How to make a skill in Chrono engine ATB that doesn´t have any knockback?

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Started by Vladar458 11 posts View original ↗
  1. I have been looking, and i don´t find a way to create a skill that doesn´t have any knockback.

    My idea is to create an enemy that have a skill where the enemy pukes in the ground, leaving poison in the ground, and if you step it, you take damage. Stteping poison is not a direct hit, so it shouldn´t have any knockback. So how i could disable the knockback, just for that specific skill?
  2. Doesn't one of the comment notes disable knockback?

    Try:
    tool_knockback_power : 0
  3. AquaEcho said:
    Doesn't one of the comment notes disable knockback?

    Try:
    tool_knockback_power : 0
    I did it, that only does that the knockback animation does not move the player, but the bouncing is still there.
  4. What about

    tool_knockback_duration : 0
  5. AquaEcho said:
    What about

    tool_knockback_duration : 0
    I tried that too, still the same.
  6. Could you copy and paste this in either a new plugin file or the one where you added all my other scripts? Then set the tool to have tool_knockback_power : 0
    Code:
    //If tool_knockback_power is set to 0 don't make the target jump
    ToolEvent.prototype.needKnockbackJumpEffect = function(target,oldHP) {
        if (this._tool.knockbackPower==0){return false};
       if (target._user.hookshotTool) {return false};
       if ($gameSystem.isChronoMode()) {return false};
       if (target.battler().hp >= oldHP) {return false};
       if (!target.battler()._ras._knockback) {return false};
       return true;
    };
  7. AquaEcho said:
    Could you copy and paste this in either a new plugin file or the one where you added all my other scripts? Then set the tool to have tool_knockback_power : 0
    Code:
    //If tool_knockback_power is set to 0 don't make the target jump
    ToolEvent.prototype.needKnockbackJumpEffect = function(target,oldHP) {
        if (this._tool.knockbackPower==0){return false};
       if (target._user.hookshotTool) {return false};
       if ($gameSystem.isChronoMode()) {return false};
       if (target.battler().hp >= oldHP) {return false};
       if (!target.battler()._ras._knockback) {return false};
       return true;
    };
    It doesn´t work either.
  8. I don't know what to tell you. It worked on my end. Without that code, the enemies jump when hit, with that code they don't.
  9. AquaEcho said:
    I don't know what to tell you. It worked on my end. Without that code, the enemies jump when hit, with that code they don't.
    Just the enemies? Or the player too?
  10. Ok, I checked again and apparently the player and followers have a separate jump from enemies. So this should work for everyone
    Code:
    //If tool_knockback_power is set to 0 don't make the target jump
    ToolEvent.prototype.executeKnockback = function(target,battler) {
        if (this._tool.knockbackPower!=0){
            this.setKnockbackDuration(target,battler);
            this.setKnockbackDirection(target,battler);
           target.battler().clearRasCombo();
        }
    };
  11. AquaEcho said:
    Ok, I checked again and apparently the player and followers have a separate jump from enemies. So this should work for everyone
    Code:
    //If tool_knockback_power is set to 0 don't make the target jump
    ToolEvent.prototype.executeKnockback = function(target,battler) {
        if (this._tool.knockbackPower!=0){
            this.setKnockbackDuration(target,battler);
            this.setKnockbackDirection(target,battler);
           target.battler().clearRasCombo();
        }
    };
    Ok, now it works like i wanted. Thank you very much. You are really a savior helping me so many times.