(SRD_TimedAttack) Creating a skill that hits a variable number of times.

silent_drew

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
http://sumrndm.site/timed-attack-mash/

I'm looking to create a skill that hits enemies a variable number of times based on how well the player mashes the action button.

The plugin uses the following variable
$gameTemp.tas_power
which in this case represents the percent of the bar that the player managed to fill up.

I can think of two ways to implement this:

1) find some way of setting the repeat value from inside the damage formula box.

2) find some way of using ($gameTemp.tas_power ) as a variable in a notetag that sets the repeat value. Yanfly's TargetCore should be able to do this, but it doesn't seem to work for some reason.





Also, and this is somewhat less significant, but at some point I'd like to do something similar with variable rates of status effects. Not as big of a deal, though, but would likely require similar techniques.
 

Doktor_Q

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
873
Reaction score
562
First Language
English
Primarily Uses
RMMV
Hitting variable numbers of times is probably going to require something like the Yanfly target core at least.

With a custom target formula, you can have it as the same target, the one you selected, multiple times, based on the result of the mini game.

On the other hand, you can get fancy with an action sequence and make a six (it however many you want) hit skill, but use if statements to make it skip the later hits based on how poorly you did. Something like:
Code:
Generic startup
First hit
If result > [x]: Second hit
If result > [y]: Third hit
...
If result > [z]: Final hit
 

silent_drew

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
Hitting variable numbers of times is probably going to require something like the Yanfly target core at least.

With a custom target formula, you can have it as the same target, the one you selected, multiple times, based on the result of the mini game.

On the other hand, you can get fancy with an action sequence and make a six (it however many you want) hit skill, but use if statements to make it skip the later hits based on how poorly you did. Something like:
Code:
Generic startup
First hit
If result > [x]: Second hit
If result > [y]: Third hit
...
If result > [z]: Final hit
I've already tried Yanfly's Target Core, it doesn't help with this.

Which Action Sequence pack would I need for that?
 

silent_drew

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
Nevermind, got it working.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top