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Hello lovely folks,

I ran into a problem.

Follow Up Skills: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Follow-Up_Skills.rb

I have 3 Skills.

A Skill called Fire Jolt, a skill the player users to shoot a jolt of fire at an enemy.

A Skill called Master of Fire that makes it when you use Fire Jolt, you have a % chance of casting another skill Fire Ball instantly, at no cost.

 -- > This skill is made of three different skills with increase % chance of casting Fire Ball.

A Skill called Fire Ball that adds a state, "Burned" that causes damage to them for a certain amount of turns.

My issue is the knowledge of syntax for the <follow up eval>

What I want to do is have a check if an actor has learned the specific "strings" you are suppose to put in the evals.

I know in Skill Cost Manager, it's looking at the user, i.e. self.state?(n) however when I implement it it doesn't react.

I want to check through eval's if the user of the skill has learned  the skill id of Master of Fire series (408,409,410) <- skill ids

so it would look something like this:

<follow up eval>

self.skill_include?($data_skills[408])

</follow up eval>

<follow up 408>

I got this part to work with the correct formula above.

PART 2:

I got a new error: http://i.imgur.com/64uFrYD.png

It doesn't like it when it has multiple eval tags. Is there a way to avoid that?

here's what my skill tag looks like:

<follow up eval>self.skills.include?($data_skills[408]) </follow up eval><follow up 408: 7%><follow up eval>self.skills.include?($data_skills[409]) </follow up eval><follow up 409: 13%><follow up eval>self.skills.include?($data_skills[410]) </follow up eval><follow up 410: 20%> 
Any Ideas?
 
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Trihan

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Does it work if you take out the self.?
 

Sixth

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I think you misunderstand the script itself.


This script allows you to set ONE follow up skills with a chance. No multiple follow-up skills can be assigned with it for a skill.


Knowing this, there is no need to make more eval conditions or to try to assign more follow-up skills, because it won't work, and may even cause errors (like it did for you).


If you want to assign random skills triggering for a follow-up, you might want to look up another script from Yanfly called "Random Skill Invoke".


Combine these skills to get the random follow up skill.


I already tried this out a long time ago, and it works well.
 
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Alright, I'll take a look. :)

EDIT:

I looked at Random Skill Invoke, it looks great. How did you do the follow up and Random Skill combo, Sixth?

 

And Yanfly's website, it shows a picture of the notes that have 2 follow up skills. That's what got me to think you can do multiple.

To explain better, I have a skill tree script that is "leveled" meaning that if a skill has 5 levels, it is 5 different skills with the same name, but different level of power.

One of these examples is the Master of Fire has 3 "levels" which is 3 different skill ids that have 3 different % chance to cast Fire Ball. 

Does that make sense at all?

I want to invoke that skill only if the user has learned the appropriate level, and then call the parallel percentage. :)
 
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