RMMV +Attack Times affecting specific skills

Grunwave

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Looks like this was possible in Ace:

module RINOBI module MultiNormAtk
#==============================================================================
# # Multiple Normal Attacks
# -----------------------------------------------------------------------------
# 1.0 [07/08/2017] Completed
#-
# Allows more than one normal attack to exist.
#==============================================================================
# # SETTINGS
# -----------------------------------------------------------------------------
# The skill IDs within the array below will be treated as normal attacks.

Normal_Attacks = [1, 3, 4, 5, 823, 824, 825]

end end
#==============================================================================
# ** IMPORT SCRIPT
#------------------------------------------------------------------------------
$imported = {} if $imported.nil? ; $imported[:RIN_MultNormAtk] = true
#==============================================================================
# ** Game_Action
#------------------------------------------------------------------------------
# This class handles battle actions. This class is used within the
# Game_Battler class.
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# * Overwrite Method: Normal Attack Determination
#--------------------------------------------------------------------------
def attack?
skill_array = RINOBI::MultiNormAtk::Normal_Attacks
skill_array.push(subject.attack_skill_id)
skill_array.any? {|skill_id| item == $data_skills[skill_id]}
end
end


but I could not find an updated version of this for MV. Is it possible?
 

ShadowDragon

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it's better to explain what the attack does and the result of it.

while not anyone can ready ruby (I cannot read it), but it might be
achieveable with YEP_BattleCore and probably it's sequence pack 1, 2, 3
and use lunatic code.

but it order to know which plugin(s) exacly is used, and it's lunatic code,
you need to explain what the skill supposed to do.
 

Grunwave

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it's better to explain what the attack does and the result of it.

while not anyone can ready ruby (I cannot read it), but it might be
achieveable with YEP_BattleCore and probably it's sequence pack 1, 2, 3
and use lunatic code.

but it order to know which plugin(s) exacly is used, and it's lunatic code,
you need to explain what the skill supposed to do.


I was hoping to use an "umbrella" plug-in, but if I need to put a couple lines into each ability's action sequence, I would do that as well.

Any idea what the code would look like? I am guessing:

if user.attackstimes() === 2
SEQUENCE x2
else
SEQUENCE x3
 

ShadowDragon

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I dont know much on the sequency plugin, or how to use the lnatic code.

most require:
<before ......>
code here
</before ......>

if you can explain how the attack++ works where you used it or what it exacly does,
someone can give you a sample code to use and or improve where needed.

the more details on this attack or video where it is used can be helpfull.
 

Frostorm

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You're overcomplicating it. Here's what I edited so that all Physical attacks are affected by Attack Times+:
Line 1295 of rpg_object.js
JavaScript:
Game_Action.prototype.numRepeats = function() {
    var repeats = this.item().repeats;
    if (this.isAttack() || this.isPhysical()) {
        repeats += this.subject().attackTimesAdd();
    }
    return Math.floor(repeats);
};
Normally it's just if (this.isAttack()) { but you can use any conditional you want.
 

Grunwave

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@Frostorm funny enough I stumbled across your post from this summer and having been messing with this code the last couple hours.

I have one Skill in my game that is a physical AOE. That skill shows the animation once and then applies damage twice.

Aside from that, this is perfect. Thank you for re-sharing =)
 

Frostorm

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I have one Skill in my game that is a physical AOE. That skill shows the animation once and then applies damage twice.
Hmm, maybe there's something that can check the scope of the skill so you can add a "not" (!) conditional so that AoE skills are excluded.
 

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Still some bugs hiding in there, but it's nearly complete.

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