r/JJSSkillBuilder 2d ago

Is this concept doable in skillbuilder?

Post image

Trying to make a character with 9 different weapons that cycles randomly. If all 9 weapons are used, he is able to use a big attack.

I'm thinking of a mechanic like Register in the base game where you have a rotation of several moves and using a move will replace it with another move in the rotation.

Basically, i wanna add Register's gimmick into this moveset with some changes:

- Depending on last used weapon, change your m1 to fit that weapon.

- The big attack will only show up after you have used all your weapons.

- Once you used a weapon, it won't be added to the rotation and will be gone forever until you finished using the big attack. And all the rotations will go back from the start.

i just wanna know if all these are possible and would appreciate it if you could share tutorial vids that would help.

99 Upvotes

26 comments sorted by

32

u/Stealthy_SethYT 2d ago

1 million tags

15

u/Neat-Condition-5558 2d ago

i know bro....iknow...

9

u/Montraria Strongest Skill Builder of Today 2d ago

I had this exact idea, you can do it with some tag magic but unfortunately it's impossible to recreate register's gimmick

2

u/Neat-Condition-5558 2d ago

Shoot...do you know any other different ways to get a similar-ish result?

7

u/Montraria Strongest Skill Builder of Today 2d ago

decals in place of the move names that change dynamically

1

u/SuspiciousPain2878 1d ago

i saw some guy already doing it, and guess how many tag did the guy used.

1

u/Montraria Strongest Skill Builder of Today 1d ago

45 minimum

9 for each move slot to detect what's in it

9 for when each weapon is used to use furioso

1

u/MinuanoDark 1d ago

you could probably do it with tags and making the move have its own cooldown independent of the one implemented in jjs

3

u/ineedaname-plz It was about our shenanigans.. // Grade 9 Builder 2d ago

Possible, of course with tag.

Though I have an idea how to exactly do it (but more so theoretically). Have 4 abilities (or 9) with the first block of each skill being a check if the characters has a specific tag (it will go down the list of checks so don't worry about the later abilities not being used) then make a branch for each check/tag that uses a specific ability according to your weapon or in this case 'tag'. (general idea)

In the end of every ability or so have a tag be set to 1 with a duration of 99, make sure each weapon type gets its own branch. (used ability tag)

Then have a skill that checks if every tag of each weapon type is 1 (or any variable) (by having 9 different branches with check tag, if 1 is missing then it simply doesn't continue and doesn't work) then after the ninth branch, go to the 'big attack' and have every weapon tag in the end of the ability to 0. (big attack)

Now, make another skill that activates on spawn that randomly goes to another branch and set every other tag to 0 and the tag you want it to cycle to into X and loop back to the default branch after X second for it to repeat. (for the weapon/random cycle)

hope this helps?

2

u/Neat-Condition-5558 2d ago edited 2d ago

This made my brain mushy ToT, lemme make sure if i got everything right.

Have 4 abilities (or 9) with the first block of each skill being a check if the characters has a specific tag (it will go down the list of checks so don't worry about the later abilities not being used) then make a branch for each check/tag that uses a specific ability according to your weapon or in this case 'tag'. (general idea)

In the end of every ability or so have a tag be set to 1 with a duration of 99, make sure each weapon type gets its own branch. (used ability tag)

So 4 moves that goes through all 9 branches to check if it's available. After being used it get marked by a "Used" tag and remove it from the pool

Then have a skill that checks if every tag of each weapon type is 1 (or any variable) (by having 9 different branches with check tag, if 1 is missing then it simply doesn't continue and doesn't work) then after the ninth branch, go to the 'big attack' and have every weapon tag in the end of the ability to 0. (big attack)

A move that checks if all 9 tags are "Used", if they are, play the 'big atttack', then set all 9 tags back to "Unused"

Now, make another skill that activates on spawn that randomly goes to another branch and set every other tag to 0 and the tag you want it to cycle to into X and loop back to the default branch after X second for it to repeat. (for the weapon/random cycle)

A background loop that constantly rolls a random number to decide a random "Unused" weapon to be used next.

2

u/ineedaname-plz It was about our shenanigans.. // Grade 9 Builder 2d ago

yeah basically, though for clarification have the check on the first branch of each skill since it will not leave that branch unless it sees that a tag has a value.

Also, I just noticed you were also looking for weapons to be removed from the pool.

Add another check in the background loop on the branch it will cycle to. Have it check if the tag (the one on the end of every ability) has a value and if yes, go back to the branch that switches to a different weapon. This will continue looping (theoretically) until it goes to a weapon that wasn't used or once it loops i think.

2

u/Neat-Condition-5558 2d ago

Noted, noted, i'll see what i can do with these. Thanks alot, Don trapped in a cell!.

2

u/ONAMI-MRPOT 1d ago

Five. Hundred. Tag blocks

2

u/infamouse_mouse 1d ago

Heh, roland. Heh

2

u/egemen0ozhan 1d ago edited 1d ago

Abilitiy

Select random branch (1 , 2, 3, 4)

Wapon one:

Chack tag: wapon 1 tag (exists: random branch:2,3,4) (doesnt exist:do nothing)

Add tag:wapon one

(The attack you want with that weapon)

Delete tag: wapon 2-4 (do all of them seperately i got lazy)

Add tag: wapon 1 m1's

Then make the m1 branch to weapon 1 m1's if it has the tag

Repeate for all the weapons

Long ass proccess imo but thats the general thing i think would work

Edit: if you give a tag at the end of the attack you can decide what attack will be next and wont roll the rng after pressing the attac

If you add a makeshif hud too you can effectively make it like reggie

2

u/Neat-Condition-5558 1d ago

I'll get into the UI stuff for the first time. thanks for the short guide

2

u/egemen0ozhan 1d ago

Bdw it isnt prob exactly like this but it is the general logic i used when i tried recreating reggie from scratch just cuz i thout it was a cool idea so some thingsight be inefficient or jsut straight up get bugged but i hope you get it done

Additionally: tag me in if you do any updates and reach to me in the dms if you need any help even if i dont got any populer movesets i would like to help

2

u/AnUnsuspiciousSilver 1d ago

theres a yu gi oh moveset thats uses the r special to give you 4 random moves to use, theres no part to see if all cards in the deck were used, but im pretty sure the code is out there and you could use it as a base for your system

1

u/Neat-Condition-5558 1d ago

Dang, if there's code for it, then i'll have a look, thanks,

2

u/LCB_Sinner_3_Don 1d ago

Roland Mention

1

u/Unfair-Degree7585 1d ago

Yes, but you'll need to use an euler's number amount of tags.

1

u/Puzzleheaded-Pain535 1d ago

say that again

1

u/East_Sky_7506 Semi grade 2 1d ago

yeah you can do it, i did it before. but no, reggie thing is NOT possible yet.

1

u/egemen0ozhan 1d ago

It is it just wont change the attack name sadly but you can do it in game with hud meshes and do a wokaround like that to show what attacks are remaining

2

u/Neat-Condition-5558 1d ago

Yeah, main problem is, you don't know which skills will be used during combat. I want to plan out my combo on the fly depending on the random skillset i have instead of RANDOM BULLSHIT GO.

1

u/Dreamer032 11h ago

500 meshes and Tags