Lostsouls46

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Hello everyone! Hope your all having a good day. I want to start by saying that I am new to the Rpg maker scene and game development in general so pardon me if I commit any faux pau that I am unaware of.

I want to design a game with a fairly complex battle system as I find them fun and engaging (eg. Lod, Guild Wars 2). My idea is that players perform skills that progressively chain into other skills doing more damage and/or other effects. They do this by first hitting the target, then triggering a qte where they press arrows and buttons in a specific order. On success, the next skill is chained. On fail, the chain ends. Eventually I'd like to make this system much more complex, tying skills to weapons with different augmentation for different skill combinations, etc. But for now, that is the meat and bones.

Problem is, I can't for the life of me figure out how to do this, what plug-ins I'd need, etc. I have all of yanflys plug-ins and found SmRndmDde's Timed Attack Arrows, and thought I could make it work through some fancy if statements in the action sequence, but I can't seem to figure out how to best go about this or if this is my best option.

Any help from someone more experienced than I would be greatly appreciated.

Thanks,
Lostsouls46

P. S. This is my first post on these forums, if this is in the wrong category or I did something wrong I apologize in advance
 

Milennin

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If you're new to the program, it would be adviced to start simple, learn the basics and work your way up. There's a lot of beginner's tutorials to check on the forums or on Youtube.
 
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Hey man! Welcome to RPG Maker! I hope you like it here. Always feel free to reach out here whenever you are struggling. You'll learn a lot of neat tricks here simply by asking and providing screenshots as you make your game. It's cool. : )


In regards to your chain movements, I think I have an idea for you!
Do you know what loops and break loops are? You mentioned SomeRandomDude, right? I am going to assume you've seen his tutorial videos before, and he brings them up very briefly in the 20's or something.

I think a good idea in regards to chaining attacks and skills into other skills/attacks is to make it to where the state/skill being used at the time calls upon another skill/state through a common event, and you can use a loop/break loop system to force the players to press certain keys before the loop breaks with a timer!
So for instance, let's say I have a fire ability that can chain into a rapid fire wheel or something.
You could potentially make it to where you use the fire ability in-battle, then a common event is called.
In this common event, you can form a loop that breaks once X amount of time (under Timer) has passed. But while in the Loop, the player can try to summon the rapid fire wheel by putting a conditional branch that checks for If the player presses (some) button.
So like:

Start Timer 6 seconds:
Loop-
If Player presses Left button:
(If Player presses Right button: )
(If Player presses Ok Button: )
(Use rapid fire wheel):
If (timer reaches 6 seconds): Break Loop


Just some food for thought though : )
 

bgillisp

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This will be easiest done with a plug-in, though eventing might be possible. I'll move this to plug-in requests for now though.
 

Lostsouls46

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If you're new to the program, it would be adviced to start simple, learn the basics and work your way up. There's a lot of beginner's tutorials to check on the forums or on Youtube.
I appreciate the advice. I already did all of SomeRandomDudes tutorials and know the basics, it's breaking into the more complex stuff that I don't know where to begin with; its a pretty big gap imho

Hey man! Welcome to RPG Maker! I hope you like it here. Always feel free to reach out here whenever you are struggling. You'll learn a lot of neat tricks here simply by asking and providing screenshots as you make your game. It's cool. : )


In regards to your chain movements, I think I have an idea for you!
Do you know what loops and break loops are? You mentioned SomeRandomDude, right? I am going to assume you've seen his tutorial videos before, and he brings them up very briefly in the 20's or something.

I think a good idea in regards to chaining attacks and skills into other skills/attacks is to make it to where the state/skill being used at the time calls upon another skill/state through a common event, and you can use a loop/break loop system to force the players to press certain keys before the loop breaks with a timer!
So for instance, let's say I have a fire ability that can chain into a rapid fire wheel or something.
You could potentially make it to where you use the fire ability in-battle, then a common event is called.
In this common event, you can form a loop that breaks once X amount of time (under Timer) has passed. But while in the Loop, the player can try to summon the rapid fire wheel by putting a conditional branch that checks for If the player presses (some) button.
So like:

Start Timer 6 seconds:
Loop-
If Player presses Left button:
(If Player presses Right button: )
(If Player presses Ok Button: )
(Use rapid fire wheel):
If (timer reaches 6 seconds): Break Loop


Just some food for thought though : )
So from my understanding of SomeRandomDude's Timed Attack Arrows plugin, that's what it does already. Or at least I can modify it to do this. I guess the real question then is how do I call a skill using a common event. I will do some searching and see if I can find a tutorial
 

Durant032

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I appreciate the advice. I already did all of SomeRandomDudes tutorials and know the basics, it's breaking into the more complex stuff that I don't know where to begin with; its a pretty big gap imho


So from my understanding of SomeRandomDude's Timed Attack Arrows plugin, that's what it does already. Or at least I can modify it to do this. I guess the real question then is how do I call a skill using a common event. I will do some searching and see if I can find a tutorial
I am quite new too and been using MV for like maybe 2 months now (I literally forgot the time invested).

I read that you have the Yanfly plugins. If that is correct, you can call a common event through a skill with the command "action common event" (no quotations). I am working on a game for my nephews (non-commercial) and the last child wanted to turn into a Power Ranger so I used it to announce "It's Morphing Time" (found a PR-like helmet online from hidden-one and got the transformation pulled off but I am rambling now).

Make sure to put the comment event you want called in the Effects box as this is what is going to be called. Remember that Yanfly's site (yanfly.moe) lists all the commands under the plugin so its a good reference. While there, make sure look up the tips and tricks as they did a hell of a lot and made a lot of things I couldn't dream was possible in this engine.
 

Lostsouls46

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In searching through the plugins master file I found a plugin called FollowUpSkills by KockaAdmiralac that does what I need it to! I appreciate everyone's help and support!
 

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Heh, heh. I've been experimenting with a naughty word detector Common Event and using scripts to check certain strings. I never thought I would see such language in computer code. I would post a screen shot, but it probably wouldn't be appropriate, even with a Spoiler. But it certainly makes me laugh and it works great.
Yknow what? Im seriously considering recruiting a manager to oversee my games development.
Because I cannot focus or complete these tasks by myself. I need someone to give me orders, without having them be my boss.
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Remember my latest plugin for rpg maker mz:

Acknowledgement Window is now available!

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