[RPGMV] combination attacks

Poladead

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So I’m trying to figure out how to pull off combinations attack in an OTB system.
Most of the plugins i found if not all, are made to work in an STB system.

anyone has experience in doing it? So that maybe we could talk a bit about it, and help me out.
I’m using yanfly plugins if that can help in any way.

————
The steps i figured out for it:
-make the skill appear only when the requirements (characters with the right skills to do the combination in party, and alive)
-including the second user in the damage calculation
-making the second user animated as well with the use of action sequences
-put a state on the other user to stun him for one round (since he acted on his mate turn) or directly making it skip turn
 

Andar

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Any combination depends on the battlesystem you're using - as you found out yourself.

However that means you have to give us links to the battlesystem plugins you're using before anyone can even guess what other plugins are compatible for this.
 

Poladead

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As now octobattle as the main battle plugin (for the Otb mostly)

and various yanfly (battle, skill, damage etc) to tweak minimal things. But the batte system is decided thanks to Octobattle
—————
Edit, now i’m having issue with the known fucntion of yanfly class change,
Basically i have my combination skill be a different type of skill (combo)
Actor 1 uses skill type 1 and has skill A
Actor 2 uses skill type 2 and has skill B

if they are set to be able to use skill type combo, then the combo skill is always displayed
 
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Andar

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@Poladead I asked for links to those plugins, not only their names. And if you have a lot of plugins you better give a screenshot of the plugin manager so that we can see every plugin you have installed, exactly for compatibility cases like the one with the class change.
 

Poladead

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@Poladead I asked for links to those plugins, not only their names. And if you have a lot of plugins you better give a screenshot of the plugin manager so that we can see every plugin you have installed, exactly for compatibility cases like the one with the class change.
Just closed everything cos i had to go out, later i’ll provided it, but for now we managed to get a fix of and having the combo skill show up only when needed
 

Poladead

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https://fallenangelolivia.itch.io/octopack-battler-sample-project This is the plugin I'm using for the battle system. In regards to other plugins, are all plugins either by yanfly, or which compatibility with yanfly plugins is stated by the dev, and are in the order displayed on yanfly site, so I'd exclude compatibility issues

Code for Skill 5, a combo skill made by skill 3 and skill 4, this is what I'm trying to do right now, the Custom Show Eval works as intended, meanwhile the damage formula, no matter what I try it always set the state 11 ( A state I created to test just to see) on Actor 1, and the custom damage formula is not working as well, I suppose for the same reasons.
(Custom Show Eval comes from YanflySkillCore , Damage formula from YanflyDamageCore).

It sets the state 11 to Actor1 even, class are swapped (and so are swapped who knows skill 3 and skill 4) if I swap the skill ID in the code, for example, making the check for skill 4 before the check for skill 3
JavaScript:
 // In here, insert the Skill types of the "child" skills
<Skill Types: 2, 3>
// This part is to make sure that the skills appears only when in the party there are two characters that learned the appropriate skills (in this case skill 3 and skill for to "unlock" skill 5)
<Custom Show Eval>

var m_act = ($gameParty.members()).find(x => x._actionState == 'inputting' );

var ot_act1 = ($gameParty.members()).find(x => x._actionState != 'inputting' && (x._skills).contains(3));

var ot_act2 = ($gameParty.members()).find(x => x._actionState != 'inputting' && (x._skills).contains(4));

if ((m_act._skills).contains(3)){
    
    if (ot_act2 != undefined){
    visible = true;
    var ot_act = ot_act2;
    }
    else{
    visible = false;
    }
}

else if ((m_act._skills).contains(4)){
    
    if (ot_act1 != undefined){
    visible = true;
    var ot_act = ot_act1;
    }
    else{
    visible = false;
    }
}
else
{
    visible = false;
}
</Custom Show Eval>



// Here is the damage formula, after identifying the actors just write value = FORMULA

<damage formula>
var m_act = ($gameParty.members()).find(x => x._actionState == 'acting' );

var ot_act1 = ($gameParty.members()).find(x => x._actionState != 'inputting' && (x._skills).contains(3));

var ot_act2 = ($gameParty.members()).find(x => x._actionState != 'inputting' && (x._skills).contains(4));

if ((m_act._skills).contains(3)){
    
    if (ot_act2 != undefined){
    var ot_act = ot_act2;
    }
}
else if ((m_act._skills).contains(4)){
    
    if (ot_act1 != undefined){
    var ot_act = ot_act1;
    }
}
    (ot_act._states).push(11);
    value = ((a.atk * 1)+(ot_act.atk * 1)) / (1+(b.def * 0.01));
</damage formula>
 

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