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Dualtechs for RPG Maker MV and MZ

Let your actors combine their skills in RPG Maker MV and MZ · By HeroicJay

Multiple Component Combos//Restrict Combo to components? (Potential Feature Request)

A topic by Puppet Knight created May 06, 2023 Views: 138 Replies: 2
Viewing posts 1 to 2
(1 edit)

Something came to mind while I had my daughters testing their characters' dual techs out last night. 

 Is there a way to have multiple "teams" set up for one skill?

For Example, The Skill is "Wildfire" and can be used by Team A consisting of Actors 2+5 as well as Team B consisting of Actors 1+3.

The idea is that developers can designate specific actors that always work together, rather than any actor working with the whole team set in a <Dual: > note tag ; and without having to create duplicate skills as well. 

Is this a heavy lift? If so I can just go the duplicate skill route, I only have 4 actors anyhow haha.




Additional/Alternatively, is there a way to restrict the existing skill to only be usable as a Dual Tech if they are listed in the note tag? (possible another prefix or a new operand before the Actor IDs?) so something like 

<Dual: linked, @, 5,!Slash,6,!Cross>

where @signifies that any actor not apart of this dual tech would use this skill solo with the damage calc

Developer (1 edit)

The first is definitely not a trivial ask. I don't know how feasible it is, but it would take a huge rewrite at the very least. And it's very reasonable to assume that such a system would allow actors 1 + 2 and 1 + 3 as separate "teams", but that would be an even harder case, at least if actor 1 can call the dualtech (actor 1's skill menu would have to list the skill twice, and the skill menu kinda doesn't allow for that. Interestingly, that's actually a supported scenario in the current plugin so long as actor 1 can't call the dualtech, since one person not in the tech - either actor 2 or 3 in this case - can still call it themselves and be treated as part of the tech.)

The second probably isn't feasible for a few reasons, most notably the damage calc. If there are C's and D's and so forth in a non-dualtech damage algorithm, the algorithm will always fail and return a default value of 0. So any such tech would be forced to only use A (meaning the direct user of the skill) for actor stats, or be a stat-ignoring status move, or it wouldn't work in the solo case. (Any workarounds for that one fall into the "no one-size-fits-all solution" category or would require extra work on the part of game developers.) There are other issues, but that's probably the biggest one. It seems far and away more practical to just create a solo version of the skill separately.

All good. I'll work something out ^_^