"Dance"-like skill?

JtheDuelist

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I was wanting to make a skill like Fire Emblem's "Dance" skill, where the user uses up their turn using the skill, but in return it allows the targeted ally be able to take an extra turn, but only if they had already used up their turn before Dance was used. How would I make this?
 

Neo_Kum0rius_6000

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I was wanting to make a skill like Fire Emblem's "Dance" skill, where the user uses up their turn using the skill, but in return it allows the targeted ally be able to take an extra turn, but only if they had already used up their turn before Dance was used. How would I make this?
I don't use RPG maker MV but if i did I would help :D
 

Andar

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You can't do this by default engine, because the decision phase (selecting skills) and the executing phase (calculating the results) are different in the default battleturn.

you might create a pseudo-turn with common event executing at the end of the battleturn, but that will require you to check a lot and give only limited selection of skills (each skill used needs its own force-action command, theoretically you could enable every skill but that would make a complex common event)
 

JtheDuelist

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@Andar That's a darn shame. Guess I'll have to think of a skill to replace the concept then...
 

BloodletterQ

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You could try this instead. It's not the same, but it's something.
 

Zarsla

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You'll need Yanfly Skill Core, Yanfly Instant Cast & Yanfly Select Control(to use this pluign you'll also need Yanfly Target & Battle Cores)

You'll need 2 states.
State 1 aka Dance.
This state make it so it last 1 action turn.
In the notetag box put this in it:
<Instant Item: 1 to i>
<Instant Skill: 1 to s>

Where i is highest id for items you have while s ie the highest id for skills you have.
Theese tags will let you use any skill or item for 1 free turn.

If you don't want items to be affected remove "Instant Item". And put this notetag in all items that can be used in battle:
<After Eval>
if(user.isStateAffected(x)){
user.addState(x);
}
</After Eval>
Where x is the id of state 1.

State 2 aka Used Turn.
We'll use this state to see if a person already use a turn. Nothing is put into this state. Just make sure it's check to be removed at the end of battle.

In all skills and items that will be affect by the dance skill put this in it:

<Before Eval>
if(!user.isStateAffected(x)&& user.isStateAffected(y)){
user.removeState(y);
}
</Before Eval>

<After Eval>
if(!user.isStateAffected(x)){
user.addState(y);
}
</After Eval>
Where x is the id of state 1 and y is the id of state 2.

Dance Skill:
In your dance skill make it where it apply the dance state 1000%. Then in that skills notetag box put this in it:

<Custom Select Condition>
condition = target.isStateAffected(y);
</Custom Select Condition>

Where y is the state id of the second state.
 
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JtheDuelist

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@Zarsla Thank you, but my battle system plugin is incompatible with Yanfly's Instant Cast so r.i.p. that idea...
 

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