Hi
Is there a if command for individual enemies. For example i have move user: targets, front, 20 to move in front of and attack enemy a. How can i have it so that the user can move somewhere else if i am attack enemyb. Its for a spell and right now the character is moving to the same place everytime.
Any help would be appreciated.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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Hi
Is there a if command for individual enemies. For example i have move user: targets, front, 20 to move in front of and attack enemy a. How can i have it so that the user can move somewhere else if i am attack enemyb. Its for a spell and right now the character is moving to the same place everytime.
Any help would be appreciated.
move user: targets, front, 20
Should work just how you want it to. Make sure the scope is single target. If you have scope to all enemies it may simply choose the first enemy in the troop. -
move user: targets, front, 20
Should work just how you want it to. Make sure the scope is single target. If you have scope to all enemies it may simply choose the first enemy in the troop.
I'm sorry. I think i may have copied the wrong part of the skill note tag. What i meant was if i have the character set to MOVE user: POINT,300, 400, 30 is there a way to have an if function so i can have the character move to different places depending on which enemy they are attacking.
Sorry for the confusion. My mistake. -
I'm sorry. I think i may have copied the wrong part of the skill note tag. What i meant was if i have the character set to MOVE user: POINT,300, 400, 30 is there a way to have an if function so i can have the character move to different places depending on which enemy they are attacking.
Sorry for the confusion. My mistake.
I think so. I don't know the syntax, but it would have to do with the enemy in said slot. I believe the first enemy added to a troop is 1 and the second is 2. It would be something like:
if target == $nameofenemyvariable.name(1)
move user: point, 300, 300, 30
elseif target == $nameofenemyvariable.name(2)
move user: point, x, y, z
and so forth.
I'm not sure what the variable name is for enemies. Are you looking for enemies in a troop (I've assumed this so far) or enemies in the database list? -
Not 100% sure this is in the category of action sequences, but I'm using the row stuff as well, and I have two skills set up so that the user (which is everyone) can move back and forth in a whim, once per turn per person. However, the name of the ability doesn't show up at the top of the screen, so when enemies use it, they just kind of weirdly slide backwards or forwards with no indication of what they're doing, or sometimes don't move at all, and I don't want someone to have the thought that the game is freezing up or that the enemies are glitching anything.
Basically, is there any way to force the skill to a: have the name show up at the top of the screen like it should(Solved this!),and b: force the enemies to move into their proper position in a row?(Solved this as well by putting Perform Start and Perform Finish into the finish action tags - however, the problems in the two edits persist, and I'm not sure if this is the proper solving method.) Thank you!
EDIT: Also, whenever they cast an ability, they stretch their arms out open like they're about to go hug the slime. Is there any way to make them stop doing that? Thank you!
EDIT 2, ELECTRIC BOOGALOO: I know this one is not really all that action-sequence related but I figure there's probably a way to FIX it with action sequences - whenever I have the characters use their movement command, they slide backwards fine, if they're going backwards, for example, all hunky dory. However, when they use two movement commands in a row, they get all bunched up instead of sliding into their proper positions in the row - would anyone be willing to troubleshoot this?
This is the code for the "Advance" and "Fall Back" ability, although the fall back has pushing the user back a row instead of forward a row.
Spoiler<Pull Forward User Row: 1>
<setup action>
display action
</setup action>
<finish action>
clear battle log
perform start
perform finish
</finish action> -
Hey I would like to make a request, Can someone help me to do something like Laguna's Desperado Limit from Final Fantasy VIII
Thanks -
@LucasPlox Its not perfect but here a quick go at it. I forgot to add death breaks so if you've got counters add them after every action effect. My screen capture software made it lag a bit but it doesn't in game.
Spoiler<setup action>
display action
immortal: targets, true
perform start
motion chant: user
wait: 30
animation 52: user
</setup action>
<whole action>
wait: 40
motion thrust: user
wait: 30
animation 66: opponents
action effect
wait: 45
zoom: 125%, 30
camera screen: target, front center, 30
camera focus: target, front center, 30
wait for movement
jump user: 180, 150
move user: forward, 300, 150
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
attack animation: enemies
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
motion missile: user
wait1
attack animation: enemies
action effect: enemies
wait: 9
</whole action>
<finish action>
immortal: targets, false
move user: return, 40
clear battle log
perform finish
wait: 60
</finish action> -
Hey can someone help me? I'm new to using action sequences and I feel like there's a bit too much for what I need here. Any improvements/suggestions for me?
<setup action>
hide battle hud
move user: target, front center, 30
wait for movement
immortal: targets, true
</setup action>
<target action>
Motion Swing: user
enemy effect: target, whiten
action effect
wait: 30
wait for animation
</target action>
<finish action>
move user: home, 30
face user: forward
Show battle hud
immortal: targets, false
wait for animation
wait for movement
</finish action> -
Hey can someone help me? I'm new to using action sequences and I feel like there's a bit too much for what I need here. Any improvements/suggestions for me?
How about make it easier for yourself? Let me explain.
First I'll give you how the code could look.
<setup action>
hide battle hud
move user: target, front center, 30
wait for movement
immortal: targets, true
</setup action>
<target action>
Motion Swing: user
wait: 5
enemy effect: target, whiten
action effect
wait for animation
move user: home, 30
wait: 15
face user: target
wait for movement
show battle hud
</target action>
Your setup action is very well done, it does what it's supposed to do and the immortal sequence allows for the action to be finished even if the enemy dies.
