Double cast, no mp cost for second skill

ragnorak6608

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So I am looking to use the notetag that Yanfly provided on his site for dualcast, it is as follows

<Custom Action Start Effect>
// If a chained action is stored...
if ($gameTemp._chainAction === undefined) {
// ...then set the action to the user's current action.
$gameTemp._chainAction = user.currentAction();
} else {
// ...then clear the stored action.
$gameTemp._chainAction = undefined;
}
</Custom Action Start Effect>

<Custom Action End Effect>
// If a chained action is stored...
if ($gameTemp._chainAction) {
// Set the 'action' variable to the chained action.
var action = $gameTemp._chainAction;
// Check if the action exists, is a skill, and is a magical attack.
if (action && action.isSkill() && action.isMagical()) {
// Get the skill used for that action.
var skill = action.item();
// Check if the user can pay the skill cost.
if (user.canPaySkillCost(skill)) {
// Check if the battle system is DTB.
if (BattleManager.isDTB()) {
// If it is, add the action to queue.
user.setAction(0, action);
// If the battle system isn't DTB...
} else {
// ...make it a forced forced.
BattleManager.queueForceAction(user, skill.id, -2);
}
}
}
}
</Custom Action End Effect>

<Custom Remove Effect>
// Clear the chained action effect.
$gameTemp._chainAction = undefined;
</Custom Remove Effect>



I wanted to change it into a state that when the user reaches 100 TP, they enter a dualcast state where you can casts 2 magics for the cost of 1.


I have the conditions and separate state to activate the dualcast, but can figure out the script call to change a skill's cost temporarily.  I know I would need to set the base cost to a variable, change the cost to 0, and then set it back to the base.
 

YoraeRasante

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I think the thing would be more of a code on the skill to change its cost to 0 when using doublecast.
 

ragnorak6608

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Here is what i have so far:


This is the passive state that triggers DualCast

<Custom Turn Start Effect>
if (user.tp === 100) {
user.dualcastturn = 3;
$gameActors.actor(2).gainTp(-100);
$gameActors.actor(2).addState(72);
user.setStateCounter(72, user.dualcastturn);
}
</Custom Turn Start Effect>



This is the state applied when reaching 100 TP 

<Custom Action Start Effect>
if (user.dualcastturn > 0) {
if ($gameTemp._chainAction === undefined) {
$gameTemp._chainAction = user.currentAction();
} else {
$gameTemp._chainAction = undefined;
} }
</Custom Action Start Effect>

<Custom Action End Effect>
if (user.dualcastturn > 0) {
if ($gameTemp._chainAction) {
var action = $gameTemp._chainAction;
if (action && action.isSkill() && action.isMagical()) {
var skill = action.item();
BattleManager.queueForceAction(user, skill.id, -2);
user.dualcastturn--;
} } }
</Custom Action End Effect>

<Custom Turn End Effect>
if (user.dualcastturn === 0) {
$gameActors.actor(2).removeState(72);
} else {
user.setStateCounter(72, user.dualcastturn);
}
</Custom Turn End Effect>

<Custom Remove Effect>
$gameTemp._chainAction = undefined;
</Custom Remove Effect>



would there be a way to enter it into the state notetags? I know yanfly's skill core has custom mp cost, but that needs to be applied to each skill. I would want it to check the skill about to be cast, change its cost to 0, cast the ability, and then revert it back to default cost.
 

Tiamat-86

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could tweek my red mage for that i think
<Instant>
<Follow Action>
Add State 39: user
</Follow Action>

State 39
remove turn end 1~1
remove end of fight
<Cancel Instant Skill: x to y>
then if u just add in
Sp-param MP cost rate: 0%
2nd spell should cost nothing
 
Last edited:

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