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RPG RPG Revolution Forums > Scripting > Script Development and Support > RGSS2
RiShooty
Hai, i'm relatively new and i've been trying to develop a different battle system with my extremely minimal knowledge of programming. the concept is simple enough but time consuming. the only thing stopping me is my inability to assign input commands to forcing attacks.

I am using Glitchfinder's Key Input Module and it works perfectly on the outside map. I can get the Q key to make the text box pop up with "oh hai!" whenever i press it. But in battle i just can't get anything to work, not even forced actions by other means.

I've tried Advanced forced action by Mithran with no success. After a ridiculous amount of searching through threads, i have found that this is because common events do not affect battle's unless certain scripts are used, but even those don't give me what i need.

All i need to do is quite simple. All commands will be done by keyboard bindings as opposed to a menu. the finished product will have no menu and all will be chosen by buttons. For example a row of keys will be set for basic attack for each party member, another row for attack skills, another for blocking/evasion, another for healing/buffs ect ect. And yes all the monsters and attacks will be simplified to work with this system as the idea will be to have it extremely fast hybrid between actionrpg and turn based where you must act instantaneously and a menu certainly wouldn't work with that.

So any help creating in battle forced action bindings?
[edit] i've found by using commands in the troop menu i can force actions of both characters and monsters easily based on turn numbers. However i still cannot link them to bindings X{

[Solved] nevermind after hours of experiments i figured out a way to force commands through bindings myself. Simply go to each troop's battle events, create the binding as you normally would with glichfinder's key input, and set the condition to "turn no. 0 + 1*X" and make sure it is set to "turn" not "battle". For some reason this makes it always exist within every turn so you can keep mashing the buttons to attack all you want. This is desired, because the strategy is going to be a matter of when, just mashing at the wrong times will either do no damage or penalties of some sort wink.gif
RandSummers
Question:

If "common events do not affect battle's" then why can we link them to attacks?

I had gotten some working but it kept ending the battle so I myself have just had to sit back and scratch my chin on this very subject.

Sorry I couldnt be any help.
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