Combos
This video dates from before RPG Builder 2.0 however what is shown/explained is still accurate, the only thing to keep in mind here is that the editor UI has changed
Combos are still located in Combat > Combos
The "Initial Key" checkbox has been removed and replaced with the "StartAbilityKey" (see list below what each key type means) & "Require Hit" has been removed
Combos allows you to trigger a chain of abilities with their own effects, animations, etc
Fields
Field Name | Function |
---|---|
ID | The ID of this asset data element. Automatically generated. |
Name | Name of the asset data in the project and editor. |
Display Name | The name that will be displayed to the player. |
File Name | The name of the file in the project. Automatically generated. |
Description | The description of the combo |
Start Ability | The ability starting the combo. |
Reset other combos | Should this combo reset other active combos? |
Combo List
Field Name | Function |
---|---|
Ability | The ability that will be triggered. |
Ability Known | Should this ability be known? |
Expire Time | Window of time for this combo to be usable. |
Charging Time | Time in seconds it will take for the ability to charge up before being able to be used. |
Override key |
|
Start Ability Key | Use the same key that started the combo to continue the combo |
Override Key | Allows you to define a Key Type. Like for example TAB. You would start the combo with the Start Ability then press TAB to continue the combo chain |
Action Key | Allows you to define an Action Key. Action Keys are set under Settings > Action Keys > Action Key List. You would start the combo with the Start Ability then press the defined Action Key to continue the combo chain. |