Haha, Blizzard posting a script request. :V:
Remember Chain Status Effects from Tons? Well, this is different. The idea is that once a skill has been executed that it will immediately trigger another skill on the same target (with SP consumption). Why is that useful? I think this would solve the all-known problem that after using a skill with a common event, there is no way to make the common event target the same target or make the same actor use that skill. Another reason would be that Tons is always v7.4x, but there are still only 73 add-ons in there and I would like to add it to Tons. It's a not a difficult script and I think it would be useful.
I will review the code and add it into Tons myself.
To anyone willing to do it, here's an idea:
class Scene_Battle
alias fts_chain_update_phase4_step6 update_phase4_step6
def update_phase4_step6
fts_chain_update_phase4_step6
chain_skill = get_chain_id(@skill.id)
if @active_battler.current_action.skill_id > 0 && chain_skill != nil
@active_battler.current_action.skill_id = chain_skill
@phase4_step = 2
end
end
end
The "get_chain_id(skill.id)" method will be the config. Returns an ID if the current skill has a chained skill, nil otherwise. The obvious problem with the above code is an infinite loop in case of a skill chained to the same skill. Might also have some other problems. This is just something I thought of, it might have other problems.
I'd help if I had script knowledge but all I have is a Common Event equivalent of this that does the same thing...But I tend to use it for specialized moves that only certain characters know. It requires a bit of copying and editing when making new skills though but I don't mind.