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- May 18, 2016
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- RMMV
About a year ago now, someone started a thread asking for Yanfly's Input Combo Skills plugin for VX Ace to be ported to MV. However, due to his rudeness (and other issues that I will not mention in order to not be verbally destroyed by the mod team), no one ported it.
Here's how the plugin works:
Upon activation by some sort of trigger (I.e. a notetag), a window will appear, showing various skills that can be triggered by pressing certain keys. When a certain sequence is entered, it triggers another skill at the end.
(Note: The W, A, S, and D pictured above are icons, and must be created manually)
(Note 2: This is a mod of LISA: The Painful)
Other stuff
Additional stuff:
The only things I would want added to this would be the ability to use pictures for the skills as well as icons, and a way to rebind the keys (which might already be a feature but I never found out how to use it).
If anyone makes this, thank you! You will forever have my gratitude.
Here's how the plugin works:
Upon activation by some sort of trigger (I.e. a notetag), a window will appear, showing various skills that can be triggered by pressing certain keys. When a certain sequence is entered, it triggers another skill at the end.
(Note: The W, A, S, and D pictured above are icons, and must be created manually)
(Note 2: This is a mod of LISA: The Painful)
Other stuff
(Note: These were taken from the original script.)
-----------------------------------------------------------------------------
Skill Notetags - These notetags go in the skill notebox in the database.
-----------------------------------------------------------------------------
<combo skill L: x>
<combo skill R: x>
<combo skill X: x>
<combo skill Y: x>
<combo skill Z: x>
Makes the skill with these notetags to become potentially comboable. Replace
x with the ID of the skill you want the button to cause the skill to combo.
The combo skill will be usable even if the user has not learned the skill.
However, if the user is unable to use the skill due to a lack of resources,
then the skill will be greyed out. The skill can be inputted, but if the user
lacks the resources, it will not perform and the skill combo will break.
<combo max: x>
Sets the maximum number of inputs the player can use for this skill. If this
tag is not present, it will use the default number of maximum inputs that's
pre-defined by the module.
<combo special string: x>
If the player inputs a sequence that matches the string (any combination of
L, R, X, Y, Z), then the special skill x will be performed. If a combination
is met, then the combo chain will end prematurely even if there are more
inputs left. If the user does not know skill x, then the special combo skill
x will not be performed.
<combo only>
This makes a skill only usable in a combo and cannot be directly used from a
skill menu. This effect does not affect monsters. Combo skills will still be
unusable if the user does not meet the skill's other requirements (such as a
lack of MP or TP).
-----------------------------------------------------------------------------
Skill Notetags - These notetags go in the skill notebox in the database.
-----------------------------------------------------------------------------
<combo skill L: x>
<combo skill R: x>
<combo skill X: x>
<combo skill Y: x>
<combo skill Z: x>
Makes the skill with these notetags to become potentially comboable. Replace
x with the ID of the skill you want the button to cause the skill to combo.
The combo skill will be usable even if the user has not learned the skill.
However, if the user is unable to use the skill due to a lack of resources,
then the skill will be greyed out. The skill can be inputted, but if the user
lacks the resources, it will not perform and the skill combo will break.
<combo max: x>
Sets the maximum number of inputs the player can use for this skill. If this
tag is not present, it will use the default number of maximum inputs that's
pre-defined by the module.
<combo special string: x>
If the player inputs a sequence that matches the string (any combination of
L, R, X, Y, Z), then the special skill x will be performed. If a combination
is met, then the combo chain will end prematurely even if there are more
inputs left. If the user does not know skill x, then the special combo skill
x will not be performed.
<combo only>
This makes a skill only usable in a combo and cannot be directly used from a
skill menu. This effect does not affect monsters. Combo skills will still be
unusable if the user does not meet the skill's other requirements (such as a
lack of MP or TP).
Additional stuff:
The only things I would want added to this would be the ability to use pictures for the skills as well as icons, and a way to rebind the keys (which might already be a feature but I never found out how to use it).
If anyone makes this, thank you! You will forever have my gratitude.



