Thinking Outside the Box: Challenge 2

in Tips and Tricks

So, last time we cheated the autotile system to give us tile and a half high walls. Are you ready for the second challenge?

Challenge 2 FIGHT!

For this challenge I’m going to give you an enemy, two skills, and a modified state to use.

The enemy!

The skills!

This skill targets 3 random enemies and induces deep sleep 75% of the time on each enemy.

This skill drains hp from all enemies equal to the casters magic attack * 4 – the targets magic defense * 2, but ONLY works if the target is affected by the state Deep Sleep (make sure the number in bstate?(*) is the same as Deep Sleep’s state number in the database). Otherwise it does 0 damage. This uses a custom damage formula based on Fomar’s excellent custom damage formula tutorial to accomplish this.

And this is the State:

Deep Sleep is identical to sleep with the exception that it is only removed by damage 50% of the time.

Ok, now that we have all the materials… what is the challenge?!

Description: You have these skills, but you will notice I didn’t show you the Action Patterns of the Shades. Your job is this: Create a troop containing 2 shades. Now make it so that when all the player characters are awake, the shades will ONLY use Sleep Breath, BUT if at least one of the player characters is under the influence of Deep Sleep, the shades will use Sleep Breath and Dream Feed equally.

Restrictions: No scripting.

You can use the comments here, or comment on the link from our Facebook page to offer up solutions. GOOD LUCK!

11 comments… add one

  • Psyker March 24, 2013, 11:58 am

    This wasn’t too difficult.

    For actions patterns I set Sleep Breath as Always with a Rating of 5. Dreamfeed was set up to only activate when a Dreamfeed switch was on with a Rating of 5.

    http://i75.photobucket.com/albums/i302/jblack31981/Shade.png

    Under Troops > Battle Event, at the end of each turn a Dreamfeed variable is reset to zero and through condition branches it adds +1 to the variable to determine whether to turn on or off the Dreamfeed switch.

    Here is a link to the image of the Battle Event.
    http://i75.photobucket.com/albums/i302/jblack31981/DreamfeedBattleEvent.png

    So as long as the Dreamfeed variable is greater then 1, the Dreamfeed switch turns on allowing the Shade to use Dreamfeed.

  • Wesley Cook March 24, 2013, 12:16 pm

    Easy. Under Troops, run conditional branches each turn to check each party member’s status (if they’re in the party currently); if someone is affected with Deep Sleep, then set a switch to YES, else set the switch to NO.

    Under the Enemies tab, set Action Patterns with Dream Feed and Sleep Breath. Sleep Breath should be set to Always (priority 5) and Dream Feed should have the condition that the Switch from before is set to YES (also with a priority of 5).

    Therefore, if the switch is YES then the Shade will use both abilities equally often, but if the switch is NO then the Shade will only use Sleep Breath.

    • Nick Palmer March 24, 2013, 12:54 pm

      This is probably the most efficient way to do it, and was indeed the way I did it.

    • Anthony March 24, 2013, 1:09 pm

      my solution is very much like this one, however i used a var to keep track of states, as when i used a straight switch it seemed to only matter if the final party member listed in the troop event page was effected or not.

      • Wesley Cook March 24, 2013, 3:09 pm

        You have to out conditional branches in the Else part of the previous conditional branch. It basically creates a long chain of conditional branches inside of other conditional branches.

      • Maindric March 24, 2013, 6:59 pm

        Basically, the event branches will have 2 conditions, if the flag is off, and if the player has then condition, then switch to on. Then at the beginning of the turn, switch to off again and check again.

    • Joseph March 24, 2013, 3:54 pm

      It’s times like this I wonder if they really think anything besides scripting is hard in RPG Maker.

    • jomarcenter March 30, 2013, 6:16 am

      Well It also how I make an enemy detect the status of the player to make better A.I. system without the use of script.

  • Anthony March 24, 2013, 12:56 pm
  • stokes March 27, 2013, 3:48 pm

    How is this going to work hmmmmmm?

  • AstoXx April 1, 2013, 3:15 pm

    What I want to know is where that battler is from. ‘S pretty damn sweet.

    Also, I’ve done it the same way as has been previously iterated. Just run a conditional branch that checks if any of the actors have Deep Sleep and, if they do, turns a certain switch X ON and if absolutely none of the party members have Deep Sleep turns said switch OFF. Although I’ve added a sort-of failsafe to mine, which is (even though the situation would not happen outside of custom script functionality) checking that any given actor is in the actual party. That way, if only one person is inflicted with Deep Sleep (and, of course, it being possible to alter your party in combat which is where the custom script functionality kicks in) you can trade them out and the AI won’t herpaderp and use Dreamfeed when no-one in the party has Deep Sleep any more. It’s probably completely pointless and not needed, even WITH the custom functionality, but I like having it there so I can SEE it for peace of mind, if nothing else.

Leave a Comment