Template:VisuMZ Input Combo Skills Notetags

From Yanfly.moe Wiki
Jump to navigation Jump to search

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

---

Input Combo Origin-Related Notetags

InputComboSkills Preview.gif

---

<Combo Skill key: id>
<Combo Skill key: name>

- Used for: Skill Notetags
- Declares this skill as an Input Combo origin skill. This notetag sets
  an input skill to the specific 'key' when pressed.
  - The input skills do not need to be learned or available through traits
    in order to be used.
- Replace 'key' with a string representing the key trigger you wish to bind
  this chain skill with.
  - 'down', 'left', 'right', 'up'
  - You can substitute the above for the NumPad values: 'down' with '2',
    'left' with '4', 'right' with '6', and 'up' with '8'
  - 'ok', 'cancel', 'pageup', 'pagedown', 'shift'
  - You can substitute the above for the Keyboard inputs: 'ok' with 'z',
    'cancel' with 'x', 'pageup' with 'q', 'pagedown' with 'w', and
    'shift' for 's'
  - Do not include the quotes.
- For 'id' variant: replace 'id' with the ID of the skill to combo using
  the marked key.
- For 'name' variant: replace 'name' with the name of the skill to combo
  using the marked key.
- Insert multiple copies of this notetag to bind different keys.

Examples:

  <Combo Skill Down: Leg Sweep>
  <Combo Skill Left: 107>
  <Input Combo Skill Right: Hook Punch>
  <Input Combo Skill Up: 123>

---

<Combo Max: x>

<Input Combo Max: x>

- Used for: Skill Notetags
- Sets a maximum combo count that this Input Combo origin skill can have.
- There are no differences between the two <Combo Max: x> and
  <Input Combo Max: x> notetags, it's a matter of preference of which you
  want to use.
- Replace 'x' with a number representing the max combo inputs you want to
  allow the player to input.
- If this notetag is not used, the combo max will default to the value found
  in the Plugin Parameters.
- The max combo will NOT include any special skills added through a specific
  sequence string, meaning that a special skill from a combo sequence can
  go past the designated combo max.

---

<Combo Start Animation: x>

<Input Combo Start Animation: x>

- Used for: Skill Notetags
- Changes the animation played when initiating the Input Combo origin skill.
- Replace 'x' with a number representing the ID of the animation to play.
- If this notetag is not used, play the animation found in the
  Plugin Parameters instead.

---

<Combo Special sequence: id>
<Combo Special sequence: name>

<Available Combo Special sequence: id>
<Available Combo Special sequence: name>

- Used for: Skill Notetags
- If the player inputs a matching 'sequence', this Input Combo origin skill
  will add the target skill to the combo queue. This variant requires the
  actor to either have learned the target skill or have it temporarily
  accessible through traits.
- There are no differences between the <Combo Special sequence: id> and the
  <Available Combo Special sequence: id> notetags, it's a matter of
  preference of which you want to use.
- Replace 'sequence' with any of the below:
  - '2' for 'down'
  - '4' for 'left'
  - '6' for 'right'
  - '8' for 'up'
  - 'Z' for 'ok'
  - 'X' for 'cancel'
  - 'Q' for 'pageup'
  - 'W' for 'pagedown'
  - 'S' for 'shift'
- Insert multiple copies of this notetag to add more special combos.

Examples:

  <Combo Special 226Z: Hadoken>
  <Combo Special 4268: 360>
  <Available Combo Special QWQWQ: Dempsey Roll>
  <Available Combo Special ZXSQW: 123>

---

<Learned Combo Special sequence: id>
<Learned Combo Special sequence: name>

<Known Combo Special sequence: id>
<Known Combo Special sequence: name>

- Used for: Skill Notetags
- If the player inputs a matching 'sequence', this Input Combo origin skill
  will add the target skill to the combo queue. This variant requires the
  actor to have learned in order to special combo into it regardless of
  whether or not the actor has temporary trait access.
- There are no differences between the <Learned Combo Special sequence: id>
  and the <Known Combo Special sequence: id> notetags, it's a matter of
  preference of which you want to use.
- Replace 'sequence' with any of the below:
  - '2' for 'down'
  - '4' for 'left'
  - '6' for 'right'
  - '8' for 'up'
  - 'Z' for 'ok'
  - 'X' for 'cancel'
  - 'Q' for 'pageup'
  - 'W' for 'pagedown'
  - 'S' for 'shift'
- Insert multiple copies of this notetag to add more special combos.

Examples:

  <Learned Combo Special 226Z: Hadoken>
  <Learned Combo Special 4268: 360>
  <Known Combo Special QWQWQ: Dempsey Roll>
  <Known Combo Special ZXSQW: 123>

---

<Always Combo Special sequence: id>
<Always Combo Special sequence: name>

<Forced Combo Special sequence: id>
<Forced Combo Special sequence: name>

- Used for: Skill Notetags
- If the player inputs a matching 'sequence', this Input Combo origin skill
  will add the target skill to the combo queue. This variant will always
  allow the target skill to be used as a special combo skill.
- There are no differences between the <Always Combo Special sequence: id>
  and the <Forced Combo Special sequence: id> notetags, it's a matter of
  preference of which you want to use.
- Replace 'sequence' with any of the below:
  - '2' for 'down'
  - '4' for 'left'
  - '6' for 'right'
  - '8' for 'up'
  - 'Z' for 'ok'
  - 'X' for 'cancel'
  - 'Q' for 'pageup'
  - 'W' for 'pagedown'
  - 'S' for 'shift'
- Insert multiple copies of this notetag to add more special combos.

Examples:

  <Always Combo Special 226Z: Hadoken>
  <Always Combo Special 4268: 360>
  <Forced Combo Special QWQWQ: Dempsey Roll>
  <Forced Combo Special ZXSQW: 123>

---

Input Combo Special Skill-Related Notetags

InputComboSkills Preview.gif

---

<Combo Only>

<Input Combo Only>

- Used for: Skill Notetags
- Causes this skill to only become usable during an Input Combo sequence as
  a special combination skill.

---