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

silent_drew

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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
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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

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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

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Nevermind, got it working.
 

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