Unison Attack (Irina)
This is a plugin created for RPG Maker MV.
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This is a plugin created by Atelier Irina.
You can also follow Atelier Irina on itch.io.
RPG Maker Version
This plugin is made for and tested on RPG Maker MV with version 1.6.2. I cannot guarantee if it works on lower versions. Some of the plugin parameters require the later updates of RPG Maker MV for you to be able to use their entries so please update RPG Maker MV to the latest version if you want the best experience in using this plugin.
You are only allowed to use the plugins made by Atelier Irina if you agree to all of the following:
- These plugins may be used in free or commercial games.
- 'RPG Maker Irina' must be given credit in your games.
- You are allowed to edit the code.
- Do NOT change the filename, parameters, and information of the plugin.
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- You may NOT take code for your own released Plugins.
If two characters happen to pick the right combination of skills during battle, they can perform a Unison Attack! Unison Attacks are predetermined in the database and require specific combinations of skills to work. This can come in the form of dual techs, triple techs, quadra techs, etc.
Note: This plugin requires Yanfly's Battle Engine Core and can only be used with DTB or other battle systems that queue up skills, such as the Default Battle System. The reason this cannot be used with other battle systems like ATB, CTB, STB, or OTB is because those battle systems are unable to queue up skills, which are required for Unison Attacks.
Sample Project Includes
The sample project download for this will include the following:
The main plugin itself along with some supporting plugins like Yanfly's Battle Engine Core and its Action Sequence Packs.
Premade Unison Attack skills in the database. This is for you to learn by example on how to construct them. They will include damage formula examples and Action Sequence examples, too.
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
- Skill Notetags
<Unison Skill: x, x> <Unison Skill: x, x, x> <Unison Skill: x, x, x, x> - Replace 'x' with the skill ID's required for this Unison Attack to work. - Insert as many skill ID's as needed. - Once all the skills are found queued in the party, a Unison Attack will occur. Only the actor party can perform Unison Attacks. - Skills that become Unison Attacks cannot be directly used from the menu in order to avoid script crashes. <Unison Skill Priority: x> - 'x' determines the priority value of the Unison Attack. - If multiple recipes for a Unison Attack are found, then the Unison Skill with the highest priority value will occur. If they're tied, then a random possible Unison Skill combination of the highest priority is chosen.
Here is a list of Script Call(s) that you may use:
You can also use these for the Damage Formula.
Those who want to grab specific Unison Skill participating members can use the following variables to grab them:
$UnisonMember1 $UnisonMember2 $UnisonMember3 $UnisonMember4
Each number refers to the participant using the ordered skill in the <Unison Skill: x> notetag. Let's take a look below:
If this notetag is used:
<Unison Skill: 50, 40, 30, 20>
then the members will refer to the following:
$UnisonMember1 = User of Skill 50 $UnisonMember2 = User of Skill 40 $UnisonMember3 = User of Skill 30 $UnisonMember4 = User of Skill 20
This is used the same way in Script Calls. Once the skill has completed, these variables will be cleared.
Action Sequences - ala Melody
Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
Each skill and item consists of five different action sequences. They are as follows:
- 1. Setup Actions
- They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
- 2. Whole Actions
- These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
- 3. Target Actions
- This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
- 4. Follow Actions
- This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.
- 5. Finish Actions
- This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.
1. <setup action> action list action list </setup action> 2. <whole action> action list action list </whole action> 3. <target action> action list action list </target action> 4. <follow action> action list action list </follow action> 5. <finish action> action list action list </finish action>
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
<action copy: x:y>
Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.
You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.
|user||This will select the active battler.|
|target, targets||These will select the active targets in question.|
|actors, existing actors||These will select all living actors.|
|all actors||This will select all actors including dead ones.|
|dead actors||This will select only dead actors.|
|actors not user||This will select all living actors except for the user.|
|actor x||This will select the actor in slot x.|
|character x||This will select the specific character with actor ID x.|
|enemies, existing enemies||This will select all living enemies.|
|all enemies||This will select all enemies, even dead.|
|dead enemies||This will select only dead enemies.|
|enemies not user||This will select all enemies except for the user.|
|enemy x||This will select the enemy in slot x.|
|friends||This will select the battler's alive allies.|
|all friends||This will select the all of battler's allies, even dead.|
|dead friends||This will select the battler's dead allies.|
|friends not user||This will select the battler's allies except itself.|
|friend x||This will select the battler's ally in slot x.|
|opponents||This will select the battler's alive opponents.|
|all opponents||This will select the all of the battler's opponents.|
|dead opponents||This will select the battler's dead opponents.|
|opponent x||This will select the battler's opponent in slot x.|
|all alive||Selects all living actors and enemies.|
|all members||Selects all living and dead actors and enemies.|
|all dead||Selects all dead actors and enemies.|
|all not user||This will select all living battlers except user.|
|focus||Selects the active battler and its targets.|
|not focus||Selects everything but the active battler and its targets.|
|prev target||Requires Action Sequence Impact.
During <Target Actions>, this will get the previous target in the targets list.
|next target||Requires Action Sequence Impact.
During <Target Actions>, this will get the next target in the targets list.
|$UnisonMemberX||Requires Unison Attack.
Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.
|$UnisonMembers||Requires Unison Attack.
Returns all of the participating Unison Skill members.
Action Sequence List
The following is a list of Action Sequences provided by this plugin.
Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? There are new target typings to choose from.
$UnisonMember1 - Selects the first participating member of a Unison Attack. This will be the skill user whose using the first listed skill in <Unison Skill: x> notetag list.
$UnisonMember2 - Selects the 2nd participating member of a Unison Attack. This will be the skill user whose using the 2nd listed skill in <Unison Skill: x> notetag list.
$UnisonMember3 - Selects the 3rd participating member of a Unison Attack. This will be the skill user whose using the 3rd listed skill in <Unison Skill: x> notetag list.
$UnisonMember4 - Selects the 4th participating member of a Unison Attack. This will be the skill user whose using the 4th listed skill in <Unison Skill: x> notetag list.
And so on...
$UnisonMembers - Selects all participating members of a Unison Attack.