it was missing is a skill where after you damage an enemy you recover half the hp of the damage delt.

Edit: Sorry missed that one. Thanks for pointing it out.
 

Shiro

Member

Zeppelin;120876 said:
Great script. I was hoping I could find something like this to improve the battle system of my game since the current battle system in rmxp is pretty shallow. The only thing it was missing is a skill where after you damage an enemy you recover half the hp of the damage delt.

Name: Absorb
Special Input: the percent to recover 0 for random (see script Skill Extra Parameters)
Effect: Damages and absorbs hp
 

Shiro

Member

If I could, can I request a skill effect?

Like in FF6, there's the option to "Jump" which causes the player to jump for one turn. In other words be invisible for the next turn. Then the turn after that, the player does the damage.

Other examples of this would be "Dig" or "Fly" from Pokemon.

Could you do this request?
 
Shiro;128331 said:
Like in FF6, there's the option to "Jump" which causes the player to jump for one turn. In other words be invisible for the next turn. Then the turn after that, the player does the damage.

Other examples of this would be "Dig" or "Fly" from Pokemon.

Could you do this request?

I'd really love to see that skill on the BSE (Bag of Skill Effects):D

Hey, Trickster, this is a really great script, and would be perfect for my game as well!
Although, I'm not using the SDK for my game and therefore the game tends to crash on me whenever applying this script.:-/ Do you think perhaps you could help me out with that? If so, thank you very much:)
I also have a (or more) request that could probably help add up on the request list.:)

Skill: White Wind
Description: Heals all allies' HP, with the caster's current HP (ex: if HP is 1600, then it heals all allies with that number)

Skill: L4 Suicide, L3 Flare, L5 Confuse, etc.
Description: Does damage/causes status/etc. effect to the enemy with level multiples of 3/4/5/etc.

Skill: Ultima Blast
Description: Does EXTREME damage to the enemy, ignoring high defense. (could be useless)

Skill: Rage
Description: For every 1-5 turns, the ally attacks the enemy, but after being able to control the ally again, the ally is given one or more status effects.

Skill: Doomsday
Description: Does incredible damage to everyone. This however; varies on how you play the game. (ex: if at a high level, damage = 1000 or less rather than 9999 or more, the damage increases for every time an ally is KO'd,
damage increases of the number of status effects your ally is hit with, this also includes good status effects, damage may increase over the "choices" you make, like saying you have a choice between saving someone and not saving someone, choosing "not saving someone" will cause the skill's damage to increase. I'm thinking in the lines of merging this with the personality engine script. And so on so forth...)
This could be way too useless or perhaps too darn hard to do.@_@

Well, this is all I have for now, and hope that this will become of good use.
 
I have some more ideas, that can go with scripts you've also made, as well as effects without other scripts.

With the Equipment Weights Script:

- Skill Effects:
1. Damage increases if more weight is carried.
2. Negative weight from being encumbered is added to the skill damage.
3. Carrying weight saved is added to the skill damage.

Dynamic Enemies:
1. Damage = Enemy exp/Enemy level
2. Damage = enemy stat(STR, INT, DEX, AGI)/Enemy level

Additional Item Drops:
1. Damage based on the possible number of items received.
2. Damage increases if there is are two items with the same possible percentage on one enemy.
3. Damage increases if it's possible that two enemies could drop the same item.

- Skill Effects without other scripts required:
1. Damage if total exp. increases.
2. The skill is used, then if an enemy uses a skill, a status effect is inflicted upon them.
3. Damage increases with more victories.
4. Damage increases with more deaths/losses(if custom handler allows a loss).
5. Damage increases if before the skill is used, someone attacked the enemy.

Woah, so many to think of. I love thinking about these.
 
Hey, I have tried and tried and tried to impliment this script into my project, but i think there is a conflict with your advanced targetting script, specifically with absorb and osmosis.

When these skills are used i get an error with the advanced targetting script. I dont have the stuff with me (I know, i know), but off the top of your head, do you know how to tempoarilly disable the advanced targetting script when a skill is used with the absorb or osmosis element?

PS: I ported the skills script into a new project with no other scripts, and i have the skills set up fine, so there is no problem there.

Absolutely love pretty much all you've published though, keep it up!
 
Hyper Wind;136861 said:
Skill: White Wind
Description: Heals all allies' HP, with the caster's current HP (ex: if HP is 1600, then it heals all allies with that number)

Ok, added

Skill: L4 Suicide, L3 Flare, L5 Confuse, etc.
Description: Does damage/causes status/etc. effect to the enemy with level multiples of 3/4/5/etc.

Can be handled with my advanced targetting script

Skill: Ultima Blast
Description: Does EXTREME damage to the enemy, ignoring high defense. (could be useless)

Hmm, this would be a bit hard to do since this script does skill effects like so

Damage Calculations
Extra Effects (Modify Damage Dealt)
States

and you would have to edit the damage calculations to get that effect.

Skill: Rage
Description: For every 1-5 turns, the ally attacks the enemy, but after being able to control the ally again, the ally is given one or more status effects.

Ok, added

Skill: Doomsday
Description: Does incredible damage to everyone. This however; varies on how you play the game. (ex: if at a high level, damage = 1000 or less rather than 9999 or more, the damage increases for every time an ally is KO'd,
damage increases of the number of status effects your ally is hit with, this also includes good status effects, damage may increase over the "choices" you make, like saying you have a choice between saving someone and not saving someone, choosing "not saving someone" will cause the skill's damage to increase. I'm thinking in the lines of merging this with the personality engine script. And so on so forth...)
This could be way too useless or perhaps too darn hard to do.@_@

Added

Well, this is all I have for now, and hope that this will become of good use.

Thanks

TywinLannister2;140334 said:
Hey, I have tried and tried and tried to impliment this script into my project, but i think there is a conflict with your advanced targetting script, specifically with absorb and osmosis.

When these skills are used i get an error with the advanced targetting script. I dont have the stuff with me (I know, i know), but off the top of your head, do you know how to tempoarilly disable the advanced targetting script when a skill is used with the absorb or osmosis element?

PS: I ported the skills script into a new project with no other scripts, and i have the skills set up fine, so there is no problem there.

Absolutely love pretty much all you've published though, keep it up!

Well you would have to tell me what error you get I do have an update to the advanced targetting script (It just isn't posted yet)

RMdude333;139085 said:
I have some more ideas, that can go with scripts you've also made, as well as effects without other scripts.

With the Equipment Weights Script:

- Skill Effects:
1. Damage increases if more weight is carried.
2. Negative weight from being encumbered is added to the skill damage.
3. Carrying weight saved is added to the skill damage.

Dynamic Enemies:
1. Damage = Enemy exp/Enemy level
2. Damage = enemy stat(STR, INT, DEX, AGI)/Enemy level

Additional Item Drops:
1. Damage based on the possible number of items received.
2. Damage increases if there is are two items with the same possible percentage on one enemy.
3. Damage increases if it's possible that two enemies could drop the same item.

- Skill Effects without other scripts required:
1. Damage if total exp. increases.
2. The skill is used, then if an enemy uses a skill, a status effect is inflicted upon them.
3. Damage increases with more victories.
4. Damage increases with more deaths/losses(if custom handler allows a loss).
5. Damage increases if before the skill is used, someone attacked the enemy.

Woah, so many to think of. I love thinking about these.

Ok, I added, thanks :)
 

Zek

Member

Would it be possible to get a skill where once the skill is cast on an enemy it forces the enemy to focus on the caster of the skill for 'x' turns?
 
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