Jay's Dual Tech system

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Started by HeroicJay 329 posts Page 7 of 17 View original ↗
  1. i just remembered something impotent! do actors have to both have magic to use the move or can one use Tp and the other MP? o:
  2. Each actor can use any sort of cost that you can define, even through other plugins so long as those other plugins are configured in a compatible way (Yanfly's plugins should be.) Heck, in my demo *cough cough* there's a dualtech where both actors have no direct cost at all, and another where one character spends MP and the other one falls back a bit in the CTB list.


    The one catch is that both actors must not use the same sort of universal cost. By "universal" I mean "doesn't apply to one character in particular". HP, MP, and TP are not universal - they are always good - but gold and items are (at least with the RPG Maker defaults). You can use universal costs. Heck, both characters can use universal costs so long as they're not pulling from the same pool (for instance, character A can use a Potion, character B can use 300 gold, and heck, character C can use an Ether - but you can't have both characters A and B using Potions.)
  3. 1. Would this work with Yanfly's limit gauge?


    A. No good reason why it shouldn't, but remember that this does count as a universal cost, so limit it to one member of the team spending the party limit gauge.


    2. Would this work in a game that uses CTB?


    A. Why not? My demo uses CTB and dualtechs. However, there is no implementation at present to have character A wait until character B's turn before using the dualtech (it's something I've had on the backburner for a while, but I don't want that feature for my own game and was more focused on getting the demo out.) Character A will use the skill either immediately, or after a fixed charge time (depending on the skill itself).


    3. Would the cooldown plugin work?


    A. There was already a discussion about this in this topic. Yes, the cooldown plugin works, but as the cooldown is considered a "cost", it comes out of the component skill, not the dualtech itself (that does prevent the dualtech from being used during the cooldown, but it also prevents the component skill from being used.) If that's not what you want, try setting the dualtech as a "component" to itself! Yes, you can do that!


    EDIT: Oh, wait, no, the discussion was on Limited Use. I'd imagine it should be the same deal though.
  4. ah ok thanks for the reply. i have no further questions as of now ^^
  5. Sorry to bother you, and sorry for my bad english, but i want to know 2 things:


    1) this plug in allow even contemporary action from different characters, like Chrono Trigger/Chrono Chross X Strike?








    2) It's possible to have even 3, or more character make a combo? (I Want to create even a 5 characters attack)
  6. 1. I think you're asking if it's possible to skip the other character's turn? It's an "on the backburner" thing.


    2. With the plugin as it currently exists, the maximum is 3 characters per tech (and there are special rules on 3). Adding more characters is not outside the realm of possibility, but it would complicate the display and the logic.
  7. 1 Sorry, I think I don't understand...
    I don't want to skip a character turn (well yes he has to skip it if he act in the same time of another character, but it isn't what i was thinking of), but to act in the same time (like when in a movement event you don't click on "wait")


    2 then it needs to be modified to have more characters per tech... If I learn java am I allowed to try to modify it?
  8. Kenshin said:
    1 Sorry, I think I don't understand...
    I don't want to skip a character turn (well yes he has to skip it if he act in the same time of another character, but it isn't what i was thinking of), but to act in the same time (like when in a movement event you don't click on "wait")


    2 then it needs to be modified to have more characters per tech... If I learn java am I allowed to try to modify it?



    1. From my perspective, the best way to do that is to delay the first actor's turn until the second actor's turn comes up, then have the first actor use the skill and then skip the second actor's turn. (That isn't QUITE how it works for my Ellye ATB extension, though.)


    2. Well, I guess, so long as the credit remains. Or, you know what? With a few teaks, this isn't as hard as it could be, so fine. Can't nobody say HeroicJay never did nothing for the peoples. You want quadtechs? Take decatechs. (I've only done some very basic testing - indeed, I only tested as far as quad - so I'm sorry if there's a bug that crept in.)
  9. Umm... the skill doesn't trigger for me. I am using all of Yanfly's plugins and put this plugin at the very bottom. The skill shows and casts but just shows damage and no animations.


    The skills I put in the dualtech are custom action sequences created under Yanfly's action sequences.


    What am I doing wrong ?
  10. Hey man, sorry to bother you, but the pastebin link leads to the 1.05d version, not the 1.1 version... You should check that out.
  11. Ilan14 said:
    Hey man, sorry to bother you, but the pastebin link leads to the 1.05d version, not the 1.1 version... You should check that out.

    Sir there are two links to the file. Use the bottom most one. It clearly states V. 1.1.
  12. I replaced the wrong file with the new link. I accidentally replaced the link to the Ellye extension with version 1.1 of the actual main plugin. Oops!

    There we go, all better now.


    I can't say what the animation problem is, because I don't have an animation problem in my game. They show just fine. Maybe check that you didn't make any mistakes when setting the animation up? Or try pasting the skill's Notetag here so people can see it?


    EDIT: Wait.

    The skills I put in the dualtech are custom action sequences created under Yanfly's action sequences.




