01-17-2018, 03:40 PM
(01-17-2018, 03:12 PM)Keeroh Wrote: 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
This is probably not the best method to per se "interupt" an attack but I use it to block attacks based on eva rating and whether actor has a shield.
In Scene_Battle 4 find...
Code:
def make_basic_action_result
# Interupt if Current attacker is_a Enemy Object
process_interupt if @active_battler.is_a?(Game_Enemy)
# If attack
if @active_battler.current_action.basic == 0
if you create a method such as
Code:
def process_interupt
# Put something here to have happen such as skip to next step
# Example - Skip to next step
@phase4_step = 1
return
end
You can even add a timer loop with a little code. I have however, never successfully been able to add a quick time event where input(s) are entered. A bit beyond my abilities I imagine. Keep in mind, the example above will basically skip ALL enemy turns.