(I apologize in advance if I posted in the wrong forum section -- this is only my second time posting)
Hello!
Does anyone know how to get a current battler's ID and their target(s) ID(s), store them as variables, and use them in a formula?
Background:
I am trying to create a custom "hit...
I want to have a skill that forces party members to attack IF they have a certain status effect on them. (like stieners charge from ff9 (but with a state))
I have it working somewhat, but the script does not wait for the attack to end before running the rest of the script.
So what ends up...
So, I learned from my previous stupid post that not only should I ask questions about this kind of stuff here, but also that I shouldn't just ask for people to make me 15 action sequences for free. So I tried making them by myself, and ran into some errors with one of them. And unlike my...
Hey there game makers. I made a skill that forces an actor to use a random skill based on a variable but when I ran it it didn't work...
Here's my code
I know the problem is not with the if statement nor the force action eval cause it tested both and they worked fine even though the force...
I have been thinking this for a while, But is there maybe a way to play an action sequence via event commands without having to make a dud skill? This would be quite useful for people who want to have more expressive cutscenes happen during certain battles.
Can action sequences even be used to...
tl;dr: What script do I need to write into a Conditional Branch in an Action Sequence to have it detect if the user of the skill is affected by a state?
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So I'm currently working on a skill that toggles a state. Let's call this state Tank Stance. The skill uses an...
I'm genuinely surprised this question hasn't popped up more often on here but here we are. Just want to warn anyone reading this, it's almost 5 a.m. where I live when I posted this and there's a solid chance there will be spelling errors, things overexplained and left out details. I'll give this...
The title says it all: I want the character's battler file change during an action sequence.
I want this because i draw my battlers myself, and i want to use that so i can expand the range of motions i have available for action sequencing.
I've checked Yanfly's Tips and Trick video for...
So hey. I'm kinda wondering something. I've seen Gaia's Melody's battle system and how the characters run up to the enemy. They attack. The enemy moves in the direction of the attack and the actor stays where they attacked. See, I'm wondering if there was a way to replicate it. Either with a...
Hello, I'm trying to get a Yanfly Action Sequence to work in tandem with YEP_ElementCore.
I'm trying to accomplish a sequence after attacks where if the element is super-effective, then the user gains a status effect. However, if the element is blocked or nullified in any way then the opponent...
Hi. I'm trying to make an attack that randomly hits a couple targets. Yanfly's Action Sequence might seem to be the best way to actually do this but... I'm not sure how to actually rig the attack up.
Regardless of what I input or use what seems to happen with Scope; 2 Random Enemies(or more)...
I want a skill that has the player move to the first enemy, throws him to the or a second enemy, and only then do damage to both.
My main issue is that I do not know how to designate one enemy from the other. There's option in yanfly's action sequence plugin for choosing All enemies, all...
I'm using the Octobattle plugin and I looked through the sample project it came with and the animations work but I notice that the actor does not move up to the enemy and hit them. I looked at the notetag of the Attack skill and it reads
Attack
Skill #1 will be used when you select
the Attack...
Hi, i want to ask if there is any way to modify a skill hit rate mid of its Action Sequence? For example, it's a skill that will hit enemies 3 times, however i want to make so that 2 later hits only have 30% of chance to hit.
My character gains 'attack times +1" as a passive trait at set levels, and I'd like the character to be able to go on attacking the other targets on screen if/when the first one dies.
But even after reading through the help text, I'm unsure of how to do this just using action sequencing...
So I have a plugin that allows actors to stay in place after attacks and not move back to their original home position and with the awesome help of people here, I figured out how to control where people end up based on where they are on the screen based on their coordinates and whatnot. but I've...
I wanted to make a skill where the user moves over to their target and patches them up with a healing item. The problem here is that, if the skill is used on the user themself, they simply walk a few steps forward, turn around and the animation weirdly plays on them.
This is my current set-up...
Hello all! After a bunch of messing around with Yanfly's action sequences in my project(and starting a new project), I noticed that when an actor has a state that gives them the "Cannot Move" restriction, as long as they are affected by that state, they no longer responded to movement commands...
So recently I decided to started using Yanfly's Action Sequences and I got the hang of it, until I added Area of Effect. Whenever I use a skill that does Area of Effect, it plays the whole Action Sequence for each character affected by the radius. What I am aiming for is when the enemy is...
So this plugin puts little speech bubbles above the actors and enemies in various situations during battle. But the bubbles tend to stay and linger during an entire attack/skill so to speak. and with Yanfly Action Sequences, that can look a bit odd. I tried looking through the file to see if...
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