hoboayoyo

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Im looking to make a chain follow up skill like in entrain odyssey's fencer class.
If enemy has 'fire chain' status effect, there will be a X % chance of character A following up with a fire slash skill, whenever the enemy is hit with a fire elemental attack.
Aka: Fire hit on enemy procs player A to hit enemy.
I found a forum that talked about something similar.
But I'd like it to be state dependent instead of inserting this on every elemental skill.
I'd also only want character A to follow up if the skill activates.
Any thoughts?
 

Celestrium

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Yanfly's Weapon Unleash plug-in, check that out
EDIT - It allows percentage chances, it's modeled after a system that does that same thing
 

Lonewulf123

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This is pretty easy to do without any scripting. I do this in a lot of My projects because I love chaser skills.

First have a state called “fire chase” or something.

Then create a common event called “fire chase”.

Have a conditional branch in that state that says if actor has fire chase state, force action on last target with whatever skill you want them to use.

then have all of your fire skills trigger that common event.

if you need screenshots, I can provide some but not until tomorrow unfortunately
 

hoboayoyo

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I think I get it.
I'll have to try that out when I get a chance.
is there a way to have two versions? One that's only applied to an enemy and one that can hit all enemy is. I know you example would work for all enemies but just wanted to test. And does your example work for a move that hits all foes?
 

Lonewulf123

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@Lonewulf123
I think I get it.
I'll have to try that out when I get a chance.
is there a way to have two versions? One that's only applied to an enemy and one that can hit all enemy is. I know you example would work for all enemies but just wanted to test. And does your example work for a move that hits all foes?
Yes, it will work. You just have to create a different follow up skill.

one skill with have a target that hits all.

the other will have a target of hits one enemy.

Then it’s just a matter of getting the conditional branch to choose the right skill.
What I would do is have a state that determines which follow up it will choose.
 

hoboayoyo

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Is there a way to have the follow up skill work only if the parent skill hit the enemy?
Also when I force an action, it resets the users ATB. I don't see anything in yanfly atb plugin that forces the forced actors atb to not reset.
 

Lonewulf123

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Is there a way to have the follow up skill work only if the parent skill hit the enemy?
Also when I force an action, it resets the users ATB. I don't see anything in yanfly atb plugin that forces the forced actors atb to not reset.
I don’t use ATB systems so I don’t know how that plays with force actions sorry.

And If you use yanfky lunatic scripts, you should be able to set a condition if the target is hit. I don’t know that function of the top of my head, but it’s probably user.result() something. You’ll have to look it up.
Once you have that, set it up so after the condition of the skill is met, it directs to the common event you set up.
 

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