Press Turn Battle

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Started by ATT_Turan 91 posts Page 5 of 5 View original ↗
  1. ATT_Turan said:
    I got it - the trick was the skill granting the press turn being a multi-target scope.

    An updated version is uploaded to the first post.
    awesome! good to know it wasn't something just on my side :D
  2. I did notice a small issue - multitarget moves that strike a weakness and a null at the same time does not result in lost press turn, the weakness hit effects take priority, even though it should by all means result in lost press turns
  3. KichiMitsurugi2 said:
    I did notice a small issue - multitarget moves that strike a weakness and a null at the same time does not result in lost press turn, the weakness hit effects take priority, even though it should by all means result in lost press turns
    A simple matter of swapping the order of the logic - corrected version is attached to the first post.
  4. Another issue discovered - if the enemy loses press turns to a reflect, the first action done by the ally team costs 2 press turns regardless if it hits a weakness or not

    I also wanna ask how exactly I can make Beast Eye/Rage and other turn granting skills like that (I did get Pass to work)
  5. KichiMitsurugi2 said:
    Another issue discovered - if the enemy loses press turns to a reflect, the first action done by the ally team costs 2 press turns regardless if it hits a weakness or not
    It does not in my test project.

    KichiMitsurugi2 said:
    I also wanna ask how exactly I can make Beast Eye/Rage and other turn granting skills like that (I did get Pass to work)
    You would have to explain what those things mean, what they're supposed to do, and show what you've tried that didn't work.
  6. ATT_Turan said:
    It does not in my test project.


    You would have to explain what those things mean, what they're supposed to do, and show what you've tried that didn't work.
    Beast Eye (Rage in DDS) is a skill that when used, grants 2 blinking press turn icons. It has a stronger version as well, called Dragon Eye (Psycho Rage in DDS). So how exactly would I have to make said skills? And is there also a way to do a version where a full press turn (or 2) is granted for the rest of the encounter? This is in case I wanna design enemies that go first
  7. KichiMitsurugi2 said:
    So how exactly would I have to make said skills?
    The script calls to grant press and full turns are listed in the documentation. You can execute those script calls via Yanfly's Skill Core, Action Sequences, or even a common event on the skill.

    @Robro33 already told you this the last time you asked, in this post. So what is your specific question?

    KichiMitsurugi2 said:
    And is there also a way to do a version where a full press turn (or 2) is granted for the rest of the encounter?
    The number of turns per round are defined in the Starting Actor Turns and Starting Enemy Turns plugin parameters. You could simply include a variable in that formula, e.g.
    Code:
    $gameParty.aliveMembers().length + $gameVariables.value(42)
    then manipulate the value of variable 42 via troop events or script calls.

    KichiMitsurugi2 said:
    This is in case I wanna design enemies that go first
    I don't see what the number of turns has to do with enemies going first, but I also don't see any reason why plugins that force surprise encounters wouldn't work just fine with this one.
  8. ATT_Turan said:
    The script calls to grant press and full turns are listed in the documentation. You can execute those script calls via Yanfly's Skill Core, Action Sequences, or even a common event on the skill.

    @Robro33 already told you this the last time you asked, in this post. So what is your specific question?


    The number of turns per round are defined in the Starting Actor Turns and Starting Enemy Turns plugin parameters. You could simply include a variable in that formula, e.g.
    Code:
    $gameParty.aliveMembers().length + $gameVariables.value(42)
    then manipulate the value of variable 42 via troop events or script calls.


    I don't see what the number of turns has to do with enemies going first, but I also don't see any reason why plugins that force surprise encounters wouldn't work just fine with this one.
    So, for that last one, the idea is that an enemy starts with one press turn, and uses a skill to gain one for the rest of the encounter, which means they only attack you once for that turn. This is so that bosses that go first do not have a chance to kill you before you get a turn
  9. KichiMitsurugi2 said:
    So, for that last one, the idea is that an enemy starts with one press turn, and uses a skill to gain one for the rest of the encounter, which means they only attack you once for that turn. This is so that bosses that go first do not have a chance to kill you before you get a turn
    Since a "boss" is a unique troop that would be called via the Battle Processing event command, it's impossible for them to surprise the party unless you're using a plugin to make it happen.

    Regardless, the formula I gave you in my previous post should let you manipulate the turn count however you like.
  10. Hey there! Your plugin is very nice, I've seen wanting to make an SMT fangame for a bit. But one odd thing I've noticed is that for some reason, the enemy press turn icons don't appear, only the player press turn icons do.
  11. Slumburger said:
    the enemy press turn icons don't appear, only the player press turn icons do.
    Thanks! I hadn't noticed because I usually leave Yanfly's Battle Engine Core on and they do display then.

    I fixed them showing in vanilla MV, first post is updated.