YANFLY ENGINE ACE - INPUT COMBO SKILLS

RPG Maker VX Ace

Xenogears style!

  • YF
  • 12/23/2011 03:09 PM
  • 7730 views


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This script enables the usage of Input Combo Skills. When an Input Combo Skill is activated by an actor, a list of the potential input attacks appears on the side of the screen. The player then presses the various buttons listed in the window and attacks will occur in a combo fashion. If a particular attack combination is met, a special attack will occur.

Here is a video of Input Combo Skills in action.

http://www.youtube.com/watch?v=n8JupvbIZWc

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When a combo skill is used, the actor can freely use combo attacks until either the max combo is met or until a set time period for the combo skill is over. Use these notetags to designate which buttons will perform which attacks during a combo skill:

<combo skill L: x>
<combo skill R: x>
<combo skill X: x>
<combo skill Y: x>
<combo skill Z: x>

Makes the skill with these notetags to become potentially comboable. Replace x with the ID of the skill you want the button to cause the skill to combo. The combo skill will be usable even if the user has not learned the skill. However, if the user is unable to use the skill due to a lack of resources, then the skill will be greyed out. The skill can be inputted, but if the user lacks the resources, it will not perform and the skill combo will break.

<combo max: x>

Sets the maximum number of inputs the player can use for this skill. If this tag is not present, it will use the default number of maximum inputs that’s pre-defined by the module.





If a special input combination is met, the combo will cease further inputs and the special attack will be performed at the end of the series of combo attacks. The special skill is only usable if the actor has access to the skill through either having learned it or provided by a piece of equipment.

<combo special string: x>

If the player inputs a sequence that matches the string (any combination of L, R, X, Y, Z), then the special skill x will be performed. If a combination is met, then the combo chain will end prematurely even if there are more inputs left. If the user does not know skill x, then the special combo skill x will not be performed.





You may set some skills to be only usable if used and activated from a combo.

<combo only>

This makes a skill only usable in a combo and cannot be directly used from a skill menu. This effect does not affect monsters. Combo skills will still be unusable if the user does not meet the skill’s other requirements (such as a lack of MP or TP).

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