VE - Leap Attack

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Victor Sant, Dec 31, 2012.

  1. Victor Sant

    Victor Sant Veteran Veteran

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    [​IMG]


    [​IMG]












    This script is an add-on for the 'Victor Engine - Animated Battle' script. It allows to implement "Leap Attacks", this attacks allows the battler to stay outside of battle for some time, then return making a powerful attack. Similar to the "Jump" from the Final Fantasy series.

    Download:
    Victor Engine - Leap Attack

    Credits:
    Author: Victor Sant


    Terms of Use
     
    Last edited by a moderator: Feb 19, 2016
    #1
    HK00 and AmnesiacJack like this.
  2. Nicke

    Nicke Fortune seeker Veteran

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    Neat but I found it a bit op since the characters basicially can't be attacked a whole turn. Why are they in the air so long?
     
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  3. Victor Sant

    Victor Sant Veteran Veteran

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    This is how it is on Final Fantasy Jump skill, this script just reproduce the effect.
     
    Last edited by a moderator: Dec 31, 2012
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  4. Nicke

    Nicke Fortune seeker Veteran

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    Oh alright!
     
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  5. Blackheart

    Blackheart Developer in Training Veteran

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    How long does this jump last with an ATB system?
     
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  6. Victor Sant

    Victor Sant Veteran Veteran

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    Depends, you can setup how many turns it will take for the battler to go down, and you can setup a time modifier for the jump time.
     
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  7. Lionheart

    Lionheart Veteran Veteran

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    Nice script!
    But it does not work with your script "Victor Engine - Actors Battlers".
    I tried but does not act!
     
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  8. Mr. Bubble

    Mr. Bubble Makes stuff. Member

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    "It does not work" and "I tried" is not enough information to help you with. If you expect help, please be descriptive about what you tried to do.

    I've been in the RM community to know that the majority of issues people have with scripts are user-errors. In other words, it usually your fault.
     
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  9. Lionheart

    Lionheart Veteran Veteran

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    OK! Was my fault!

    The problem is that I put the tags in the notes box skill as recommended by the script!

    But the ability to "jump" is not executed!
     
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  10. Victor Sant

    Victor Sant Veteran Veteran

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    It don't work with actors battlers? It REQUIRES actors battler to work. You should check your setup again, you did something wrong.
     
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  11. Lionheart

    Lionheart Veteran Veteran

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    I'm using "Victor Engine - Actors Battlers" v 1.09

    And in the notes box of skill "Leap Attack" I set:

    <leap turn: 1>

    <leap time: 100%>

    <cast time: 125>
     
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  12. Lionheart

    Lionheart Veteran Veteran

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    What did I do wrong?
     
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  13. Victor Sant

    Victor Sant Veteran Veteran

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    As always people do... you didn't read all the dayum instructions -.-'

     
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  14. Lionheart

    Lionheart Veteran Veteran

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    I have read the instructions!

    I use your battle system:

    Actors Battlers

    [​IMG]

    But here there are no set poses ...

    The system is stationary! So what do I put in the skill notes?!?
     
    Last edited by a moderator: May 28, 2013
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  15. Victor Sant

    Victor Sant Veteran Veteran

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    @Lionheart

    Seriously, READ THE fricking INSTRUCTIONS!

    It's now big enough for you to read? Then people say that i'm rude, but this is just on the top of the script comments. Only being absurdely lazy to not read it!This is an add-on for the animated battle that requires the Actors Battlers. If you don't know how to use the animated battle, wich the script that controls the animations, even with the whole manual provided and other guides like Passive Lion tutorial, give up.
     
    Last edited by a moderator: Jun 5, 2013
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  16. WCouillard

    WCouillard Veteran Veteran

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    Encountering a strange thing, and I'm just wondering if anyone else is having the same issue, or might know what to edit to fix it.

    When using a leap attack, if the skill has a cost (MP for example), the landing also deducts the cost. So, if a character has 10 MP, and it costs 6 to use the leap attack, they will never land, as they do not have the MP required. Skill cost should not be deducted twice.

    Only me? Or is anyone else also having this problem? Anyone know of a fix?

    EDIT: OK, I figured it out.

    Simply have to edit and add a check to a method in Game_BattlerBase.

    Code:
    #--------------------------------------------------------------------------
      # * Pay Cost of Using Skill
      #--------------------------------------------------------------------------
      def pay_skill_cost(skill)
        self.mp -= skill_mp_cost(skill) unless leap_ready? && $imported[:ve_leap_attack] != nil
        self.tp -= skill_tp_cost(skill)
      end
    
    This will stop leap attacks with an MP cost from deducting the MP cost twice.
     
    Last edited: Jun 15, 2019
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