Last Updated: 2012.02.12
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This script allows for follow-up skills when the skill lands a successful hit (ie. no misses or evades). The script provides a chance to proceed with a follow-up skill or a guaranteed follow-up skill provided that the prior skill has successfully connected.
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These notetags go into a skill’s notebox:
<follow up x>
This causes the skill x to have a 100% chance of a follow-up upon usage of the current skill and the current skill landing a successful hit.
<follow up x: y%>
This causes the skill x to have y% chance of a follow-up upon usage of the current skill and the current skill landing a successful hit.
<follow up state: x> <follow up all states: x, x>
This causes the follow-up skill to require all of the states x to follow-up. If one state is missing, the follow-up skill will not occur. To add in more states required, insert multiples of this notetag.
<follow up any states: x, x>
This causes the follow-up skill to require at least one of the listed states x to follow-up. If all states are missing, the follow-up skill will not occur. To add in more states required, insert multiples of this notetag.
<follow up switch: x> <follow up all switch: x, x>
This causes the follow-up skill to require all switches x to be ON before the skill will follow-up. If one switch is OFF, the follow-up skill will not occur. To add in more switches required, insert multiples of this notetag.
<follow up any switch: x, x>
This causes the follow-up skill to require at least one of the listed switches to be ON before the the follow-up skill will occur. If all switches are off, the follow-up skill will not occur. To add in more switches required insert multipels of this notetag.
<follow up eval> string string </follow up eval>
For the more advanced users, replace string with code to determine whether or not the skill will follow-up. If multiple lines are used, they are all considered part of the same line.
— And that’s all, folks! —
Got tired of separate chain skill requests?
Pretty much.
To me, this is probably one of the most useful scripts as far as skills are concerned. You can do so many things with it. Suicidal attacks, for example, can be made pretty easily, or skills that effect two areas to be selected consecutively. All that stuff with several different effects, basically. :)
i get this error when i use item in battle after installing this script.
Fixed. Redownload script.
Cool, this allows me to do more of the things I liked to do with Melody.
I was looking through this script and I had an idea that I don’t think I saw in it.
How about a couple notetags that can adjust follow up rates? Like say..
“” To adjust a particular skill’s follow up chances.
or just “” to adjust all of the character’s follow up chances on their skills.
Oops lemme try that again.
” “follow up x: +/-y%” To adjust a particular skill’s follow up chances.
or just “follow up: +/-y%” to adjust all of the character’s follow up chances on their skills.”
Follow Up skills seem to recast themselves for some odd reason. The Skills being used are a four hit physical attack which chains into the follow up skill (one hit). After that it recast 3-4 times randomly. Not entirely sure what could be causing it.
That could possibly be the multiple hits. Battle Engine Ace plays the animation for each physical hit repeatedly. Use [one animation] notetag (replace the [ and ] with > and <).
I have that tag set in both skills and the issue still persisted somehow.
Can’t seem to replicate this one.
This one is really odd but from what I can gather, for every hit landed on the previous skill (four hits in this case), the skill will Follow-Up with that amount. It doesn’t trigger unless the attack actually connects so if it only hits 2/4 times it will follow up 2 times.
Gonna check to see if I have anything conflicting with it and if push comes to shove, make a new project and port everything to make sure the project file isn’t showing signs of corrupting.
Still can’t get it reproduced but made the fix for it anyway.
v1.01 – Bug Fixed: Follow Up skills do not stack with multi-hits.
That did it, thanks a bunch.
Hi,
I’m trying to add the possibility to chain into a skill or item selection, temporarily interrupting the battle, instead of a predetermined skill. Any suggestion on how to start on doing that?
Mind you, I’m not making a script request. I want to do this myself to get some RGSS3 practice in.
Follow up into a skill that launches a common event and then event force action into an item works. For skill selection, use choice commands.
Thanks. I tried that, but I can’t use Force Action in an event to open the item selection window; it can only force skills. :(
Herpaderp. Nevermind, I think I got it. Thanks.
Bah, I thought I could do it with Item Selection Processing, but that’s not it. So my first comment holds true. :/
Hi, i would like to see a possibility to set a follow up skill on misses/evades too.
Since i am using Ramiros side view battle system, follow up skills on misses would allow you to move the actor back to his original position.
So if the skill hits—> skill x is next
if not -> skill y is next
That would realy be great!
Hmm, it seems when the actor uses a follow up skill, it will automatically keep the target, but if an enemy does it, it randomly targets other members. Is there any way to keep the AI executing on the same actor?
can I get the tutorial how to make the side view battle ?
I would love it if this worked for enemies as well as actors. For whatever reason, I can’t seem to get it working with any enemy. Has anyone been able to get this to work with an enemy?
So this would allow a recursive skill, right?
Is there a way to cap recursive uses other than “everything’s dead so there’s no more targets”? Burning all of the user’s MP might not be so hot either.
Is there any way to make a follow-up skill activate by hitting an enemy´s weakness?
So I’m wanting a [shatter skill] to follow up after certain other skills are used but only if the [frozen state] is present on a target. I’m pretty new to the system so how would this work.
what code would I use and where would I need to put it so it would work.
