Party Unity Attack

SquallStorm

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Hi everyone.  I've come here today to ask for a slightly advanced combat mechanic.

My concept stemmed from the Persona series's All Out Attack.  However, instead of it being a single massive attack, I'd like to create something along the lines of an "Affinity Attack."  Basically, when a certain skill is used, an ally has a chance to follow up with a basic attack.

I'm not the best at explaining this idea as of yet-, but does anyone have any ideas how I might be able to implement this yet?  Either eventing or scripting is fine.  I've also looked into YF's Skill Followup, but it only allows for that same actor to follow up.  For the sake of compatibility, I'm using YF's battle system and dabbling into using Peachround's.

Thanks.
 

Oddball

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This sounds like chain attacks from Xenoblade Chronicles. basically, It's like what your describing, only you can follow up with one of the skills that the character has instead. Also, higher affinity between the characters can result in more links in the chain attack. It's a non-turn based game, but while the chain attack is going on, the enemy is basically frozen

Another difference is you have to build up a party gauge before it can happen

Also, some attacks can build up multipliers when used after another one with the same colored boarder
 
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SquallStorm

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I'm more so looking for a simple "you strike a weakness, an ally follows up with a single attack."  I figure I could use variables to track it, but I'm not sure how to implement it as a feature.  I have 8 playable characters so that's my issue.
 

ShinGamix

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It would depend on what battle system your using. Then you would have to find a script to match that battle system.
 

Wavelength

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I'm working on a "Battle Effects" system (it should be ready in a couple of months) that lets you do things like add an additional effect when you meet some requirement like striking a Weakness.  A Common Event (a valid additional effect in my system) that contains conditional Forced Actions could be used to pull off what you're describing... but I believe that by default VX Ace clears the currently selected action of a battler any time they are subject to a Forced Action.  Can anyone confirm this, and are there existing ways around this action-clearing?
 

SquallStorm

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It would depend on what battle system your using. Then you would have to find a script to match that battle system.
I'm using Yanfly's.  I stated as such in the original post.

I'm working on a "Battle Effects" system (it should be ready in a couple of months) that lets you do things like add an additional effect when you meet some requirement like striking a Weakness.  A Common Event (a valid additional effect in my system) that contains conditional Forced Actions could be used to pull off what you're describing... but I believe that by default VX Ace clears the currently selected action of a battler any time they are subject to a Forced Action.  Can anyone confirm this, and are there existing ways around this action-clearing?
I couldn't tell you, I'm not as much a scripter as I could be.   But this sounds pretty close to what I'm looking for.
 

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