Mercenary Wizard possessed by an Evil Spirit
- Oct 8, 2015
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you have to turn off the immortal flag. a death break command should handle it.
Thank you so much for this! I'm creating a summon and was desperate for my battler to start chanting right from the off and this totally worksIn the skill itself, under "Skill Type" if it's a Magic or Skill type and in your system settings, you have either of those two listed in the top right hand corner under [sV] Magic Skills then the little magic casting animation will play.
I was wondering how you called your "Passives" in that video. I really like your system.Here's a small preview of some of the abilities I've come up with in my game. I'm getting the hang of this whole action sequence thing!
If anybody wants some tips on how to create sequences, feel free to ask, I am having a blast with these!
If the player has no weapon equipped, doesnt he use the "missile" motion for punching? Which in this case, he would punch from far away due to code thinking he is using a ranged attack..The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/
Give those a shot to see if the crashes still happen. It should be removed.
Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:
<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>Have fun!
Do you mean, the ones like "Smite's Blessing" and "Wyvern's Call"?I was wondering how you called your "Passives" in that video. I really like your system.
He uses "thrust" motion for punching (by default).If the player has no weapon equipped, doesnt he use the "missile" motion for punching?
Do you mean, the ones like "Smite's Blessing" and "Wyvern's Call"?
I used the action sequences to call a common event.
Here's how I did it via screenshot:
First I created the skill, and at the end of the action sequence, I had it call a common event.
The common event then "rolls a dice" to decide if Luna get's the "Wyvern's Call" buff or not. Since it's a 40% chance, that's what that variable in this picture is depicting. I also made it so that the message explaining what the buff is only shows up the 1st time, and not everytime she uses the skill, that way the player isn't spammed with it over and over. At the end of it, you'll notice the "Force Action: Luna, Wyvern's Call, Last Target" - which is calling another ability to be played on Luna.
The ability plays an animation on Luna, signifying the buff being placed on her, and the ability also adds the actual state: "Wyvern's Call"
Last, but not least, here is the state itself, which adds 10% to Luna's Attack and 10% to her Crit chance for 3-4 turns.
I myself was wondering if there was a way to do 'missiles' like this, starting at the caster and moving to the target.Hello there, so, I've wanted to see if it's possible to add some extra spice to magic in terms of all this. In particular would I enjoy seeing if it's possible to create a quintessential "fireball" spell. Where the caster generates a magical ball and hurls it towards their opponent.
I already linked a few at the bottom of the OP, I'll have to go through and add a few more when I have a chance.This is a good thread, but eventually it'll be fairly hard to find any pre-made action scripts within it... May I suggest starting a master list of all the submitted action scripts, assuming there are any... It is after all one of the alleged purposes of this thread.