VE - Leap Attack

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Started by Victor Sant 16 posts View original ↗

  1. zQ6pp21.png


    leap-attack-name.png












    This script is an add-on for the 'Victor Engine - Animated Battle' script. It allows to implement "Leap Attacks", this attacks allows the battler to stay outside of battle for some time, then return making a powerful attack. Similar to the "Jump" from the Final Fantasy series.

    Download:
    Victor Engine - Leap Attack

    Credits:
    Author: Victor Sant


    Terms of Use
  2. Neat but I found it a bit op since the characters basicially can't be attacked a whole turn. Why are they in the air so long?
  3. This is how it is on Final Fantasy Jump skill, this script just reproduce the effect.
  4. Oh alright!
  5. How long does this jump last with an ATB system?
  6. Depends, you can setup how many turns it will take for the battler to go down, and you can setup a time modifier for the jump time.
  7. Nice script!
    But it does not work with your script "Victor Engine - Actors Battlers".
    I tried but does not act!
  8. Lionheart said:
    Nice script!

    But it does not work with your script "Victor Engine - Actors Battlers".

    I tried but does not act!
    "It does not work" and "I tried" is not enough information to help you with. If you expect help, please be descriptive about what you tried to do.

    I've been in the RM community to know that the majority of issues people have with scripts are user-errors. In other words, it usually your fault.
  9. Mr. Bubble said:
    "It does not work" and "I tried" is not enough information to help you with. If you expect help, please be descriptive about what you tried to do.

    I've been in the RM community to know that the majority of issues people have with scripts are user-errors. In other words, it usually your fault.
    OK! Was my fault!

    The problem is that I put the tags in the notes box skill as recommended by the script!

    But the ability to "jump" is not executed!
  10. It don't work with actors battlers? It REQUIRES actors battler to work. You should check your setup again, you did something wrong.
  11. Victor Sant said:
    It don't work with actors battlers? It REQUIRES actors battler to work. You should check your setup again, you did something wrong.
    I'm using "Victor Engine - Actors Battlers" v 1.09

    And in the notes box of skill "Leap Attack" I set:

    <leap turn: 1>

    <leap time: 100%>

    <cast time: 125>
  12. Lionheart said:
    I'm using "Victor Engine - Actors Battlers" v 1.09

    And in the notes box of skill "Leap Attack" I set:

    <leap turn: 1>

    <leap time: 100%>

    <cast time: 125>
    What did I do wrong?
  13. Lionheart said:
    What did I do wrong?
    As always people do... you didn't read all the damn instructions -.-'

    #------------------------------------------------------------------------------

    # Additional instructions:

    #

    # To setup an action as a Leap Attack you need to add at last 2 note tags on it:

    #  <leap turn: x>

    #  <action pose: leap attack>

    #

    # The tag <action pose: leap attack> can be replaced with any custom action

    # pose you want *AS LONG IT CONTAIN THE COMMAND "leap: oof;"* If you add an

    # action without this command the battler will not return to the battle.

    #

    # The leap attack actions are available for the Default, Charset and Kaduki

    # templates, if you're using any custom template you must add the leap action

    # sequence manually.

    #

    #==============================================================================
  14. Victor Sant said:
    As always people do... you didn't read all the damn instructions -.-'

    I have read the instructions!

    I use your battle system:

    Actors Battlers



    But here there are no set poses ...

    The system is stationary! So what do I put in the skill notes?!?
  15. @Lionheart

    Seriously, READ THE fricking INSTRUCTIONS!

    #------------------------------------------------------------------------------

    # Compatibility

    # Requires the script 'Victor Engine - Basic Module' v 1.33 or higher

    # Requires the script 'Victor Engine - Animated Battle' v 1.17 or higher

    # Requires the script 'Victor Engine - Actors Battlers' v 1.08 or higher

    # If used with 'Victor Engine - Active Time Battle' place this bellow it.

    # If used with 'Victor Engine - Automatic Battlers' place this bellow it.
    It's now big enough for you to read? Then people say that i'm rude, but this is just on the top of the script comments. Only being absurdely lazy to not read it!This is an add-on for the animated battle that requires the Actors Battlers. If you don't know how to use the animated battle, wich the script that controls the animations, even with the whole manual provided and other guides like Passive Lion tutorial, give up.
  16. Encountering a strange thing, and I'm just wondering if anyone else is having the same issue, or might know what to edit to fix it.

    When using a leap attack, if the skill has a cost (MP for example), the landing also deducts the cost. So, if a character has 10 MP, and it costs 6 to use the leap attack, they will never land, as they do not have the MP required. Skill cost should not be deducted twice.

    Only me? Or is anyone else also having this problem? Anyone know of a fix?

    EDIT: OK, I figured it out.

    Simply have to edit and add a check to a method in Game_BattlerBase.

    Code:
    #--------------------------------------------------------------------------
      # * Pay Cost of Using Skill
      #--------------------------------------------------------------------------
      def pay_skill_cost(skill)
        self.mp -= skill_mp_cost(skill) unless leap_ready? && $imported[:ve_leap_attack] != nil
        self.tp -= skill_tp_cost(skill)
      end

    This will stop leap attacks with an MP cost from deducting the MP cost twice.