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I think you could get it to work though, by using some Script commands to figure out whose turn it is. It won't look quite like FF1 (it's more like X-Fight in FFVI), but I think it should work? I'm unsure though. What you're asking for is pretty complex.
$gameActors.actor(x).TRAIT_ATTACK_TIMES = $gameActors.actor(x).hit / 10 + 1
But apparently that wasn't it, nor was $gameActors.actor(x).addAttackTimes and I tried using $gameActors.actor(x).traitsSet but I'm pretty sure I'm getting the syntax of it wrong anyway. At this point I'm leaning toward one of the dynamic trait plugins but I'll also have to hard code values at level up for that rather than use a formula to determine it based on hit%. Sooooooo frustrating! I've found so much documentation on many aspects of the program but very little on how to use scripting other than people just snarkily saying "lol just learn js scrub" as if that's something I can do over the weekend.
- http://sumrndm.site/repeat-upgrade/
This gives you a scriptable notetag that you can use on your Attack skill, e.g.There's an MV/MZ script call reference sheet here:
- https://forums.rpgmakerweb.com/index.php?threads/46456/
There's also some community-compiled MV documentation here:- https://kinoar.github.io/rmmv-doc-web/
However, that one might be difficult to follow if you're unfamiliar with coding.If you want to understand and come up with your own scripted solutions, you'll need to be familiar with JavaScript and the parts of the core scripts (and/or other plugins) that you want to modify. Trihan has a Jump into JavaScript series in case you're interested in learning both at the same time:
- https://forums.rpgmakerweb.com/index.php?threads/74928/
I agree that it'd probably take much longer than a few days to learn, though!JavaScript is, in my experience, irritating to use. It's soft-typed language (I think that's the term, could be wrong), meaning that variables are not locked to one kind of data. In other words, if you're not paying enough attention to what you're doing, you can accidentally pass "four" to a function that's expecting "37". If you can get past the quirks, it's not difficult to work with, though; just frustrating.
If you're planning on doing a lot of work in RPG Maker, it's worth taking some time to understand how it runs under the hood. That's true of any engine, really.