Issue with "guard"

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
So i've been trying to set up the "Guard" skill for hours now and it just won't do what i want. 

I need that whenever the actor uses guard and his turn is over even if it is the turn of another party member the effect remains.

Right now i have several issues. If i set the "guard status" to remove itself after receiving damage, if the monster makes a single target attack and doesn't touch the rest, the effect of "guard" remains

then it is that actor's turn again and i STILL have the guard effect and i can even choose another skill to attack but that is not what i want, there are other situations with different settings but it's going to get boring to read the failures.

What i would like the "guard" effect to do is that, no matter what battle system i'm using (ATB, CTB or the normal one) the actor that used Guard goes to the end of the turn queue and that

if it is another player's turn the effect remains. The guard effect should be removed by itself ONLY after the player receives any sort of damage and/or if it is his/her turn again. Also, as of right now, i'm currently using CTB's battle mode from yanfly's plugins however no matter if the skill guard has -2000 speed, a lot of times i get double turns.

How can i make the guard skill/status behave how i want it? 
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
more action times give you extra actions per turn.

more speed pushes the character to the top of the round list.

I've been struggling with the Guard command too, for characters with high action times, so sometimes I get two Guard actions per character... still working on it, but I guess it is doable, to skip the turn entirely when you call Guard.

try looking for the turn start function and backtrack from there to the previous turn's order to process the turn.

there should be a function that's called when it's the character's last action, and it increases the actor pointer to the next actor.

call that function through the Guard skill, and you should be able to force a character skip.

(I'm just conjecturing... I don't have the code in front of me right now, but that's how it should work)
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,100
Reaction score
13,705
First Language
English
Primarily Uses
RMMV
Is it still #2 in the list, or have you created a new skill called Guard?
 

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
@gstv87

I really haven't gone into scripting for the guard skill/status, i'm trying to work it through what comes with RMMV first.

@Shaz

Yes, it is still the second skill and it is still calling the "State Guard".

As for the settings in the state, here is what i tried last.



This is what makes the effect of "Guard" last through whatever number of party member's turns, however if that player that has Guard up doesn't receive damage and it is his turn again, the state of "Guard" remains but that is 

not what it should do or at least not what i want it to do lol, it should always remove itself if it is his turn.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,100
Reaction score
13,705
First Language
English
Primarily Uses
RMMV
What's under Auto Removal Timing?
 

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
The duration in turns? that is also undesireable since the number of turns will always vary. (In case you were you were implying that i should use that hahaha)
 

Riff

Eorzean
Veteran
Joined
Oct 25, 2015
Messages
266
Reaction score
84
First Language
English
Primarily Uses
RMMV
I recall Yanfly mentioned the use of 'Action Start' as a notetag to make your Guard last until that actor's next turn. It should be in Yanfly's Battle Engine Core. Try checking the helpfile.
 

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
I recall Yanfly mentioned the use of 'Action Start' as a notetag to make your Guard last until that actor's next turn. It should be in Yanfly's Battle Engine Core. Try checking the helpfile.
aah, checking it. i only checked the BuffsStatesCore and i had one issue that i ended up posting in the scripting forums:

http://forums.rpgmakerweb.com/index.php?/topic/54953-help-with-remove-state/

EDIT: I checked it and it does the same i did with different notetags. I changed the notetags to <Action Start: 1> instead of what i posted in the scripting forums and when it is the actor's turn again, it still shows the "guarding" animation along with its state icon, it is removed only after i select another command, like attack, magic or special. (No difference whatsoever from what i did, except "Action Start" shows a "1" for the number for turns)
 
Last edited by a moderator:

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
just wondering, now that you bring up the skill window.... would a restriction of "can't move" AND a duration of 1 turn cause a whole turn-skip?

probably would conflict with other actions if it is the last action performed, but wouldn't hurt to try.
 

