In this scenario, do not have both skills be components to a single dualtech!! If you do, then the skill will work fine so long as you have 1100 GP, and it will be disabled if you have less than 600, but any value from 600 to 1099 will cause odd behavior. Things like HP, MP, and TP are all character-specific and can be used without issue, but let's say you're using a plugin that allows skills to have a GP cost (and GP is still party-wide), one skill costs 500 GP to use, and another costs 600 GP to use. Clever animations and MP/TP usage can make it seem like the enemies are using dualtechs without this plugin anyway!Ī word of caution: do not have multiple actors drawing skill costs from a single pool. This plugin must be placed lower on the plugin list than all plugins that modify skill cost or skill cost display in any way.Įnemy units cannot use dualtechs - but you shouldn't need them to. But now you can use "c" to refer to the first actor defined in the "Dual" skill, "d" to refer to the second, and so on down the line (up to "l" - that's a lowercase L - for the tenth.) You don't need to use a damage algorithm that in any way matches the component skills' - the dualtech is its own skill with its own effects. When setting the damage algorithm for a plugin, "a" still refers to the user of the skill (the actor who chose to use the dualtech), and "b" refers to the target. So "actor3" would get the hit rate of whichever actor is defined third (not necessarily the third character in the database!) Lowest - Uses the hit rate of the actor whose hit rate is lowest.Īctor# - Uses the hit rate of the actor who is defined in place # in the Dual tag. Highest - Uses the hit rate of the actor whose hit rate is highest. Second - Uses the second actor's (ID2's) hit rate. User - Uses the user's hit rate (default).įirst - Uses the first actor's (ID1's) hit rate. The final parameter, HitRate, is optional and sets how the skill's hit rate is determined. If you teach the dualtech to an actor that is not identified in the Dual tag, that actor can still use the tech as though they were a part of it (with the skill defined as a component of itself), but if someone else tries to use the dualtech, that actor will not be considered part of it, so it is recommended that all actors that are included in the tech are defined in the Dual tag. This plugin is compatible with up to ten participating actors (though you won't be able to use them in battle unless you expand the number of battling units, of course!) In the "Dual" tag, actor IDs must be given as ID numbers (because actor names can change, but ID numbers are constant), but skills can be called by name or given as ID numbers as you see fit. However, if a component skill is part of a skillset that the actor does not have assigned, the dualtech can still be used, so you can use hidden component skills in this way to have each actor use unique skill costs not tied to a more obvious skill. The dualtech can also be disabled if any actor cannot cast their component skill for any reason (state, cost, lack of necessary equipment), but it will still appear if the previous conditions are all met. The tech won't show up until those conditions are met. All involved actors know their associated component skill.įor this reason, if you don't want to "unlock" the skill through gameplay progression separately from the components, you can just make sure all relevant actors know the dualtech at level 1. Outside battle, the actor must simply be in the overall team, but in battle, they must be part of the battling team.ģ. All involved actors are present in the party. The current actor knows the dualtech skill.Ģ. The dualtech will only appear on an actor's skill list if all of the following conditions are met:ġ. It is valid for a dualtech to be a "component" of itself for any number of actors. When used, the actors will each spend the costs of the component skills (any costs associated with the dualtech skill itself will be ignored, unless the skill is set as a component to itself or the actor using the skill is not part of the "Dual" tag.) This plugin allows skills to be used as dualtechs (or tripletechs, or quadtechs.) To assign a skill to being a multitech (just called "dualtechs" for convenience from here on out), put the following tag in the skill's Note box:Įach dualtech must be assigned to multiple specific actors and requires each actor (except possibly one) to know a component skill.