Two-phase attacks/skills.

Village Mook

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I'm looking for something akin to say, the Fly or Dig moves from Pokemon where it takes two turns to perform a certain attack.

Maybe it doesn't require a script, but I'm not exactly experienced enough to know that.
 

Andar

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It would help to describe the game mechanics for those who never played any pokemon games.

That said, the simplest way to do this is using a state that adds a skill that performs the attack, but also seals all other skills, and have that state applied to the user by a preparing skill.

As a result, if the player uses the preparing skill, then on the next turn he can only select the second part of the skill as a valid attack, all other options are sealed.


If you use a script however, there are several available that make this possible without any tricks...
 

Fernyfer775

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Yanfly's plugins allow you to make abilities like this. Here's an example of a "Jump" ability from the Final Fantasy series:
 

Andar

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@Fernyfer775 the OP asked for Ace, an MV plugin doesn't help.
There are similiar solutions for Ace as well, but as Ace has no default sideview you need to check for compatibility with the battlescripts used to determine which script can be installed there.
 

Rhaeami

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The way I'm handling it in my game is to have each such attack apply a state (hidden or otherwise) to the target. Then, each Troop has a troop event at the start/end/whatever of the turn that checks whether any of these states are applied to any enemies and, if so, does a Force Action of the second part of the attack. Stun states and other details are manually applied as needed to sell the illusion, for instance you could apply a 1-turn stun to the original user to prevent their action on the following turn, and run an if-check of whether they're still alive before firing off the 2nd part of the attack. :kaopride:

Also worth noting that forcing the enemy to do the 2nd part on itself is also valid, rather than forcing the original actor to perform it. You can make the action message say something like "[enemy name] took the attack" or somesuch.
 

Andar

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@Village Mook Then you either did something wrong when using the script or it is incompatible to one of your existing scripts.
I suggest you follow the link "how to use a script" in my signature to check if you did everything correctly and to start the process of bughunting like it is described there.
If you can give us a screenshot of the backtracer output (that tutorial tells you how to do that) we can help you find the cause for the crash.
 

Heirukichi

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@Village Mook however what @Rhaeami said should work without any script at all. Of course having a script that automatically copies the troop events of the 1st troop to every other troop is useful (Yanfly has such a script) but it is not necessary. You should be able to get it working even without using it.
 

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