Jay's Dual Tech system

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Started by HeroicJay 329 posts Page 5 of 17 View original ↗
  1. Again, turn skipping like that is an intended feature that I haven't gotten around to yet (sorry, been focused on other things.)

    As for making both characters step forward, that's why I heavily recommend the use of Yanfly's skill animation plugins.
  2. sounds great, still love the plugin either way, still adds more complexity to a game, even if you just get a new skill based on who is in the party at the time.

    I don't think I've tried using yanfly's animation plugin, but if it can make them both step forward like that, I'll go give it a try. Thanks!
  3. Hey,

    I really like your plugin, but I have an issue with Bobstha's Battle Commands Customization Plugin (http://forums.rpgmakerweb.com/index.php?/topic/46510-bobstahs-battle-commands-customization-v20-new-weapon-armor-state-commands/). I changed the command list of my actor to only be able to attack and use a skill not allowing him to open a menu to choose a skill. The problem is that the actor can use the dual tech skill even if his partner isn't in the party. It only appears so when I use Bobstah's plugin, with a default command list everything is fine.

    I hope you understand what I mean ^^' 
  4. I'm using Bobstah's plugin myself without issue, but I don't have any Dualtech skill on the main skill list, and honestly hadn't considered the possibility. Let me try that myself.

    EDIT: Yeah, I repro it myself. I suppose the simple answer is "don't put a dualtech skill on the main skill list", but that's not really much of a solution, is it? Let me play around.

    EDIT2: It's a simple enough fix on my own side (add something to one of my functions, and then make sure you put a "!" at the end of the skill on the skill list to flag Bobstah's plugin not to show it if you can't use it) but after all this "intended feature intended feature intended feature" that's been going on without an actual update in over a week, I'd feel silly having an update be just a minor incompatibility fix... I guess that, and my lack of anything important to do for the next several hours, should be telling me something, huh?

    I think the way I'm going to do turn skipping is through an extension, and it will be a different extension for each battle system (default, Yanfly's ATB, Ellye's ATB/CTB). Since each one will have different requirements. And I suspect the default one will actually be the hardest, believe it or not, so since it seems pretty popular, let's open with Ellye's ATB. Which I'd have to install in my dummy project and figure out how it works. So it may be a while.

    EDIT3: Maybe not quite as hard as I thought. I've almost got it. Though I'm currently dealing with double skill use and ATB bar freezing issues, it mostly works.

    EDIT4: I haven't tested it entirely thoroughly, but basic functionality seems to be working. I've added the extension.
  5. Thank you very much for helping me out! At the moment I can't check it, but I'm sure it'll work fine. Thanks again :)
  6. Cool so the extension is done for one system how about Yanfly's system will that be done soon?
  7. The compatibility/patch/extension for Ellye ATB causes issues with Ellye's ATB, she is working on a patch though... I just thought I'd say that quickly...
  8. Yeah, sorry about that, guys. That extension was made pretty hastily, and then it was vacation time. It was mainly my way of saying "I did not forget about the plugin!" before going on vacation and being AFK for a while.

    Maybe I should have sat on it longer. >_>

    Anyway, fix in progress.

    And fix finished. It helped that (M)Ellye (Is the M optional or an initial or something?) figured out the problem before I even sat down to look at it. I will probably do a bit of an overhaul of the extension by the end of the week, though - not to sort out bugs necessarily, but to improve the functionality. I think I want to try to make it work more like Final Fantasy IV: The After Years for ATB systems than it currently is by the time I'm done with it.

    Though if you find more bugs, please tell me about them. I can't fix them if I don't know they're there!
  9. Is it possible to add in more attackers, such as a 3 or 4 man skill system?
  10. It already supports triple techs, though they're a little less flexible than dual.

    (BTW, this is posted on Dec 7. I'd rather not bump the topic. Things have been dumped on me this week, and then I got distracted by Yanfly's CTB system, which is more-or-less exactly what I wanted in my own primary project. I haven't forgotten, though!)
  11. HeroicJay said:
    Yeah, sorry about that, guys. That extension was made pretty hastily, and then it was vacation time. It was mainly my way of saying "I did not forget about the plugin!" before going on vacation and being AFK for a while.

    Maybe I should have sat on it longer. >_>

    Anyway, fix in progress.

    And fix finished. It helped that (M)Ellye (Is the M optional or an initial or something?) figured out the problem before I even sat down to look at it. I will probably do a bit of an overhaul of the extension by the end of the week, though - not to sort out bugs necessarily, but to improve the functionality. I think I want to try to make it work more like Final Fantasy IV: The After Years for ATB systems than it currently is by the time I'm done with it.

    Though if you find more bugs, please tell me about them. I can't fix them if I don't know they're there!
    Cool gald you are working with elly to get that fix, looking forward to see what is next. Also any word on the extension for Yanfly's ATB Plug-in?
  12. Can it be only dual? Can't I make a skill that needs three actors to perform it?

    If not, can you implement this in your plugin?
  13. ArkDG said:
    Can it be only dual? Can't I make a skill that needs three actors to perform it?

    If not, can you implement this in your plugin?

     
    HeroicJay said:
    It already supports triple techs, though they're a little less flexible than dual.
    Jeez Ark, If you had only read the OP or the plugin description or the post 2 above yours!!!  :headshake:
  14. Sorry the explanation was a little vague on using triple attacks in the original post. For anyone still confused, in order to create a triple skill:

    1) create the skill (ex fire dash)

    2) under the notes of the skill place the <Dual:Actor#,Skill Name,Actor#,Skill Name> (these are the skills of the actors not using this skill)

    3) add skill to the third actor

    As the author stated in the notes the actor will use this skill if all conditions including cost are met. This will not affect the other 2 actors as they will still use any command you give them.
  15. @kloe I'm sorry i.i I was in a rush, posted before going out home, just dont wanted to forget asking... anyway

    Tks people for the answer. This script is perfect for my purposes.
  16. ArkDG said:
    @kloe I'm sorry i.i I was in a rush, posted before going out home, just dont wanted to forget asking... anyway

    Tks people for the answer. This script is perfect for my purposes.
    Its ok, sorry about the harsh post...

    and yes the triple-tech attacks are really cool!
  17. Hello Jay.

    I'm having problems with the icon/text that displays beside the skill cost. They are overlapping and not justified beside the cost.
    I've seen multiple examples on youtube that have the desired effect I'm looking for, but I'm unsure how to offset the icon/text.

    Thank you.
  18. Do you have any cost-altering plugins not by Yanfly (or if they're Yanfly's, are they up to date)?
  19. Hmmm. I'm looking through my plugins to see again. But It's mostly Yanfly's SkillCore + a few the new extensions he's made for it. 


    I just did some Plugin reordering since you got me thinking.


    The new extensions break your plugin if your plugin is put AFTER them. 

    I put it under the Skillcore (as shown) and it works fine now. :3

    I will test later today if LimitedSkillUses and SkillCooldown is unaffected.

    But it was a good reminder to check. Posting the image just as a reference for anyone else who may have issues. Will share what I find out later, when I test the other plugins.

    Jay.png
  20. Ah, yes, the dualtech plugin must go after anything and everything that modifies skill cost or skill cost display. That means it should really be below SkillCooldowns too.