- Joined
- Jul 16, 2020
- Messages
- 29
- Reaction score
- 9
- First Language
- German
- Primarily Uses
- RMMZ
The story so far:
I'm currently working on a skill called "Combo Strike". It is a 3 hit move with the last hit dealing more damage.
While the skill itself has no cooldown, the strong hit has one. If you trigger the skill while the strong hit is on cooldown, the first 2 hits still trigger, the 3rd one however not.
How I accomplished that:
By using formar 0153's follow up skills plugin, I linked 2 different skills. The first one being a 2 hit attack, that is followed by a one hit attack provided it is off cooldown. Because the follow up skilled needs accessible to the played in order to be triggered and I want to prevent the player from using the strong hit separately, I put it in a skill category that I excluded from the Skills menu by using the Fomar0153_ActorBattleCommands plugin.
My Issues:
1.) The player can't see the actual cooldown of the strong hit.
2.) The strong hit hits a random target instead of the initial one that I selected.
How I temporarily resolved problem 1:
I made a skill category called "Cooldowns", then I created a skill of that category that is sealed by a state bestowed upon the player during battle start and that has the same cooldown as the strong hit. The strong hit triggers yet another skill that removes that state so that the player can use the "Strong hit cooldown display" skill. That skill is then followed by a skill that reapplies the state. It makes the player unable to select the cooldown display skill.
Short version:
Battle Start: Add state x
Combo Strike:
--> Skill 1: Two weak hits
--> Skill 2: One strong hit
--> Skill 3: Removal of the state x
--> Skill 4: Strong hit cooldown display skill
--> Skill 5: Re-add state x
This solution may work, but... you know... its a bit excessive, takes long to execute and is overall just stupid
What I want:
An easy way to display skill cooldowns that doesn't take long to execute, thus wasting the players time.
The 2 weak hits and the strong hit hitting the same target.
So basically issue 1 and 2 resolved in an efficient manner!
pls help pleeaaaseeee, efsjsfaefhs<oxc help me
PS. I would prefer it if you wouldn't judge me or the quality of this post as I haven't slept for approx. 41h
thanks UwU
Edit: Using MZ btw
I'm currently working on a skill called "Combo Strike". It is a 3 hit move with the last hit dealing more damage.
While the skill itself has no cooldown, the strong hit has one. If you trigger the skill while the strong hit is on cooldown, the first 2 hits still trigger, the 3rd one however not.
How I accomplished that:
By using formar 0153's follow up skills plugin, I linked 2 different skills. The first one being a 2 hit attack, that is followed by a one hit attack provided it is off cooldown. Because the follow up skilled needs accessible to the played in order to be triggered and I want to prevent the player from using the strong hit separately, I put it in a skill category that I excluded from the Skills menu by using the Fomar0153_ActorBattleCommands plugin.
My Issues:
1.) The player can't see the actual cooldown of the strong hit.
2.) The strong hit hits a random target instead of the initial one that I selected.
How I temporarily resolved problem 1:
I made a skill category called "Cooldowns", then I created a skill of that category that is sealed by a state bestowed upon the player during battle start and that has the same cooldown as the strong hit. The strong hit triggers yet another skill that removes that state so that the player can use the "Strong hit cooldown display" skill. That skill is then followed by a skill that reapplies the state. It makes the player unable to select the cooldown display skill.
Short version:
Battle Start: Add state x
Combo Strike:
--> Skill 1: Two weak hits
--> Skill 2: One strong hit
--> Skill 3: Removal of the state x
--> Skill 4: Strong hit cooldown display skill
--> Skill 5: Re-add state x
This solution may work, but... you know... its a bit excessive, takes long to execute and is overall just stupid
What I want:
An easy way to display skill cooldowns that doesn't take long to execute, thus wasting the players time.
The 2 weak hits and the strong hit hitting the same target.
So basically issue 1 and 2 resolved in an efficient manner!
pls help pleeaaaseeee, efsjsfaefhs<oxc help me
PS. I would prefer it if you wouldn't judge me or the quality of this post as I haven't slept for approx. 41h
thanks UwU
Edit: Using MZ btw



