Shad3 34 Posted March 11, 2014 (edited) This script adds the option of having a character execute specified skills on the end of turn or action.Download here. (updated to v1.3)InstallationPut this script below Materials and above Main. UsageTag a feature object (actors, classes, enemies, weapons, armors, or states) with any of the specified notetags: <end turn skill: skill_id> <end action skill: skill_id> where skill_id is the skill that will be used on turn or action end.For example, tagging Poison state with <end turn skill: 10> will make battlers inflicted with Poison utilize skill number 10 (Shock) on turn end.By default, normal restrictions for the skill (MP/TP cost, weapon restrictions, skill seals) also apply. If you want the battler to execute the skill even when he is normally unable to, add "forced" to the notetag.For example, tagging Stun state with <end action skill: 94, forced> will make a stunned battler execute skill number 94 (Zero Storm) on action end, even when stunned or otherwise unable to.*New in 1.3*You can also add an option for the skill to have a percentage chance to be used.For example, <end turn skill: 24, chance: 50> will result in the battler having a 50% chance to use meditate.You can use any of the options at the same time. Separate the options with at least a comma. <end turn skill: 66, forced, chance: 33> <end turn skill: 13, chance: 90, forced> Edited May 21, 2015 by Shad3 4 Share this post Link to post Share on other sites
magic2345 252 Posted March 11, 2014 This can actually prove to be very useful, especially for creative weapons and armors! Nice one! Share this post Link to post Share on other sites
Shad3 34 Posted March 11, 2014 Thank you I made this because I want a damage over time that is tied to battler stats, as I feel that standard poison damage is lacking in options. Share this post Link to post Share on other sites
dinhbat3 57 Posted April 13, 2014 Hey Shad3 This is a great script! I love the idea and hope I can get it to work with my project =D I want to use it for various reasons including the one you mentioned about Poison's HP drain. So I have the Poison state calling up a self inflicting damage skill with my poison sap rate. The script works as it should... BUT I am using Saba Kan's Ao No Kiseki CBT. With this battle system each actor/enemy gets an individual turn. I was wondering if there was a way to make it assess what defines a "turn." With Saba Kan's system your script causes the poison effect to take effect after each individual person/enemies' turn. Would it be possible to have the state only go off when it is the individual's turn who has the state applied? Let me know your thoughts. I really look forward to using this script if it is possible! Thanks for the scripts and for any help you can provide. ~ Dinhbat Share this post Link to post Share on other sites
Shad3 34 Posted April 13, 2014 Well, it is possible. Have you tried <end action skill> tag? Share this post Link to post Share on other sites
dinhbat3 57 Posted April 13, 2014 Ahh that worked.. my apologies. One of the states I applied caused the actor to have a cannot move restriction. I thought the end action tag required an actual input (though considering your forced feature, I'm not sure why I thought so) Thank so much Shad3. It's working great and allows me to remove 3 confusing event systems 2 switches and 5 variables! ~ Dinhbat Share this post Link to post Share on other sites
Blackvivi 10 Posted April 14, 2014 States now have ability to trigger skills on turns, nice one shad Share this post Link to post Share on other sites
Stefan 0 Posted May 5, 2014 This one is very useful. Especialy since it has great compability. I'm using Ramiros SBS and Yamis PCTB an u can create very tactical stuff with this script! Keep on the good work! Share this post Link to post Share on other sites
Coolie 148 Posted May 5, 2014 Awesome work. Any chance of adding a percentage chance to have these effects activate? As it is now, it's a guarantee. Adding a chance to it would allow us to make more tactical choices, like a weapon that has a 25% of a follow-up fire-elemental attack. 1 Share this post Link to post Share on other sites
Shad3 34 Posted May 7, 2014 It is not too hard to add a percentage chance. Do remember though that these auto skills are triggered even when the action taken is nothing. Share this post Link to post Share on other sites
Coolie 148 Posted May 8, 2014 It would be a lovely addition to get this compatible with VE ATB. Right now, because of the way VE handles turns/actions, it repeats the follow-up action over and over again. Share this post Link to post Share on other sites
Shad3 34 Posted May 9, 2014 That is... problematic. I (maybe) understand why Victor made the script like that, but still.... Try this snippet to hopefully fix it. module BattleManager # Alias Victor's BattleManager's turn_end class <<self; alias :turn_end_shd_ast :turn_end; end def self.turn_end SceneManager.scene.execute_end_skill unless scene_changing? turn_end_shd_ast end end class Scene_Battle < Scene_Base # Overwriting Auto Skill's turn_end def turn_end end end Share this post Link to post Share on other sites
Coolie 148 Posted May 9, 2014 (edited) This seemingly stops end TURN abilities in VE ATB, and still allows end ACTION abilities to repeat over and over. The good news is it didn't break anything (no crashes or anything like that). EDIT: It also seems to stop ATB abilities with charge times to execute properly, at all times. ;_; Edited May 9, 2014 by William C Share this post Link to post Share on other sites
dinhbat3 57 Posted May 11, 2014 Awesome work. Any chance of adding a percentage chance to have these effects activate? As it is now, it's a guarantee. Adding a chance to it would allow us to make more tactical choices, like a weapon that has a 25% of a follow-up fire-elemental attack. I also think that would be a great update =D ~ Dinhbat Share this post Link to post Share on other sites
Murd 4 Posted May 20, 2015 Sorry to necro this old thread but just wanna know whether there is an updated version that allows us to set % chance to proc auto skill? Share this post Link to post Share on other sites
Shad3 34 Posted May 21, 2015 (edited) Necro! In all seriousness though, I haven't made any progress in RM since my own project lost to faulty HDD a year ago... coupled with increase in worktime, it's hard to motivate myself to make anything afterwards. I am thinking on going back to RM though, got nagging ideas in my head About the % proc chance... I'm going to add it now. Edit: And updated. Check the download link in the first post. Edited May 21, 2015 by Shad3 1 Share this post Link to post Share on other sites
Murd 4 Posted May 21, 2015 Necro! In all seriousness though, I haven't made any progress in RM since my own project lost to faulty HDD a year ago... coupled with increase in worktime, it's hard to motivate myself to make anything afterwards. I am thinking on going back to RM though, got nagging ideas in my head About the % proc chance... I'm going to add it now. Edit: And updated. Check the download link in the first post. Can't believe you came back! Sad to hear you have lost your project though. Thank you for quick help Shad3. Share this post Link to post Share on other sites