Basic Combo Attacks

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Started by Vlue 20 posts View original ↗
  1. Basic Combo Attacks v1.0
    By Vlue
    Introduction
    Allows two heroes to combine their attacks together to preform a mega ultimate attack! Or just a regular old attack, it's up to you.

    Features
    - Declare certain skills to combo with others, provided each hero using the skills target the same enemy.
    - Global combo chance and damage multiplier

    Screenshots
    Spoiler
    67520_1868701619937953_1225809590_n.png
    How to Use
    Plug it in, set up combos in skill note tags. Instructions for such in script.
    <COMBO id1, id2>

    Script
    You can find it... here!

    FAQ
    N/A

    Credit and Thanks
    - By Vlue
    - Free to use in any project with credit given

    Author's Notes
    This is optional. (Yup)
  2. I'll have to give this a shot soon. It definitely fits with the synergy that I want the party members to have with each other.  I'll give you a little review when I implement it and see how it works for me!
  3. So it's like if Actor 1 uses Fire and Actor 2 uses Fire, it becomes Fire Fire (for the reason I can't think of a better name)?


    PS: does both skills run first, then the combo skill executes or does it change the 2nd skill to use the combo instead?


    PS 2: Can you make the combo chance on a per skill (the combo tagged one) or per actor basis?
  4. I'm assuming if you program it that way. I wouldn't imagine anything is made default. Or am I wrong?
  5. Yes, it becomes Fire Fire. Or whatever third skill you designate.


    Both skills don't run first, it changes to just the one skill being used.


    I updated the pastebin and added notetags to overwrite default combo chance and combo damage~
  6. So is this restricted to the same 2 skills? i.e. Is having Fire 1 and Earth 1 create Magma Storm not possible?
  7. Not restricted to same skills, you can indeed have Fire 1 and Earth 1 combo to create Magma Storm!
  8. I see... so it will simply become Fire Fire, and not Fire, Fire then Fire Fire?
  9. Indeed, are you saying there's an interest in some combo attacks that are additional instead of exclusive? Because that can be done.
  10. Well, this current method actually makes more sense...

    but there have also been some that lets the first skill execute and only changes the 2nd skill. though I think there's already another script that does that.

    but then again the option to execute both skills, then the combo afterwards might be a nice addition, assuming it's not much of a trouble for you... that way, we can make something like a Combo Finisher move :)
  11. There we go. Updated the pastebin with a new notetag <COMBO_FINISHER>


    Combo skills with that tag will be used after both skills are used.
  12. Wow! that's fast, Awesome. I'm sure people will find good use for this... :)
  13. Yeah Shana, Vlue is extremely reliable and punctual. He's one of my favourite developers for that reason. He actually watches his threads and listens to his users. You want something added to the script that makes sense? Vlue says "you got it" and he returns to his coding batcave.

    Thanks Vlue, cheers.
  14. Vluuuueeee was wonderin if this can be used with battle symphony =)
  15. No ideeeeaaaaa, it does overwrite some popular functions, so give it a try.
  16. Is this compatible for MOGhunters ATB battle systems?

    Just out of curiosity.
  17. No idea, try it out and let me know if it doesn't. Then I'll see what I can do.
  18. Line 90

          combo = Game_Action.new(combo_battler)should be moved outside of the conditional, one line up, in order to ensure that it is initialized in the case that $data_skills[new_skill].combo_finisher returns false and control follows the else clause of the if statement. Otherwise line 103 will throw a fatal error that combo is not defined when trying to set its extra_damage property.
  19. Ah, nice catch! That would be causing some problems. Fixed it up on the pastebin, thanks~
  20. Demo? xD