I need to create a spell that works like the Nul spells from FFX (and others). The way these work is the spell negates the damage from the next spell that has that element. For example, if the player casts NulBlaze on a party member, the next time the member is hit by a fire spell, that damage is 0. NulBlaze is then removed. I'm looking for ideas on how best to implement this in my game.
I think I can do it using Yanfly's Action Sequence packs. The pack has a function that will remove state. I need to write an If statement to check if the target has the NulBlaze state, then negate the damage and remove the state. Would this work? If so, can I get some assistance on the If statement? Thanks a bunch!!
I think I can do it using Yanfly's Action Sequence packs. The pack has a function that will remove state. I need to write an If statement to check if the target has the NulBlaze state, then negate the damage and remove the state. Would this work? If so, can I get some assistance on the If statement? Thanks a bunch!!
Hey I'm sure you can implement it, but not using actions sequences.
Tips & Tricks – Freeze (Final Fantasy 9)
This one shows the code to make a state that reacts to a certain element at the moment of impact, you just have to adjust the state on the database.
_________
Hey guys, just a quick question about animations in use with the system.
<setup action>
display action
if user.attackMotion() !== 'missile'
camera focus: target
zoom: 150%, 20
camera offset: right, 50
else
camera focus: user
zoom: 250%, 20
wait: 20
camera focus: target
zoom: 150%, 20
camera offset: right, 50
end
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait for animation
wait for movement
wait: 5
</target action>
I currently use this standard code and I made an slash animation with some dark type elements, however it shows the normal attack animation.
I double checked if I selected the right animation and have no idea why it just gives me the standard one.
2
<setup action>
display action
if user.attackMotion() !== 'missile'
camera focus: target
zoom: 150%, 20
camera offset: right, 50
else
camera focus: user
zoom: 250%, 20
wait: 20
camera focus: target
zoom: 150%, 20
camera offset: right, 50
end
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait for animation
wait for movement
wait: 5
</target action>
I currently use this standard code and I made an slash animation with some dark type elements, however it shows the normal attack animation.
I double checked if I selected the right animation and have no idea why it just gives me the standard one.
2
You are using
attack animation
wich retunr the default attack animation of the system
you need to use
action animation
to return the animation that the skill has on the database or
animation X: target, (mirror)
to retunr any animation from the database