- Joined
- Jul 9, 2017
- Messages
- 2
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- 0
- First Language
- English
- Primarily Uses
- RMMV
I have been trying to create a Class that makes follow-up attacks based on the status effect(s) inflicted on an enemy it attacks or targets with a Skill.
I originally tried using Victor Engine's FollowUp Skills Plugin (in addition to the Basic Module), and that seems to work, except it doesn't immediately execute the follow-up attack, and instead queues it and allows the Player to choose a different action for that Character. I suspect this is because it isn't compatible with Yanfly's Battle System - Standard Turn Battle. If possible, I'd like to keep the battle system
I'm wondering if you could use Yanfly's Skill Core and the <After Eval> Notetag to script it instead, but I don't know if there's something I'm missing, nor where to start with the <After Eval> script.
Any suggestions or help would be appreciated.
I originally tried using Victor Engine's FollowUp Skills Plugin (in addition to the Basic Module), and that seems to work, except it doesn't immediately execute the follow-up attack, and instead queues it and allows the Player to choose a different action for that Character. I suspect this is because it isn't compatible with Yanfly's Battle System - Standard Turn Battle. If possible, I'd like to keep the battle system
I'm wondering if you could use Yanfly's Skill Core and the <After Eval> Notetag to script it instead, but I don't know if there's something I'm missing, nor where to start with the <After Eval> script.
Any suggestions or help would be appreciated.