My first thought is that you could instead use Yanfly's Buffs & States plugin to just make states that change how they act based on the battler's position in the lineup. If every actor automatically had this state passively, then it would probably work as you want it to, unless the effect you...
Specifically I'd like to have small pictures at a fixed position on the screen representing each enemy with their health bar attached and with a floating cursor pointing to them that appears when they're selected. Would I still run into these issues with this set-up, given that the...
I'm putting together a battle UI and for visual clarity, it'd be good to be able to indicate on the UI which target is being hovered while selecting the targets of an ability. I know that Yanfly already has a battle select cursor plugin, but ideally I'd like to be able to apply a cursor to a UI...
Oh, this does work! I guess my previous attempts at doing it this way must have been formatted incorrectly. So now I can simplify my ternary operator, which is good. If I can figure out how to properly encapsulate the code section, I think this'll be just about solved?
Thanks for the tip!
Thanks for the replies!
So, to go over what I've learned so far:
Arthran is correct, I was using $dataSystem.elements wrong by calling it like a method instead of a property. That part is no longer an issue and it's working correctly now that I'm calling it as an array.
After a lot of testing...
So I'm using SumRndmDude's Hud Maker plugin to make a custom battle UI. I have several states that operate using custom properties attached to the battler with the state via Yanfly's Buffs & States Core; for example
user.lastElement = this.item().damage.elementId;
user.noElement = "noElement"...
As Andar mentioned above, it depends on the implementation you're looking for. If you want an ability that lets your tanky party member draw the attacks from all enemies on the field, you'll want their taunt ability to apply a state to themselves that increases their "target rate" parameter...
AnimatedSVEnemies requires the action sequence packs to function, so it needs to be below all three of them. Try moving it below ActSeqPack3 and see if that fixes your problem.
This is a solid approach, though with that in mind, I do have a follow-up question. As long as we're still processing the same action, would I be able to store the initial damage (probably from the "value" variable) in, for example, this._totalDamage and have it only matter for the current action?
Given the way your formula is structured, you can just change the "type" of the formula to HP recover and change the code to the following:
b.isStateAffected(190) ? 5 : 0
The formula box will apply the final numerical value as the type indicated (hp in the case described).
As for why your...
I'm currently using a combination of Yanfly's Target Core, Selection Control, Row Formation, and Action Sequence plugins to try to create a skill that, when used, can only select enemies in the front row. However, after the skill hits the initial target, the effect then jumps to all enemies in...
Are you referring to icon #0 (the very first in the top left) or icon #1?
Generally, the first icon on your icon set should be a transparent 32 x 32 square. If it's not, I'd highly recommend changing it to one, as (to my knowledge) having it be anything else can cause problems like this.
You're looking for "this.isCertainHit()".
These two code blocks should be useful if you're using Yanfly's Skill Core or Buffs & States Core to check if an ability dealt health damage or healed. You can also append "&& this.isCertainHit()", "&& this.isMagical()", "&& this.isPhysical()", and "&&...
Ah, okay, I misunderstood. You want the push back to happen on the second attack, not the first. Sorry about that!
Move "change switch 332: on" to the very beginning of the action sequence, then place "change switch 332: off" immediately after the first instance of "action effect".
You need to move "change switch 332: on" to just after the first instance of "action effect", as action effect is what causes the knockback code to run. The code you pasted turns the switch on after the second instance of action effect, which won't have the intended result.
It's a paid plugin unfortunately, but Irina's Action Sequence Impact plugin includes a function for action sequences to target the next or previous battler in the lineup, which may simplify things for you considerably.
You can create a conditional push-back that only occurs if a certain switch is off. Replace # with the id of the switch you want to use.
<Custom Target Row>
if (!$gameSwitches.value(#)) {
row += 1;
} else {
row = target.row();
}
</Custom Target Row>
Then, within your action...
grief rpg maker... why oh why did I have to jump through like 30 hoops to (hopefully) have fixed the engine targeting ko'd people during multi hit/random attacks?
I finally finished the wrong clue death scene. So at least the player can see something cool before they get a Game Over. Prolly be less cool if they have to keep watching it repeatedly.
Also me: Creates skill, item, and equipment names like ...
Salmon Jellybean
Feel-Good Hit of the Summer
Marmalade Spreader #2
Quinoa Power!
Actual Literal Wand
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