attack times

  1. Zakarijah

    Help using Hime_ActorBattleCommands

    I want to hide the 'Passive' command for all my actors in battle-only. I see I can use this? hide_actor_command(ID, SYMBOL) so it would appear as hide_actor_command(1, Passive) But I'm unsure of where exactly this is to be put??
  2. tsurugikage

    Adding extra attack with leveling?

    So I wanted to set up that certain classes in my game get extra attacks at higher levels, but have no idea how to implement them. If any of you guys happen to know of a way to do this, could you please point me in the right direction? My original idea was to increase the "Attack times +" at...
  3. Darkbeetlebot

    I can't figure out how Attack Times+ works

    So I've been trying to get the Attack Times + option in the weapon effects to work properly with my current attack system, but it seems to only work with one of the normal attack skills, and it's NOT the default one. To be clear, I'm using Yanfly Battle Command List to replace the normal attack...
  4. Tai_MT

    Attack Times, How Does This Work?

    Okay, I'm not sure if this is the proper place to ask this, but I'm doing it in RMMV, so I figured it might be the best place. Without going into too many details, I have a skill that can be "leveled up" to give either more attacks or a higher rate of counter attack.  I have versions of this...
  5. LeeOccleshaw

    Make Attack Times occur with all skills - reference

    Hey, I was wondering how to make all skills or, even better, specific skills have the applied Attack Times calculated in, not just with the regular Attack skill. I have read this post http://forums.rpgmakerweb.com/index.php?/topic/30596-skills-considered-as-normal-attacks/ which seems to answer...

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