Create a skill that applies 1 of 6 states at random every 5 turns

Discussion in 'Javascript/Plugin Support' started by Johnboy, Oct 8, 2016.

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  1. Johnboy

    Johnboy Veteran Veteran

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    I'd like to make a skill that would allow my enemy to give himself one of six available states at random every five turns. I'm using Yanfly's Buffs and States CoreĀ 


    as well as various other Yanfly plugins. I'm sure this can be accomplished using Lunatic mode's Custom Apply Effect but I'm still not very proficient in js.


    If anyone can give me a hand with this I'll be grateful (and you'll get mention in my credits to boot!)
     
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  2. Johnboy

    Johnboy Veteran Veteran

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    Ok so after tinkering a bit with Yanfly's action sequences I thought I had come up with a solution:


    I made a common event which sets a random variable from 1-6


    then I built this action sequence

    <setup action>


    clear battle log


    display action


    common event: 28


    wait: 30


    immortal: targets, true


    </setup action>


    <whole action>


    </whole action>


    <target action>


    if $gameVariables.value(1)


    animation 277: user


    add state 64: user


    wait for animation


    else if $gameVariables.value(2)


    animation 284: user


    add state 65: user


    wait for animation


    else if $gameVariables.value(3)


    animation 278: user


    add state 66: user


    wait for animation


    else if $gameVariables.value(4)


    animation 276: user


    add state 67: user


    wait for animation


    else if $gameVariables.value(5)


    animation 279: user


    add state 68: user


    wait for animation


    else if $gameVariables.value(6)


    animation 213: user


    add state 69: user


    wait for animation


    death break


    </target action>


    <finish action>


    clear battle log


    immortal: targets, false


    </finish action>

    Except that it seems to cancel out my action sequence after it attempts to play the common event.


    Anyone have any suggestions?
     
    Last edited by a moderator: Oct 13, 2016
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  3. Johnboy

    Johnboy Veteran Veteran

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    Ok I got it figured out. Turns out I had to use this instead of using a common event:

    <setup action>


    clear battle log


    display action


    Eval: $gameVariables.setValue(181,(Math.randomInt(6)+1));


    wait: 30


    immortal: targets, true


    </setup action>


    <whole action>


    </whole action>


    <target action>


    if $gameVariables.value(181) === 1


    animation 277: user


    add state 64: user


    wait for animation


    else if $gameVariables.value(181) === 2


    animation 284: user


    add state 65: user


    wait for animation


    else if $gameVariables.value(181) === 3


    animation 278: user


    add state 66: user


    wait for animation


    else if $gameVariables.value(181) === 4


    animation 276: user


    add state 67: user


    wait for animation


    else if $gameVariables.value(181) === 5


    animation 279: user


    add state 68: user


    wait for animation


    else if $gameVariables.value(181) === 6


    animation 213: user


    add state 69: user


    wait for animation


    death break


    </target action>


    <finish action>


    clear battle log


    immortal: targets, false


    </finish action>

    There's a code for anyone who might try something similar.


    Sorry for the double post. This can be closed.
     
    Last edited by a moderator: Oct 13, 2016
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