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
Checked several conbinations lol and it is rather curious haha. If i use "Can't move" the notetag <Turn Start: 1> will also take in count the monster's turns (when it doesn't if i don't activate that restriction). If i use the notetag <Action Start: 1> then it auto removes as soon as i'm done casting "guard", same with the  <Custom Turn Start Effect> tags, as soon as it casts Guard, it auto removes haha. If select more turns in the notetags (implying i don't get damage) i will have to wait X turns lol. So far what works best is no restriction and no auto-removal with notetags, either, <Custom Turn Start Effect>, <Turn Start: X> or <Action Start: X> with the fact that the animation doesn't change at all unless i select another skill.
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
I believe we're hitting a conceptual wall here.

Forget about the yanfly part for a bit. How would you want it to work outside the yanfly engine?

The yanfly engine only enhances the regular gameplay, it doesn't completely replace it.

I believe what you're trying to achieve, is to get the character to enter Guard action, then skip to another character, complete the turn planning stage, then run the turn sequence, then at the start of the next turn, remove the Guard state on those characters that were hit.

Am I right?

write me your ideal sequence in spanish if you want, I can translate.
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
(doublepost...weird)
 
Last edited by a moderator:

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
hahaha let me describe it:

M1 and M2 are monsters
A1 and A2 are actors

A1 uses Guard (starts Guard animation)

A2 uses Guard (starts Guard animation) - A1 must still have Guard active and showing the guard's animation

M1 attacks A2 (that removes the Guard effect and starts the ''waiting stance'' animation) - A1 must still have Guard active and showing the guard's animation

M2 attacks A2 and gets the hit normally because guard was off. - A1 must still have Guard active and showing the guard's animation

A2's turn, attacks M1. - A1 must still have Guard active and showing the guard's animation

A1's turn, As soon as it is A1's turn, the Guard effect and the Guard Icon MUST be removed AND the Guard animation MUST be changed to the ''waiting stance'' animation.

As of right now, thanks to yanfly's plugins i can actually make the Guard effect behave how i described it. However, no matter the setting, no matter what i do. The guard icon won't be removed nor the Guard animation will be changed at the very beginning of the turn, it will be removed AFTER i select the new action and the turn ends, but that visual behaviour looks seriously weird.
 

Zarsla

Veteran
Veteran
Joined
Jan 23, 2015
Messages
710
Reaction score
228
First Language
English
Primarily Uses
@ShadowSFX


Set the gaurd state back to default, and then make the remove by damage 100%.


Also I'm still a bit confuse on what you wish to do, if I understand you correctly, you want gaurd to last a turn unless remove by damage, and you want the icon to be remove at the start of the next turn and you want the snimation for it to be completed before the next turn. 


This should happen with the gaurd state set as I stated earlier in my post.
 

ShadowSFX

Villager
Member
Joined
Jan 9, 2016
Messages
20
Reaction score
0
First Language
Spanish
@ShadowSFX


Set the gaurd state back to default, and then make the remove by damage 100%.


That is how i have the setting since friday and i have it remove itself with yanfly's plugin. The problem i have is a visual problem. When the turn starts, the actor is still showing the guard "animation" (Which is just 1 frame lol) plus it has the status icon and i don't want it to be like that, i want the actor to have the normal battle stance animation (the one where they are standing normally that looks like they are breathing) not the guard one. It changes AFTER i select either an attack, magic or special. That's why i said, functionality wise works perfectly. Visually, however, looks awfully awkward to me because i'm choosing the action i want to perform WHILE the actor is just there "guarding". 
 

Riyuist

Evil Genius
Veteran
Joined
Aug 3, 2015
Messages
33
Reaction score
10
First Language
Tagalog
Primarily Uses
have you tried setting the motion at the actor's notetags?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:
attack on titan final season is airing tomorrow, I'm excited and scared at the same time!

Forum statistics

Threads
105,882
Messages
1,017,230
Members
137,607
Latest member
Maddo
Top