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 using $scene during battles
#4
Yes, for now the best solution that I came up with was using variables and giving the player a 30% chance per turn to use a skill that either grants 100% evasion or stun the enemy.

But is there some way to discover when the enemy is going to attack or use a skill and then interrupt him? Like, the message box written "Fireball" appears with the user animation, but before the enemy uses the skill fireball a text box would appear with something like "player: I found an oppening!" and then the player would need to do a chain command and if he managed to get it right the enemy wouldn't use fireball anymore and instead the player would attack.

Sorry if it's too confusing xD

I tested Zephren's Timed Hits that you suggested and it's a good script, but is there a way to make the skill fail if the player don't press the keys at the right time? Or activate switches/variables when you complete all the sequence like Mog's Chain Commands? All that I saw was to increase the damage of the skill for each time you pressed right, which is very interesting, but not exactly what I'm searching
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Messages In This Thread
using $scene during battles - by Keeroh - 01-17-2018, 01:39 AM
RE: using $scene during battles - by BeJeremiah - 01-17-2018, 01:55 AM
RE: using $scene during battles - by DerVVulfman - 01-17-2018, 05:01 AM
RE: using $scene during battles - by Keeroh - 01-17-2018, 03:12 PM
RE: using $scene during battles - by BeJeremiah - 01-17-2018, 03:40 PM
RE: using $scene during battles - by Keeroh - 01-17-2018, 04:31 PM

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