SumRndmDde's Timed Attack Core

Doktor_Q

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Yeah,  sort of : one of my subclass (aka specialisation) gain more attacks, based one their current level. So, I'll like to force the "timed attack" as many time as the class allows him.


To do so, I was thinking of making a "for" loop. Maybe I should retry now, but last time I check I simply couldn't.


I might seems a stupid question, but how would you make the "if syntax" with action sequence ? The standard "if (condition) {}" seems not very working...


According to Yanfly's plugin info (from his site), the syntax for an if is:


if conditionHere
doThing
end


or, if you want to use else / else if clauses:

Code:
if conditionHere
  doThing
else if otherConditionHere
  otherThing
else
  lastThing
end
No parenthesis or braces involved, and the indentation is completely optional (but useful). There should be some examples in SmRndmDde's tutorial on conditionals with Timed Attacks.


Unfortunately I don't actually see anything on doing loops in an Action Sequence, it might lack the ability to return to previous lines directly. You might be able to do something with clever manipulation of the "number of repeats" parameter of the action? I'd need to investigate.
 

SumRndmDde

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I've tried this morning, and it's great ! ^^


Side question : is it possible to have conditionnal timed attack ?


Like, if the first is failed, then the next one won't come ?


Yeah, this could be done with Action Sequences just with:

Code:
timed attack: 1
if $gameTemp.tas_power > 0
 timed attack: 2
 if $gameTemp.tas_power > 0
  timed attack: 3
 end
end
Or something like that as @Doktor_Q showed.


If you'd like it to repeat indefinitely though, I'm not too sure if that's possible.


You'd have to figure out some system to repeat the Skill itself over and over...


Or maybe do something really weird like:

Code:
if BattleManager._subject.isActor() && BattleManager._subject.currentClass().meta.["Timed Attack Repeat Count"]
if BattleManager._subject.currentClass().meta.["Timed Attack Repeat Count"] >= 1
 timed attack
end
if BattleManager._subject.currentClass().meta.["Timed Attack Repeat Count"] >= 2
 timed attack
end
if BattleManager._subject.currentClass().meta.["Timed Attack Repeat Count"] >= 3
 timed attack
end
if BattleManager._subject.currentClass().meta.["Timed Attack Repeat Count"] >= 4
 timed attack
end
end
which would just preform a linear check to see if the 


<Timed Attack Repeat Count: x> notetag within the Actor's class is at a certain value.
 

Doktor_Q

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I had a couple questions about your plans for the directional inputs plugin you're working on, if it's not a problem:

  • The preview showed directional arrows, will it also support other inputs (like accept/menu, or other default mappable buttons)?
  • Will it let you pick between "random sequence" and "fixed sequence defined in the note tag"?
 

Nanaya

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Yeah, this could be done with Action Sequences
... Doesn't feel like standard Javascript code... More like Ruby or RGSS. Guess that's the reason I couldn't use it alike. ^^


Where may I find some info about it ? In the Action Sequence guide (I suppose) ?
 
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Doktor_Q

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... Doesn't feel like standard Javascript code... More like Ruby or RGSS. Guess that's the reason I couldn't use it alike. ^^


Where may I find some info about it ? In the Action Sequence guide (I suppose) ?


Yanfly's site has all of the base documentation, and links to the community-built documentation (some of which is probably topics here). Direct link for convenience.


Really, action sequences aren't very "code-y", they much more closely resemble the common syntax for notetags, or the structure RPGMaker's eventing uses. Well, it's a list of commands either way, I guess.
 

SumRndmDde

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I had a couple questions about your plans for the directional inputs plugin you're working on, if it's not a problem:

  • The preview showed directional arrows, will it also support other inputs (like accept/menu, or other default mappable buttons)?
  • Will it let you pick between "random sequence" and "fixed sequence defined in the note tag"?


Unfortunately, you cannot use any buttons besides the arrow keys, but you can choose between random or predefined sequences per each Skill.

Also you can create a buttom system like Magna Carta ???


Let's just say...I really love this suggestion....
 

Doktor_Q

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Unfortunately, you cannot use any buttons besides the arrow keys, but you can choose between random or predefined sequences per each Skill.


Let's just say...I really love this suggestion....
Are the directions handled differently from other button presses, then? I had thought it would just use a generic keyup/keydown event structure.
 

SumRndmDde

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Ah, I'm glad, I hoped !!! :guffaw:  you think you can recreate it ??? :D  You know the game ??? ;)  


Like with all of my other Timed Attacks, it probably won't be an exact replication, but built to be similar and customizable.

Are the directions handled differently from other button presses, then? I had thought it would just use a generic keyup/keydown event structure.


It's the same arrow keys used to move the Player around.
 

Lionheart_84

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Like with all of my other Timed Attacks, it probably won't be an exact replication, but built to be similar and customizable.


It's the same arrow keys used to move the Player around.


Ok, to me that's okay !!! :guffaw: :D ;)
 

SumRndmDde

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U P D A T E


The Timed Attack: Wheel extension Plugin has been posted!
 

Doktor_Q

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As some of the recent timed attacks are centered over the player, what happens if you use them in front view, without something like Yanfly's status window? Can they appear at a screen location, or will it have problems?
 

SumRndmDde

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As some of the recent timed attacks are centered over the player, what happens if you use them in front view, without something like Yanfly's status window? Can they appear at a screen location, or will it have problems?


I honestly have no idea.


Not many people have brought it up though, so I'm not really worried about it.


I assume it just pops up somewhere randomly on the screen.
 

Doktor_Q

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I honestly have no idea.


Not many people have brought it up though, so I'm not really worried about it.


I assume it just pops up somewhere randomly on the screen.


So I went ahead and made a project to check- turns out it just treats the top-left corner of the action menu as the player position- same as yanfly's visible health bar will. In case anyone else was curious.
 

SumRndmDde

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So I went ahead and made a project to check- turns out it just treats the top-left corner of the action menu as the player position- same as yanfly's visible health bar will. In case anyone else was curious.


Thanks for the info.
 

Henryetha

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Nice! I can imagine this with moghunter's chain commands.


Chain commands for skill attacks, time attacks for autos - should make a nice dynamic battle scene :)
 

ashikai

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AMAZING! I love all the new extensions! and CTB/ITB compatibility too? You, my friend, rock! Gonna give this a hardcore test run this weekend. :D  
 

Bob7

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Timed Attacks? Ho ho, that's the ticket! This sounds like it works with the Yanfly engine, and if it does, then oh man, that's cooking!


Though Undertale? I am disappoint. The Mario RPG series is the true Timed Attack hero!  And one thing that the Mario RPG series does have is Timed Defense, though it looks like that's in progress.


 I'm currently working with Jay's Dual System, where multiple members attack. I have set up the calculation in such a way where the separate parts are calculated, so hopefully that means in theory, I could replicate the Bros Attacks from Mario and Luigi Superstar Saga (which is a mixture of both the Dual System and Timed Attacks)


One question I do have to ask, would it actually be possible to toggle Timed Attacks On/Off? I'm thinking that should you choose it to be off, you do a set amount of damage, but you could potentially increase the amount of damage and maybe even add status effects if you decide to 'go manual' by switching Timed Attacks on and time the hits yourself?


If so, could we get this to be an option in the options menu?
 

Doktor_Q

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@Bob7 If you're using Action Sequences (which is a requirement to put them anywhere but the start) you can surround the prompts with 'if timedAttacksAreTurnedOnSwitchHere' to do in-command branching, and use a menu plugin to add an option for said toggle. Some of them also support evals for various parameters, so you can also make a Timed Attack difficulty selector.
 

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