multi-turn attacks

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Started by captainproton 7 posts View original ↗
  1. I know I'm not the first person to ask this, but I'm going to throw this out there, anyway.

    I'm looking for a way to implement a two-or three-turn attack. Most people here are familiar with the Jump attack from the Final Fantasy games or the Dig, Fly, Dive, Future Sight and Solarbeam attacks from Pokemon.

    For those who aren't familiar, it works like this:

    You select the skill, Jump in this case, and the character vanishes from the battlefield. On the next turn, the character then delivers the actual attack, returning to the field.

    In the case of attacks like Future Sight and Solarbeam, the character remains on the field while the attack charges.

    Now, I know how to make it go the other way--char attacks and is inflicted with a cooldown state, where they can't act the next turn.

    I've tried both Shaz and Yanfly's Add/Remove State and Lunatic States scripts, respectively, to no avail.

    I've tried tinkering with the troops tab, checking for "jumping" state on an actor then using "force action : Jump (landing)" , again, to no avail.

    Is there some way to do this without downloading a script which relies on several other scripts, which conflict with other scripts?
  2. There might be a way, but it is not exactly what you want - but it should work without scripts, and you can take this idea as a waypoint and try to develop it further.


    1) make a skill that applies a special state to the actor


    2) in this statem you seal the existing skills of the actor (which might be a lot to seal), AND add the skill that makes the second stage of the attack


    The result would be that the actor has the regular skills in the first turn, and can trigger a skill that puts him/her into a special state that allow only a the use of the second-turn-effect of the skill.


    Unfortunately, the player will still have the option to waste the second-turn-effect by selecting attack or guard instead of his only new skill. And it will require that skill selection on the second turn, the second turn will not be automatic.
  3. Bump?

    Anyone have any thoughts?
  4. ...make an attack that adds an extreme evasion to the character and turn on a switch, and add to the troop an event to repeat every turn that adds 1 to a variable and when the count reaches the value you want it forces the character to use the actual attack and removes the high evasion status
  5. What I've done myself is without scripts.

    First method:

    First skill disables all skills but the "second half" of the skill.  (Essentially two skills-first skill disables everything including attack and guard and enables the second skill, second skill reenables everything and disables itself).  This works for skills such as PKMN solar beam.

    Second method:

    Event calls: (this can be very complex)

    First version

    Several events (in order to make the events modular) and some states.

    When a skill is used, it not only sets a state on the user, but also calls an event which then scans several bits of information such as the party's IDs and removes the state.  (or retains the state for certain skills).

    Then, next turn, an event then forces the next action.

    Second version: essentially the same but is for a character with a unique skill.  This version instead sets a state on the target and removes it after the scan.

    Third version: sets a state for the target and the character.  This method can be much more complex though.

    Third method: 

    State toggles.  This is a bit easier than the second method and a bit more difficult than the first.  (This is what was suggested earlier (though I might do it a bit differently)

    Certain skills will target the enemy while other skill will target the player.

    For player target skills, it is simple: Change the players's state.  Have the state disable all skills (including attack and guard) but the skill intended.  Have it add the skill intended.  Then make it so that the next skill removes the state.   This would be for skills such as FF Jump or PKMN Fly or PKMN Dig.

    For enemy target skills, you realistically need to use some eventing.   You would first set a state on an enemy, placing them in a "target" state.  Then, you would have a script check for the state and activate an effect based on the state.  This could be 'ticking' the state (example: Future Sight Turn 1, Future Sight Turn 2, Future Sight Turn 3).  Or activating an attack.  (Deal Variable 666's damage to target with state, Force character 1 to attack enemy with state, or Force enemy to attack itself-as examples).   This would be for skills such as PKMN Future Sight.

    As an example of states, one state could do all of this:

    TGR 0

    EVA 100

    MEV 100

    CEV 100

    MDR: 0

    PDR: 0

    DEF: 1000

    MDF: 1000

    GRD

    GRD: 1000

    Essentially doubles evasion, makes the character essentially immune to damage, makes it so that the character won't be specifically targeted (unless there are no other targets).
  6. You need a Skill Charging script.

    Find one that adds a state that can make your character untargetable and set the charge for as many turns as you need.

    After the turns are up, the attack hits and the state is removed.
  7. I tried some of the eventing methods mentioned, but i must've been doing something wrong and couldn't get it to work. I did end up finding tsukimhime's charge skill script, and it seems to work well, and I've even figured out ways to tweak it for various effects.

    The only thing Icant work out now is how to hide the actor sprite while they're jumping. I'm using yanfly's visual battler script, if that makes a difference.