Request: Follow Up Skills

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Tsukihime

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Can you provide an example of how two skills, one following the other, will work?


What is the MP/TP usage?


Is it possible to prevent a follow-up skill from being executed?


And so on.
 

wrigty12

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The way I want it, I just want an actor to use a skill, and then follow up with another skill. The costs, targets, ect. would be subject to the skill definition in the database.

Ex: Actor uses Bomb. Costs 5 Mp and damages 1 enemy. Directly after use, the same Actor uses Debris as a followup, Costing nothing, and damages all enemies.
 

KockaAdmiralac

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So, what would you like to happen when, for example, Debris (the follow up skill) cost 30MP and you only had 10MP?
 
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wrigty12

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Probably just wouldn't happen? Like you could make a conditional, and one of the conditions requires the actor to have the appropriate cost in order for the followup to occur.
 

KockaAdmiralac

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So, I wrote a plugin here.

Just add <follow:id> in notetag of some skill, and after herwill skill with specified iD be used.
 

wrigty12

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I can't get it to work at all.. No errors or anything in the console.

EDIT

nevermind. It would have helped if I turned the plugin on XD
 
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romepizza

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Hey there,

can you also add a percentage by which the follow up skill is proced?

For example: I want my Dagger to hit up to five Times.

Depending on luck (random luck, not the stat luk) it hits wether 1, 2, 3, 4 or 5 times.

In VX Ace I also used the Yanflys Follup Skills plugin. I set the standard attack to have the follow up skill daggerHitFollowUp1 with 80% chance. daggerHitFollowUp1 had the follow up skill daggerHitFollowUp2 with 60% chance and so on.

Basicly something like <follow_up 101: 80%> (101 is the skill Id) would would be awesome! :)
 
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KockaAdmiralac

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You can download the newest version from my plugins thread linked in the signature, and you can set it up like this :

Notetag :

<follow-up:101><follow-conditions>$gameVariables.value(some_variable_id)</follow-conditions>Event page of skill 101 :
Code:
Conditional Branch : If Variable some_variable_id === 0  Variable #some_variable_id = Random 1...5Else  Variable #some_variable_id -= 1
Change some_variable_id to a real variable iDI think it'll work...
 

romepizza

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Well the plugin acually doesnt work on me. I tried to make a simple follow up skill, but it doesnt activate.

I put <follow:4> in my TestSkill1 notetag. On skill id 4 there is TestSkill2. None of them have any conditions or costs and my actor knows both of the skills by default.

After activating skill 1, skill 2 doesnt activate.

The plugin is turned on and I even turned of all the other plugins. And I saved afterwards.

Any ideas why it doesnt work?
 
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KockaAdmiralac

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Oops, sorry, I documented the script wrongly, I think you should add <follow_up:something> instead of <follow:something>
 

rearda88

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sir, I can't use your plugin. I have type <follow_up:12>, but that skill not trigger skill id : 12. I have turn on that plug in. what should id do? I give you my ss to. lll.png


lll.png


thank you
 

dragon1up

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Same issue, added the plugin, placed it under the battle plugins of Yanfly but didn't work at all. Kinda lost there, recently had a similar plugin made by MOG Hunter but that stopped working too.
 

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Webby

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What does buffs and debuffs mean to this script, is it the statuses like death or poisoned or just the regular buffs like agi up?
If it is the 1st one, how can you check if buff.added added something like a poison?
 

bgillisp

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The poster of the script hasn't been online in almost 9 months. You would be better off posting a question under plug-in support and seeing if someone else can help you.

Also since the original thread is taken care of, I'm closing this one out. Everyone do remember though to not necropost please, odds are high your questions need a different solution than the original post so it is best to make a new thread for that.
 
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