    Er, did you put animation information in the dualtech itself? Because dualtechs do not read the animation information for the singletechs (nor do I intend to include such functionality; it should be expected that the animation for the dualtech is not the same as just combining the animations for the singletechs in most cases.)
  13. HeroicJay said:
    I replaced the wrong file with the new link. I accidentally replaced the link to the Ellye extension with version 1.1 of the actual main plugin. Oops!

    There we go, all better now.


    I can't say what the animation problem is, because I don't have an animation problem in my game. They show just fine. Maybe check that you didn't make any mistakes when setting the animation up? Or try pasting the skill's Notetag here so people can see it?


    EDIT: Wait.


    Er, did you put animation information in the dualtech itself? Because dualtechs do not read the animation information for the singletechs (nor do I intend to include such functionality; it should be expected that the animation for the dualtech is not the same as just combining the animations for the singletechs in most cases.)

    How do I put the 2 custom skill action sequences in the dual tech notetag? Paste the 1st skill sequence and the 2nd one below it ? Or do I have to create a completely


    new sequence for the dual tech ?
  14. You have to create a new sequence for the dualtech. You don't have to start from scratch - you can imitate parts of the animations from the component techs if that suits your needs, though I wouldn't refer to "user" when setting them up in most cases. Remember that Yanfly's action sequences do allow you to animate specific actors by ID number, which is how I'd recommend you do it (it's how I did it in the Jay's Journey demo.)


    Here's an example. Specifically, it's the animation set up for the skill "Sparkling Swing" in the Jay's Journey demo. This might seem a little hypocritical that I definitely refer to "user" rather than referring to Jay as "character 1", but that's okay in this case because Cindel ("character 4") cannot call Sparkling Swing herself. If Cindel could call Sparkling Swing, Jay would need to be listed as "character 1".

    Code:
    <Dual:1,Power Attack,4,Shine>
    
    <Setup Action>
    DISPLAY ACTION
    IMMORTAL: targets, TRUE
    MOVE user: FORWARD, 50, 5
    MOVE character 4: FORWARD, 50, 5
    WAIT FOR MOVEMENT
    </Setup Action>
    
    <Target Action>
    MOTION GUARD: user
    MOTION CHANT: character 4
    MOTION WAIT: user
    ANIMATION 52: user
    ANIMATION 127: character 4
    WAIT FOR ANIMATION
    MOTION SPELL: character 4
    MOTION WAIT: character 4
    ANIMATION 132: user
    WAIT FOR ANIMATION
    JUMP user: 150%
    MOVE user: target, FRONT BASE
    WAIT FOR JUMP
    MOTION ATTACK: user
    MOTION WAIT: user
    ACTION ANIMATION
    WAIT FOR ANIMATION
    ACTION EFFECT: target
    DEATH BREAK
    </Target Action>
  15. Thank you so much!
  16. Ok.. sorry for disturbing again but I ran into a new problem. The 2nd character doesnt move forward and just disappears from the screen though her damage shows as popup.


    Here is the skill sequence for the dual tech I use - 


    <Dual:1,Extinction,7,Shadow Blast>


    <Setup Action>


    DISPLAY ACTION


    IMMORTAL: targets, TRUE


    MOVE user: FORWARD, 50, 5


    MOVE character 7: FORWARD, 50, 5


    WAIT FOR MOVEMENT


    </Setup Action>


    <target action>


    hide battle hud


    opacity not focus: 0, 20


    wait for opacity


    opacity user: 0%, 5


    move user: target, front, 5


    wait for opacity


    opacity user: 100%, 5


    wait for opacity


    motion attack: user


    action animation


    shake screen: 3, 5, 10


    ani wait: 5


    action effect


    immortal: target, false


    Wait 15


    move user: home, 5


    face user: forward


    wait for animation


    wait for movement


    move character 7: target, back base


    wait for movement


    face character 7: backward


    wait: 60


    motion chant: character 7


    action animation: target


    wait for animation


    action effect


    perform finish


    </target action>


    <follow action>


    opacity not focus: 100%, 60


    wait for opacity


    show battle hud


    </follow action>
  17. "Opacity not focus" is the problem. Yanfly's scripts don't realize that there are two actors that it should be focusing on, so whichever one isn't the direct user of the skill is going to disappear along with everyone else. I would think setting "Opacity character 7: 100%, 1" between "Opacity not focus" and "wait for opacity" would probably work, though I haven't tested that.


    Also, keep in mind that, with that particular skill, the animation would only play right if character 1, not character 7, uses the dualtech skill directly. If that's how your game is set up, then that's fine, just making sure.
  18. I figured that out already but thanks for the help sir!


    I can't combine my two animation sequences correctly though... I guess I am still terrible at this sequence combining thing....  :(


    Reality is so harsh!  ;_;


    P.S. Thanks a lot for helping again!
  19. Ok, now it shows the right one. Thanks for the help! :)