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  1. RMMV (YEP) Auto Passive States: Custom Condition Targeting?

    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...
  2. RMMV Is there any way to, while selecting the target of an action, use a script call to get the identities of the battlers being targeted?

    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...
  3. RMMV Is there any way to, while selecting the target of an action, use a script call to get the identities of the battlers being targeted?

    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...
  4. RMMV (SRD HudMaker) Ternary operator using a custom object property as a condition returns errors

    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!
  5. RMMV (SRD HudMaker) Ternary operator using a custom object property as a condition returns errors

    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...
  6. RMMV (SRD HudMaker) Ternary operator using a custom object property as a condition returns errors

    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"...
  7. How can I create a "distraction" skill

    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...
  8. RMMV enemies do not stand still during side battle

    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.
  9. RMMV Skill that can only target the front row but splashes to the next row

    After some testing, this method worked. Thanks for your help!
  10. RMMV Skill that can only target the front row but splashes to the next row

    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?
  11. RMMV Making an item that recovers both HP and MP if actor is inflicted with a certain state.

    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...
  12. RMMV Skill that can only target the front row but splashes to the next row

    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...
  13. RMMV Olivia's Battle Impact Plugin

    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.
  14. RMMV Certain Hit Critical Effect (YEP auto passive/buffs & states) [SOLVED]

    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 "&&...
  15. RMMV YEP Action Sequence & Row Formation

    No problem, happy to help!
  16. RMMV YEP Action Sequence & Row Formation

    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".
  17. RMMV YEP Action Sequence & Row Formation

    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.
  18. RMMV YEP ActionSeq: Splash Damage

    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.
  19. RMMV YEP Action Sequence & Row Formation

    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...
  20. RMMV Can I give Window_Help a different skin in-battle than it has in menus?

    This version worked perfectly! Thanks a ton for taking the time to patch it.

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