- Joined
- Jan 24, 2019
- Messages
- 26
- Reaction score
- 2
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- English
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- RMMV
Hello! I'm using the STB system and all yanfly plugins. I'm trying to make a passive that, if a token is available, will spend it to interrupt a foe's attack. So enemy picks attack, a check is made if a token is available, enemy charges up and gets wacked first and their turn ends before their attack (ideally).
My original plan was hoping that a stun, applied during the opponents action, would override the action. However it seems that as long as the enemy has selected and is using an attack, it will go through no matter what. I tried a bunch of timings, such as a forced action from the user with a <Custom Select Effect> passive, but it would always go after the enemy attacked, and the best and earliest I could get an attack off was through an <alive foe aura> that has an <action start effect> forced action causing the actor to use a skill to hit the enemy, which feels far more complicated than it has to be. Now even though i would prefer to see the enemy's action show up in text, and then have the user move in and attack them and interrupt their turn, I would have settled with the action start thing, but the attack still goes off even after being stunned/attack sealed, etc. I tried looking through the giant spreadsheet to find out if "user.clearActions();" could be used somewhere, I tried inside of the stun state that gets applied after the interrupt skill, or something involving these, but I couldn't figure it out.
BattleManager.forceAction(subject);
subject.forceAction(skillId, targetIndex);
interpreter.setWaitMode("action");
I also noticed that the substitute extend plugin sort of works at the timing I need this to work, just instead of taking a hit for someone else it would attack before the enemy does and end their action. The reason why I think the counter control plugin can't help for this either is that I'd like this character to be able to disrupt and interrupt attacks that even target allies.
My original plan was hoping that a stun, applied during the opponents action, would override the action. However it seems that as long as the enemy has selected and is using an attack, it will go through no matter what. I tried a bunch of timings, such as a forced action from the user with a <Custom Select Effect> passive, but it would always go after the enemy attacked, and the best and earliest I could get an attack off was through an <alive foe aura> that has an <action start effect> forced action causing the actor to use a skill to hit the enemy, which feels far more complicated than it has to be. Now even though i would prefer to see the enemy's action show up in text, and then have the user move in and attack them and interrupt their turn, I would have settled with the action start thing, but the attack still goes off even after being stunned/attack sealed, etc. I tried looking through the giant spreadsheet to find out if "user.clearActions();" could be used somewhere, I tried inside of the stun state that gets applied after the interrupt skill, or something involving these, but I couldn't figure it out.
BattleManager.forceAction(subject);
subject.forceAction(skillId, targetIndex);
interpreter.setWaitMode("action");
I also noticed that the substitute extend plugin sort of works at the timing I need this to work, just instead of taking a hit for someone else it would attack before the enemy does and end their action. The reason why I think the counter control plugin can't help for this either is that I'd like this character to be able to disrupt and interrupt attacks that even target allies.