The Combo Attack System
Okay, for all of those people out there who have tried to do this or have done this and wasnt satisfied with the result, this is for you. Now this might not be what youre looking or maybe you found a better way to do this but this works great for me.
First thing is you have to do is make the skill:
A. Go to the skills tab in the database increase the max field number to whatever
you want, mine is up to two hundred.
B. Make a name for your new combo skill and set the skill class as switch
and check the battle box in the Available at section.
C. Now make a switch for your combo skill, for the sake of argument call it
Combo1.
D. In the user message saying something like (main heros name) starts
a combo.
Second thing you need is to make the battle anim for your skill. (Well
get to where to put it later.) The animation should show that the two combining
characters are working together for the combo. It should show the characteristics
of your combining heroes, (mine shows my main hero using a single sword strike
and his combo partner using a two sword attack, being as he use the two sword
style, you can do it any way ya want.) now that youve made your battle
animation apply it and move to the next part.
Third is to make the battle event: (now this may get complicated so Ill
take you thru it step by step)
1. Go to a monster party (preferably one with a high hp 350--100)
2. Make a new battle event page triggered by the new switch that you just made
being On.
3. Now make a variable that is based on your heros partners (the
character thats joining your hero for the combo) hp. Heres how it
should look: Variable Ch: [0036: (Characters name) hp]Set, Char HP
4. Now make a fork thats based on that variable you just made. Why? Because
you dont want the event to go off and your party leaders combo partner
is dead, it looks stupid. Plus it makes it more interesting. Anyway, make the
fork trigger if the combining characters hp is certain percent and above.
(I chose 26 and above) meaning the combo wont work if the ccs hp
is 25% and under.
5. Now in the fork with the cc hp being a certain amount and up, put a sound
effect there to show that the combo is starting and a message like [CCs
name] joins in. and another message stating the attack being done.
6. Now use that battle animation that you just made and set it to effect one
enemy or all, depending on the amount in the monster party.
7. Okay now for the damage, choose the change enemy hp slot and set it to whatever
you want but nothing too big, you dont want to make it cheesy. Also show
a message saying how much damage the enemy receives.
8. How do you stop youre CC from attacking after or before the combo is
started? Simple just choose or make a condition and have the cc condition changed
to that. Now to make sure that the condition does last till next turn select
wait and set it 0.5 sec and then change the ccs condition to normal
again.
9. Now to keep the event from looping, select change switch and set it to comb1
off. Make another switch (something like next page or something) and turn it
on. Now make a page that is triggered by that switch being on, so that the event
will go to that page after its done.
10. Now make another fork (under the first) based on the ccs hp being
a certain % and below and show a message saying the combo wont go thru
like (ccs name) is unable to join then use the on switch off
switch from the end of the last fork. Repeat this for all the people in the
main heros party (not the hero) with the hp variable based on each and
the change condition too.
11. Now you can do this next step one of two ways, you could make this combo
one of his skills or let him acquire it in a battle. The first ones easy,
just set it to a level. Heres how the other way works. Make another page
that is triggered after a certain number of turns. Then show a message saying
the main hero gains a combo skill.
12. Make a variable based on the amount of combos you party can use, which is
three if you have a full four-man party.
13. Now go to the change variable slot again and make a variable named combochoice,
and make it random between 1-3. Set a number for each combo youve made:
ex first combo 1 sec one 2etc.
14. Make for fork based that variable triggered if the number of the combo is
chosen. Now its time for a little confession here the event will still
go thru even regardless of the combing characters condition, but heres
how to make it look good: after you the message show the your party leader got
the skill, show another message saying that he heals the necessary ccs
condition. Ex: party leader helps cc1 or something like that. Then
look at the monster partys skill and see if they have any status effect
then make a change condit to cancel it and there ya go. Do this for the cc of
the combo that was chosen by the combo choice variable.
At the end of it all you should have a battle event similar to this:
Variable ch:[0036:CC1 hp] set, CC1 HP
Fork Optn Varbl[0036:CC1 hp]-26abov
Play SE (any one you choose)
Messg: [CC1s name] decides to join [party leaders name]
Messg: [Party leadr] and cc1 join for a combo!
Show Battle Anim: (Whatever you called the battle anim) either one or whole
group (W)
Change Enemys HP: 1 or whole group (whatever number you chose) Decr.
Messg: (enemy) lost ------- Hp1
Condition: CC1-> Stop (example condition) Condition
Wait: 0.5 s.
Condition: CC1-> Stop (example condition) Cancel
Change Switch: [combo1]-OFF Set
Change Switch: [Next page] ON Set
<>
End Case
Fork Optn Varbl [0036:CC1 hp]-25less
Messg: Was unable to join!
Change Switch: [combo1]-OFF Set
Change Switch: [Next page] ON Set
And the last page should look like this:
Trigger: Turn No (what ever you choose)
Messg: [partyleadr] learns a combo!
Variable Ch: [0039 Combochoice] Set Randm [1*3]
{Do this part for the other two cc in your party}
Fork Optn: Varbl [0039 Combochoice]-1
Change Skill: Party leadr- (comboskills name)-. Memory
Messg: party leadr heals CC1!
Condition CC1 (whatever condition) Cancel (repeat for each condition he could
be suffering from)
If you have any qs email me and Ill answer them for ya:
wolf_born@yahoo.com
-- thanks for ya patience. Wolfborn