Your target action, however, is not timed right(at least in my opinion) a movement of 30 I believe is too slow I recommend setting it between 15-24 the wait: 30 before the Wait for animation is not necessary at all, the function is covered by wait for animation.
Your finish action is however very unnecessary all of the things you are making it do are done by the plugin by default(and using the finish action actually disable this default sequences).
Immortal targets: false, also unnecessary they won't remain immortals (what the plugin does is stop the possibility for the battler, as in the image, to disappear during the sequence it doesn't actually make them immortals) and as you can see above you can add the show battle hud and the actor movement in the target action.
Hope it can help you, remember you want to make your sequences as short as you can, that way you won't get lost yourself in the sequence.
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EDIT: Managed to solve my problem, don't need help anymore :D -
This might be off topic, might not. Unsure.
But is there a way will all the plugins yanfly offered us, to utilize enemies to block oncoming attacks onto a leader?
Like lets say there's 6 royal slimes and a king slime. To attack the king slime, one has to defeat all 6 royal slimes because if one attacks the king slime without wiping all 6, one of them will randomly take cover for the king slime and take damage instead.
So like some kind of cover method. I know this method existed in ACE. Unsure if it exists in MV. Has to be automatic too, and read through I think by notes. -
I've been trying to figure out a reliable way to increase the duration of status ailments using a passive ability for a few days, now. It's pretty much working, for the most part, with one problem that throws it all out of balance.
--- Just gonna repost what I've said in the other thread, for the most part ---
What I have so far is:
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
move user: forward, 60
wait for movement
motion spell: user
wait for motion
action animation: target
wait for animation
common event: 10
if user.luk + $gameVariables.value(7) > target.luk
if user.isStateAffected(34)
add state 84: target
if target.isStateAffected(4)
remove state 4: target
else
add state 4: target
if target.isStateAffected(84)
add state 84: target
else
action effect
add state 92: target
end
</target action>
<follow action>
remove state 92: target
</follow action>
Common event 10 sets variable 7 (edited from variable 10; that was a mistake) to a random number between -10 and 10. That number is then added to the user's Luck score, and -- if the resulting value is greater than the target's Luck -- the skill will inflict the target with poison. This is what it is meant to do, but I don't know if it actually calculates properly.
If the user has the passive state "Saboteur Mastery" (state 34), it will inflict a version of poison that lasts for 6 turns instead of the usual 4. If the user does not have that state, the target will be inflicted by the default version. Both conditionals have variations that occur when the target is inflicted by the other kind of poison (Default Poison is overwritten by Variant Poison, and Variant Poison makes it impossible to be inflicted by Default Poison, so its turn count is reset, instead). All of this works as intended, at least as far as I can tell. I have tested it out with various other buffing and debuffing skills, and it has functioned properly every time.
The else at the end is where things get tricky. The action effect of this skill is there because the skill has a 0% success rate, meaning that it'll always show that it misses on the else branch (where it's not supposed to inflict either Default Poison or Variant Poison). The system used to miss and then inflict the ailment, anyway, so I added state 92 (which makes the target immune to all ailments) so that it won't happen anymore. The state goes away immediately after the skill is used, so it doesn't cause any problems in the long run.
Honestly, the only real problem I have right now is with the Luck equation, since I want there to be some slight randomness so that players can inflict ailments on foes with higher Luck, and that enemies can inflict ailments on characters with higher Luck. I know that there's a problem with the equation that sets up the first major conditional (user.luk + $gameVariables.value(7) > target.luk), but I don't know how to fix it. Can anyone help me? -
@ZaleAcon To what problem are you referring to exactly I don't see anything wrong with it. At most, you'll need to add an end after add state 84: target, and you can replace the first 2 lines of the sequence with perform action, but that is all.
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@emelian65 Huh… You're absolutely right about that. It never worked properly in battle testing, so I presumed that there must have been an issue with my scripting as a whole. Looking more closely at it, though, it turns out Yanfly's Class Base Parameters plugin just doesn't properly scale with the battle test, which seems to be the root of the problem. In the actual game, it works fine, though there are a few kinks I need to iron out.
Thank you for pointing that out, and I'm sorry for coming here with what was basically a non-issue. I guess I just got a bit anxious about it when it didn't work properly. -
Hello i am a new member and i want to use a short movie in my skill but i don't know how to do it can someone help me?
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Movie? As in a mp3,mp4,wmv,etc? File. Or are you thinking in creating a cutscene udimg the sequence.
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Im using a mp4 file.
I have already made the .webm file i m juste blocked for the sequence. -
Up
i really need this quickly without that im stuck. -
@JoeTheCrafter you really don't use action sequences to bring a video, you need to use a coomon event for that, there is a section in the second tab that deals with images and videos.
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I have do this but now the problem is that the animation run before the vidéo how can i reverse this?(thanks for the first help)
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It's actually pretty easy,you just need to time it right.
So using this code should help.
Assuming that Common Event 1 is the common event that calls the video.
<target action>
common event: 1
wait: (You have to replace with a number in here, the maker runs in a 60 frames = to 1 sec, I seem to remeber so if the video last 3s then you have to put here 270... I think)
action animation
action effect
wait for animation
wait for effect
</target action>
Actually as i have never used video I don't know if the wait is nesesary... you'll have to test it.