Don’t mind the variable stuff or the adding/removing states, that’s all for deeper mechanics and do not effect the skill itself.If you are already familiar with how to use booleans and the ? operator feel free to move on. You can do this as many times as you like. If the timed attack is at least 50% successful then another attack will happen, calling a 2nd timed attack. What this skill does, essentially, is has the user attack then call a timed attack. Projectile icon 419: start user, goal target, duration 15, arc 0, spin -0.5 You can choose between 0 and 1 with 1 being a perfect score, though I suggest using 0.97 for perfect, while here I went with 0.5. - you need the if $gameTemp.tas_power to start up another timed attack if the previous was successful. -Note the if target hp greater than or equal to 1 is what makes him stop if the target dies before combo is done. I think you’ll find what you’re looking for in here. It utilizes SRD Timed Attacks with Yanfly Action Sequences. This is an action sequence for one of my game’s skills. It is a crucial part of the fighting style I have been working on. And I really can’t move on with my game much more until I Figure out how to at least chain in several timed attacks together. I would love to see the new timed attack plugin when you are done with it. I really don’t know if i am explaining this in any way that makes sense to anyone but me……Īnyways, Just my two cents.
If the player completes all of them perfectly, he gets a chance of a critical hit being the last hit and the points (say, TP) gained is doubled or some such. they would be able to put into the note of the skill say, triple attack:īut if the player misses an attack it would cancel out the rest of the attacks in the sequence, and only give damage dealt for the successful attacks prior to the failed one, and send the player back to his side of the screen and end the battle.
If hit is near perfect: timed attack circle2Īnd essentially a code set up like this (yes I know the actually code would be much, much more complicated) would give the player the ability to perform attacks of variable speeds and chain combos.
If hit is near perfect: timed attack circle3 If hit is near perfect: timed attack: circle 2 If Hit is near perfect: timed attack: circle1 for lack of a better example, and because I don’t know javascript well, I will put it in human terms: like, say, an attack that takes 7 strikes. I have gotten every single thing set up the way I needed it, except the ability to “repeat” the action during the same attack. It won’t be exactly like that, but it has all the same properties. If you have played LOD, then you get the gist of what I wish to do. Basically, I cannot get it to chain, even using the Follow Up plugin. I posted a thread on the rpg maker mv forums about the issues i am running into with the timed attack series.
Pokemon Trainer Name Input – Name Input Upgrade handles this mechanic better.Ģ thoughts on “ Unsupported MV Plugin List” Pokemon Type System – Pokemon Type Display – Will potentially create a new “Elemental Core” plugin to replicate the success of this plugin. Pokemon 4 Moves Only – Pokemon Move Deleter – Pokemon Trainer Sprite – No longer support the “Pokemon” plugins due to their basis on a specific mechanic.
Timed Attack Core – Timed Attack: Circle – Timed Attack: Clock – Timed Attack: Mash – Timed Attack: Arrows – Timed Attack: Wheel – Timed Attack: Results – Timed Attack: Action Sequences – The original “Timed Attack” series is being replaced with “Timed Attack Maker”. Variable Rates – Just a really useless plugin. XDīlinking Faces – To be potentially replaced with “Animated Message Faces,” a popular plugin within the monthly plugin polls.ĭebug Display – This was a pretty dumb idea Super Tools Engine now handles things better.ĭebug Speed Up – This feature was adopted into the Super Tools Engine! Shaking Windows – This was just a dumb idea. Has been replaced with a more effective credits plugin: Credits Plugin
Movie Credits – This was a truly inferior plugin, written very cheaply. Sequence Input – “Skill Sequence Maker” will replace this mechanic if it is released.Ĭustom Battle Intro – Replaced with a more effective system for making battle intros: Common Event Battle Intro TP Upgrade – TP Upgrade is a very old plugin with many flaws I have plans to maybe remake it again, but it’ll be up to the people. The reason for each plugin’s lack of support is listed next to them.Īctive Defense Core – Active Defense: Charge – The “Active Defense” series lacked enough support to be continued. These plugins still work perfectly fine however, I will not be updating them to resolve conflict errors due to various reasons. This is a list of all “unsupported” plugins.