- Joined
- Dec 14, 2016
- Messages
- 90
- Reaction score
- 3
- First Language
- French
- Primarily Uses
- N/A
Hey guys ! I use the action sequence pack (1-2-3) want to make a skill which power goes harder depending of the stacks of the States the enemy has been infected.
What I made. The skill executed adds once the state to the target (Let's call it minibomb)
and I made the skill trigger a common event "bomb counter" (ID : 27). Every times it is executed, it adds 1 to the variable [110], with the text (The enemy now has \v[110] minibombs)
And I want the "Kaboom" skill stronger or weaker depending of the variable, so, then remove them form the enemi. For this, I made the Kaboom skill trigger the 28th common event that put the counter down to 0 and removes them. But, I need to work the formula and the action sequence scheme. Here is what I made.
formula (I'm quite a noob concerning formulas, I'm quite sure it is wrong tho) :
if (b.isStateAffected(50)) {200 * v[110] + a.mat * 2 - b.mdf} else {0}; b.removeState(15)
Action sequence :
<setup action>
perform start
animation 149: user
wait: 40
</setup action>
<target action>
hide Battle Hud
wait: 40
motion chant: user
wait: 40
animation 283: user
animation 283: target
\\Si 0 bud
if ($gameVariables.value[110] == (0))
ADD STATE 26: user
elseif ($gameVariables.value[110] == (1))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 15
motion chant: user
wait: 30
animation 170: target
wait: 40
action affect: target
elseif ($gameVariables.value[110] == (2))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 30
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (3))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (4))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (5))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
animation 170: target
wait : 40
action effect: target
show Battle Hud
</target action>
<finish action>
perform finish
</finish action>
There is no enter between them, but I hope you guys got it anyways. Thanks in advance.
What I made. The skill executed adds once the state to the target (Let's call it minibomb)
and I made the skill trigger a common event "bomb counter" (ID : 27). Every times it is executed, it adds 1 to the variable [110], with the text (The enemy now has \v[110] minibombs)
And I want the "Kaboom" skill stronger or weaker depending of the variable, so, then remove them form the enemi. For this, I made the Kaboom skill trigger the 28th common event that put the counter down to 0 and removes them. But, I need to work the formula and the action sequence scheme. Here is what I made.
formula (I'm quite a noob concerning formulas, I'm quite sure it is wrong tho) :
if (b.isStateAffected(50)) {200 * v[110] + a.mat * 2 - b.mdf} else {0}; b.removeState(15)
Action sequence :
<setup action>
perform start
animation 149: user
wait: 40
</setup action>
<target action>
hide Battle Hud
wait: 40
motion chant: user
wait: 40
animation 283: user
animation 283: target
\\Si 0 bud
if ($gameVariables.value[110] == (0))
ADD STATE 26: user
elseif ($gameVariables.value[110] == (1))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 15
motion chant: user
wait: 30
animation 170: target
wait: 40
action affect: target
elseif ($gameVariables.value[110] == (2))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 30
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (3))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (4))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
animation 170: target
wait : 40
action effect: target
elseif ($gameVariables.value[110] == (5))
wait: 30
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
motion missile: user, no weapon
wait: 5
animation 57: target
wait : 25
motion attack: user
wait: 5
animation 57: target
wait: 25
animation 170: target
wait : 40
action effect: target
show Battle Hud
</target action>
<finish action>
perform finish
</finish action>
There is no enter between them, but I hope you guys got it anyways. Thanks in advance.
