Yanfly Action Sequence Question: Change Damage Element Based on State?

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Started by SefirosuKuraodo 8 posts View original ↗
  1. Hello RPG Maker friends! ^^ ~ I have a question that I've Google'd into dead ends, so I thought I'd pick the brains of some of the wonderful geniuses here.

    Is it possible, using Yanfly Action Sequences, to change a skill's damage element based on the user's State? I have a Spell that deals Non-Elemental damage, but depending on certain states applied to the user would change to, say, Fire damage, or Ice damage, and so on.

    Example: Mr. Mage uses Force Ball, and it deals non-elemental damage. But, when Mr. Mage applies the "Dragon Art" state/buff, Force Ball would deal fire damage with a fire animation. If Mr. Mage then applies "Yeti Art" state/buff to himself, then Force Ball would deal ice damage with an ice animation.

    I had a layman's idea on getting it to work, and tried using "if $User.Stateisaffected(!)", but that was a flop. Still, figured it couldn't hurt to try.

    Any advice (given or directed toward) is much appreciated!
  2. You could have the states replace your Force Ball skill with a skill of the corresponding element. Like when you have "Dragon Art", learn Fire Ball or whatever and drop Force Ball temporarily. The two plugins you can use to accomplish this are:

    Yanfly Auto Passive States
    HimeWorks Overriding States

    Make an auto passive state that teaches regular Force Ball, so it's always there. And then make the other elements add states that override the passive state and teach the new spells and remove Force Ball, until you lose that state. Then it would teach you Force Ball again.
  3. JGreene said:
    You could have the states replace your Force Ball skill with a skill of the corresponding element. Like when you have "Dragon Art", learn Fire Ball or whatever and drop Force Ball temporarily. The two plugins you can use to accomplish this are:

    Yanfly Auto Passive States
    HimeWorks Overriding States

    Make an auto passive state that teaches regular Force Ball, so it's always there. And then make the other elements add states that override the passive state and teach the new spells and remove Force Ball, until you lose that state. Then it would teach you Force Ball again.

    I had thought of using the state itself to remove "Force Ball" and just add a skill called "Fire Ball", however with the goal of having multiple Non-Elemental skills able to be shifted into certain elements under certain conditions, I couldn't come up with a way to make it work and have the player learn more skills. If, for example, the player only knows Force Ball, but hasn't yet learned "Force Wave" or "Force Bomb", when applying the state they would suddenly have access to "Fire Wave" and "Fire Bomb" because the state adds the other elemental skills. I couldn't think of a way around it. Unless there is a way to make those skill additions conditional/dependent on the player having learned the required base skill already?
  4. Well, this might help. But it depends on if you're learning skills at certain levels. It requires Yanfly's Skill Core to use. Just paste it in the note field of any skills you want to restrict the level on. They simply won't show up anywhere, unless the conditions are met.

    <Custom Show Eval>
    if (user.level < 5) {
    visible = false;
    } else {
    visible = true;
    }
    </Custom Show Eval>

    Using this means you can keep your state the way you made it, which teaches all the levels of elemental skills. As long as you restrict each skill's use by level
  5. JGreene said:
    Well, this might help. But it depends on if you're learning skills at certain levels. It requires Yanfly's Skill Core to use. Just paste it in the note field of any skills you want to restrict the level on. They simply won't show up anywhere, unless the conditions are met.

    <Custom Show Eval>
    if (user.level < 5) {
    visible = false;
    } else {
    visible = true;
    }
    </Custom Show Eval>

    Using this means you can keep your state the way you made it, which teaches all the levels of elemental skills. As long as you restrict each skill's use by level

    As a matter of fact, I think I can work with that. Thanks so much! ^^
  6. I'm most likely late to the punchline, but there is indeed a way to do this with action sequences.

    The effect needs all Yanfly action sequence plugins and the Element Core plugin; this enables action sequences to have force element, remove element and add element command lines.

    Example: Force element 2 will eliminate all element except the fire element onto the skill. If the skill is not fire-based, it will add the fire element on top of this.
  7. Junane said:
    I'm most likely late to the punchline, but there is indeed a way to do this with action sequences.

    The effect needs all Yanfly action sequence plugins and the Element Core plugin; this enables action sequences to have force element, remove element and add element command lines.

    Example: Force element 2 will eliminate all element except the fire element onto the skill. If the skill is not fire-based, it will add the fire element on top of this.

    Thanks so much, that's really handy to know! This is exactly what I was looking for ^^ <3
  8. I am trying to do this same thing. I understand the force element, but i cant figure out the syntax of the surrounding conditional check code. Can you help?