01-17-2018, 03:12 PM
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
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