TheRealFame

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Hello! Since this should be an easy fix. May I request someone to provide a way to get srddudes timed attacks working with skills that only contain states! This means. Stuff like a defense down skill. I believe this can be a achieved by adding a note tag that sets how it uses timed attacks, such as when it ends it'll simply not perform the skills state and skip over it if the timed attack is not finished and fully completed! There's probably some alternative I'm hoping that works and is less complicated then what I'm stating.

Plugin link: http://sumrndm.site/timed-attack-core/

His terms of use should allow plugin modification. But correct me in the thread if I'm wrong-
 

ATT_Turan

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If I understand you correctly, you would use Yanfly's Skill Core. Give it a notetag something like this:
Code:
<Post-Damage Eval>
if ($gameTemp.tas_power>.5)
    target.addState(X);
</Post-Damage Eval>

where the X is replaced by the ID of the state and the .5 is whatever degree of precision you want from the timed input.
 

TheRealFame

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If I understand you correctly, you would use Yanfly's Skill Core. Give it a notetag something like this:
Code:
<Post-Damage Eval>
if ($gameTemp.tas_power>.5)
    target.addState(X);
</Post-Damage Eval>

where the X is replaced by the ID of the state and the .5 is whatever degree of precision you want from the timed input.
Thanks! I'll try seeing if I can at all figure out how it works, but I still hope someone can modify it to work with the notes box in skills without needing a yanifly plugin- for people that wanna avoid them
 

ATT_Turan

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I don't think you're going to find someone willing to read through and modify the code for a fairly old, fairly niche plugin just because "people" might want to avoid using a free Yanfly plugin for some bizarre reason :guffaw:

Maybe if you offer a paid commission, but I have no idea why that would be worth money to you.

Good luck with your project.
 

TheRealFame

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I don't think you're going to find someone willing to read through and modify the code for a fairly old, fairly niche plugin just because "people" might want to avoid using a free Yanfly plugin for some bizarre reason :guffaw:

Maybe if you offer a paid commission, but I have no idea why that would be worth money to you.

Good luck with your project.
Yeah sorry, I wasn't quite thinking logically or looking in depth of how that plugin is downloaded
 

TheRealFame

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If I understand you correctly, you would use Yanfly's Skill Core. Give it a notetag something like this:
Code:
<Post-Damage Eval>
if ($gameTemp.tas_power>.5)
    target.addState(X);
</Post-Damage Eval>

where the X is replaced by the ID of the state and the .5 is whatever degree of precision you want from the timed input.
This so far is what i have, but it seems to not be working- any ideas?
 

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TheRealFame

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  1. Ok so it should be as simple as putting something like this for the skill's damage formula:

    if ($gameTemp.tas_power > 0.5) { b.addState(4) } else { 0 }

    Where ID# is the state you want to inflict if the player hit the timed attack on time. You can change that 0.5 to a 0.92 or higher if you want it to only inflict the state on a "perfect" with 1.0 being the highest but almost impossible for the circle timed attack (not sure which on you are using)


  2. Putting it in the damage formula box lets you bypas any/all possible plugin conflicts

    This is the solution i found. and works. so no need for this thread.
 

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