Basic Combo Attacks

Alberto Cerrone

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sorry double post.it seems not work whit victor animated battle.he gave me error at line 153 when i use a combo.any suggestion? or another script whit works whit kaduki sprite?
 

Gothic Lolita

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This would be a really awesome script to use. I planned to do combo attacks, because it will fit perfect in the topic I use.

But it doesn't work with ATB System from Moghunter. Is there a chance to do a compatibility patch? (\s/)
 

DGDgamer

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Vlue have you been able to update the script for a triple attack system? I am using the double and I works great but I also need to use ultimate moves as the party is changed to activate specific triple attacks. Please let me know if you are working on an update.
 

AceTheMad

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Is it possible to make ALL actors attack in one massive combo?
 
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Hey, so this is probably a hellacious necropost, but I seriously need help fixing this error. Whenever I go into battle, I manage to get maybe two attacks or so in before this error crops up: 

Script 'Vlue Combo System' line 149: NoMethodError occurred. 

undefined method 'effects' for nil:NilClass

Is this because of something wrong with the script and others I am using or just a weird fluke? For reference, I am currently using Lune Message System, OriginalWij's Pic Fixing, JV Master Scripts 8-Dir Movement, and a brief script command to alter the resolution of the game to 640x360.
 

Chester

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I keep getting an error when I use this with YEA-Battle Engine.

So just for testing I have...

001 Attack = <COMBO 51,111>

051 FIRE = <COMBO 1,111>

111 FLARE = <COMBO_FINISHER>

Capture.PNG
 
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DoubleX

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I've briefly read the part making the combo skill:

def check_for_combo @extra_damage = 0 next_battlers = BattleManager.active_battlers combo_battler = nil return unless @subject.current_action.item.is_a?(RPG::Skill) return unless rand(100) < @subject.current_action.item.combo_chance combo_skills = @subject.current_action.item.combo next_battlers.each do |battler| begin next unless battler next if battler.is_a?(Game_Enemy) next unless battler.current_action.target_index == @subject.current_action.target_index next unless combo_skills.include?(battler.current_action.item.id) combo_battler = battler rescue next end end return unless combo_battler new_skill = combo_skills[combo_battler.current_action.item.id] if $data_skills[new_skill].combo_finisher combo = Game_Action.new(combo_battler) combo.set_skill(new_skill) combo.target_index = @subject.current_action.target_index combo.combo = true combo_battler.actions.push(combo) targets = combo.make_targets.compact combo.extra_damage = combo.item.damage.eval(combo_battler, targets[0], $game_variables) combo_battler.casting_name = @subject.name + " and " + combo_battler.name else @subject.current_action.set_skill(new_skill) @subject.current_action.combo = true combo_battler.pay_skill_cost($data_skills[new_skill]) targets = @subject.current_action.make_targets.compact @subject.current_action.extra_damage = combo_battler.current_action.item.damage.eval(combo_battler, targets[0], $game_variables) combo_battler.remove_current_action @subject.casting_name = @subject.name + " and " + combo_battler.name end end
Suppose a skill with id x has the notetag <COMBO y, c1>, and another skill with id z has the notetag <COMBO y, c2>. Actor with id a, b and c uses skill with id x, y, and z respectively. If I get how this script works:

If actor with id a acts faster than actor with id c, then the former actor will execute skill with id c1 and the latter actor will execute skill with id z, as long as skill with id c1 isn't a combo finisher.

If actor with id c acts faster than actor with id a, then the former actor will execute skill with id c2 and the latter actor will execute skill with id x, as long as skill with id c2 isn't a combo finisher.

Is it an intended behavior of this script? If so, I'd like to know why the actors' final speeds(agi + action speeds) are used as the rule to determine which combos among all possible ones will be actually used :)

Off topic: As I might write a combo skill/item script myself later, I want to learn from existing ones like this script. I'm thinking of how to setup rules to pick the combo skills when multiple skills are inputted and they can form different combo skills but some combo skills have to be selected while some have to be rejected. One way is to let users setup that, but that would make the script rather demanding to less able users. Another way is to let them select among all the built-in rules, but then I still have to think of all such rules that will likely work :D
 

Alberto Cerrone

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i trye it..i used the <combo id1,id2> but not work..i recived an error nil but after click ok it go on..but used first the two skill and after the combo...and the mana consumption was added only to the first chara.
 

Black0Seraph

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I don't understand how to use the notetags. There is not a lot of information on how to use them or

where to place them. 
 

Alberto Cerrone

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i need help..example..actor A cast fire,actor B cast thunder,both have a cost of 20 mp..the result is firestorm,but only the first actor pay his mana cost and do the animation of cast.any help?
 

NinjaKittyProductions

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i need help..example..actor A cast fire,actor B cast thunder,both have a cost of 20 mp..the result is firestorm,but only the first actor pay his mana cost and do the animation of cast.any help?
What I have done to work around this is make the Combo Skill cost an amount of Mp equal to what the origin spell cost. EG: Hero 1 cast Fire (4mp), Hero 2 cast Ice (4mp) = Steam Blast (4mp).
For some reason, the cost of Steam Blast gets subtracted from Hero 2 while Hero one pays the mp cost of just casting Fire.
 

Hiroi

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I had this error!
 

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