Sam
I still dont understand how the follop up skills work when they require certain state.
Lets suppose I have a skill called Fireball as skill #1, that follows-up into Flame Finish, that is skill #2. But in order for this follow-up to happen, the enemy must be Burnt, which is the state #3.
Should it look like this?
Like what?*
Sorry.
This is not how the follow up state function works. State follow up requires the state for you to follow up. You’ll be check if YOU are burnt, not the target.
I just cannot make the follow up on state to work. I am using passive states, could this be the problem?
Is there any way to have a Follow-Up skill be dependent on the target’s state(s)?
I’ve tried using Lunatic States Give & Take to move the state from the target to the caster and back, but that doesn’t quite work.
[follow up eval]
opponents_unit.members[current_action.target_index].state?(state_id)
[/follow up eval]
Change the brackets to the angle brackets for the follow up eval part and put in the desired state ID in. It may not be the best method, but it seems to work, at least for single target skills.
Which part of this string do I replace with the state ID number? If you can post an example of what it will look like in context it will save me a lot of time in trial and error.
how to use?
opponents_unit.members[current_action.target_index].state?(34)
not work
where write follow skill number?
if use
opponents_unit.members[current_action.target_index].state?(34)
?
????
I’m interested in doing the opposite for some skills. I’d like to have certain skills have a chance of firing only if the original skill missed or was evaded.
Perhaps even refire the same skill, with a decreasing chance of refire each loop.
I’ve tried putting 2 follow up skills in a notebox but only the last one happens.
Tried as in the screenshot at the top of this page. Still only which ever I put last.
Tested with brand new project with only this and base script. Only last one followed up.
I get this error when I try the script. It only occours when I set the skill to be a magical or physical attack, when its a guaranteed success it just won’t follow with the skill anyways. Any clues of what might be going on ?
Nice script….but you can use it more widely.
Exp:I need to use one skill for second skill apeared in my skill tab
Power of earth unlocking=>Ressurection of earth,Pls add it
Love ya Yanfly
Would love it if this script allowed you to notetag equipment to cause follow-up skills so it’d only be in effect when X armor is equipped, etc.
I’m trying to get it to check if the first skill was a critical and if so, use the follow up skill.
I can’t figure out the syntax to check::
[follow up eval]
b.result.critical ?
[/follow up eval]
?
Is it possible to make the chance of succes to be variable ?
I can’t access the file. D:
yea stop using that shitty dropbox it always get in my way and stops me from getting anything! use google drive or what ever it is
If you use the Github link… (i click Raw as it’s easier to see). Copy ALL text, paste it in Notepad and Save it using quotation marks ” ” with .rb at the end, just like this “script.rb” and save as unicode note ANSI under the selectable encoding types in the dropbox. It will be the same as the drop box download. Unless for some reason Yanfly wrote it differently on that link. I’ve heard a lot of people saying things like this Yanfly may not care to respond or is MIA. Hopefully the non-bugged ones are in the Github.
Is there (or could there be) a way to set priority? Like if I have one follow up skill that only happens 30% and another that always happens, could you make it to where the 30% is checked first and cancels the other one if its successful? (This is assuming I have two follow up skills for the same attack)
Upon further inspection there are a couple of bugs when one skill has more than one follow up associated with it. For my current project my character has a finisher that can be equipped from the main menu (where a dummy skill is used to control switches). Then, in battle the attack command is used and it is supposed to use only one finisher (however in the note it has multiple finishers–it should only use the one that has the proper switch. Instead, it always uses the finisher that is listed last in the note, regardless of switches, and it seems its taking the percent chance from the skill that has the activated switch. Is there any way to remedy this so it works better with multiple follow ups?
I have one question, when using the follow up state thing, do you put it before the follow up and it works, or what?
Am I stupid or nothing really happens even if I do the thing correctly step by step?
I setup the skill to use chain when state (the two lines and ) once I tried it as it is and once in the special brackets you made (I put both the lines there). Nothing at all.
How would I make a skill that only attacks all poisoned enemies and if they survive they are cured of poison state?
something like :
skill attacks all enemies
b.state?(ID of poison state) ? a.atk*10 – b.def*2 : 0
and then put “Remove state” under effects(2nd tab)
This should do the trick :)
I tried to use this with GTBS and it didn’t work.
There is a way to make it compatible?
Is there a way to make it so that a skill only follows up if a certain state is NOT present?
For example, Skill1 follows up to two different skill IDs. It follows up to Skill2 if PowerupState is present, but follows up to Skill3 as long as PowerupState is not present.
There’s a bug with this script. The follow up eval tag never closes so if the tag isn’t the last thing in the notes, it’ll try to read everything as part of the follow up eval. The line 202 “@follow_eval_off = false” should be “@follow_eval_on = false”
For months I just thought that this was a quirk of how the follow up eval worked, but it was just a bug that went unnoticed for 5 years…
I tried and it won’t work for a few times, i paste the script and add those line in the note box but when i test run in a battle nothing happened