Posts: 1,127
Threads: 43
Joined: May 2009
You can turn on states when you use skills, and overdrives are just skills, so...
unless you're asking how to turn on states when the overdrive bar is full.
Posts: 139
Threads: 3
Joined: Dec 2010
Not entirely true. It's meant to add them to the character when he use attacking overdrive cause standard superimposition of state will be aimed at the enemy if skill is use.
"The things I always protect never change!" - Sakata Gintoki, Gintama.
"Two people dying separately? No. If we die, we'll die together." - Suigintou, Rozen Maiden.
And sorry for my mistakes in English words, if I do it.
Posts: 1,127
Threads: 43
Joined: May 2009
Right. Well, a common event could be used, called by the skill. But I only support the last release, not 2.9. The code in the common event would be
Code:
$scene.active_battler_copy.add_state(N)
where N is the Id of the state.
..err I hope, I'm a little rusty...
Posts: 139
Threads: 3
Joined: Dec 2010
It's working, thanks. But I have some question again.
Quote:You can turn on states when you use skills, and overdrives are just skills, so... unless you're asking how to turn on states when the overdrive bar is full.
You talk about it, and I want to know, what can I need to do this.
"The things I always protect never change!" - Sakata Gintoki, Gintama.
"Two people dying separately? No. If we die, we'll die together." - Suigintou, Rozen Maiden.
And sorry for my mistakes in English words, if I do it.
Posts: 1,127
Threads: 43
Joined: May 2009
Currently the system does not trigger any events when the bar is filled (or depleted as a superart is used), and that would be the best way to implement such a feature.
It makes a nice idea for the future.
Posts: 17
Threads: 4
Joined: Jul 2011
This is so awesome!
"Go wherever your heart takes you...but not that way."
Posts: 70
Threads: 4
Joined: Mar 2010
Hi again, Charlie!
In order to finally finish a demo for my project which uses this battle system, I kinda "need" (I COULD make the demo without it, but the gameplay wouldn't be complete in the demo then) the possibility of doing HP and SP damage at the same time. Like, say, 10% of the normal damage dealt is dealt as SP-damage etc. Only required for skills, if that makes things easier.
Finally, being able to see the enemy's SP the same way you can make it so that you can see their HP bars would be awesome too, but is not a must and not as important as the first request.
No rush. If you think you'll be able to incorporate this in your battle system at all, it will be a great help just knowing it. =)
Posts: 1,127
Threads: 43
Joined: May 2009
I really don't know if I will go back updating the CTB. I'm focused on the development of my game right now. But your request is "logged". :)
Posts: 11,229
Threads: 648
Joined: May 2009
Sending a little help your way, AGAFURO.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 70
Threads: 4
Joined: Mar 2010
Charlie: Ah, I see.
@ DerVVulfman: Thanks! =)
Edit: Alright, DerVVulfman managed to solve the sp-damage problem for me, so you don't have to worry about that anymore, Charlie. =)