How to create a "jump" attack that fires off mid turn?

Tamina

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Hello, I am using yanflys plugin and tips and tricks to create jump attacks similar to the one in FF.


However this move seems to execute the attack before a turn start without considering the speed of the character and the skill. Is it possible to change how battlemanager.queueForceAction works?
 

slimmmeiske2

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I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Wavelength

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I don't have the time right now to check all of the possible tags, but isn't there a tag that takes place on <Action Start> or similar? What I would probably do is to run a piece of code at that point that wiped out whatever command was actually input, and run the "Attack" part of the jump skill instead at that point. The Jump state that signifies the battler has jumped should not disable the actor, if you take that approach.

There might be cleaner ways to do it, since this route would allow the player to choose an action that ultimately wouldn't get used (jump's Attack would be used instead).
 

Tamina

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Bump. Anyone has suggestions on a script call command that starts a turn before battlemanager.queueForceAction starts?
 

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Just a heads-up that Slip into Ruby and Jump into Javascript might be a bit slow for now while I'm on the team porting the YEP plugins to VisuStella's MZ suite.
So I managed to build a teleport skill. You can see the progression in the development topic
https://forums.rpgmakerweb.com/index.php?threads/in-dev-multi-hit-target-selection.125049/

Here's how it looks:


But the real question is, can I pull off FF8?

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