if (condition) {
thing to do if condition is true
}
The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like:
Code:
if (user === target) {
...
or even:
Code:
var member = $gameTroop.members()[i];
if (user === member) {
...
(assuming that i is a number representing the index of an enemy in a troop)
I'm not 100% sure about the term "target"; I believe that's how you refer to the target being affected but it's whatever you use to do things to the target in the rest of the action sequence. It's been several months since I've worked with Action Sequences.
Yes. The form is: if (condition) {
thing to do if condition is true
}
The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like: if (user === target) {
Action sequence conditional syntax is a bit different than true javacript, thus:
Code:
if user === target
action
action
else if $gameVariables.value(1) > 5
action
action
else if target.name().toLowerCase() === "harold"
action
action
else
action
action
end
Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.
I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect. So when Harold uses Spark on a troop consisting of Slime, Red Slime, and Metal Slime, "target" will reference the Slime when it hits the Slime, followed by the Red Slime when hitting the Red Slime, then finally the Metal Slime. So, to have it do something a bit different vs the Metal Slime, you'd do something like:
Code:
<whole action>
if target.name() === "Metal Slime"
special action sequences vs metal slime
else
normal action sequences
</whole action>
if target === user
actions to do if the user is also the target
end
if user.friendsUnit() === target.friendsUnit()
actions to do if the target is an ally
end
if user.friendsUnit() === target.opponentsUnit()
actions to do if the target is an enemy
end
Now there's probably a cleaner way to do it, but that's what comes to mind off the top of my head.
Action sequence conditional syntax is a bit different than true javacript, thus:
Code:
if user === target
action
action
else if $gameVariables.value(1) > 5
action
action
else if target.name().toLowerCase() === "harold"
action
action
else
action
action
end
Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.
I'm not 100% sure but I believe that Yanfly's Action Sequences will accept either way.
I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect.
Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
Does anyone have an idea how I can use this to make a limit break similar to Tifa's from FF VII? I have the slots plugin an animation. Just have no clue how I would set this up. Can anyone help??
How can I make Absorption Barrier points not go above maximum MP?
Code:
if (user.barrierPoints() < user.mmp)
Does not restore the barrier if it's at maximum (equivalent to max MP) but will provide extra if it's below the maximum MP.
Likewise I want the barrier restoration to be equivalent to the amount of MP restored. I have the formulas for MP restoration and barrier restoration the same, but the actual restoration is off by a few points. MP could be restored by 5, but I'll often gain 4 or 6 points in the barrier restored.
I have a problem with the Opacity Function.
I use OPACITY not focus: 0%, 80 at the begining of the skill.
And at the end of it I use OPACITY not focus: 100%, 40.
The problem is, when I use the not focus opacity, the dead ennemies are back on the screen (even if there are not targatabler)
Is there a way to avoid that ?
So you will also need two things, Where you see Projectile Ani, I made a 10 frame animation of just one frame of the fist weapon, You can also do the same effect with PROJECTILE ICON 'Gauntlet Icon' though some adjustments will be made.
The second thing you will need is the action animation, in this case 'Hit Special 2' For with which the current animation is timed too. Once again this can easily be changed around to other animations, adding more hits, more punches, faster or slower.
In the end you get a nice animation of the actor running up and throwing a flurry of blows into the enemy, and doing some big damage. Or if you change the positioning and add more of the 'action effect' in the sequence you can have it be a multi hit attack as well.
Now this second piece isn't quite a whole animation, but part of one, though you'll understand in a moment.
So this was an inspiration as recently I have been watching Card Captor Sakura as it was on my long list of anime "must watch" that I am only now getting around to. And I had already been toying with the idea of a card casting type system. So this replicates it in the following.
The icon used is that of a Card, which there have been icons in RPG maker you can attain of a basic little card.
The script checks if the actor is the correct class (so you can make spells used with cards and still other classes cast without this animation) and the actor will draw up a card magically and hit it with their weapon. (Be sure it's a swing type weapon)
The Runeskill system works very well in tandem with this, as I used it and just refer to all skills as cards not runes.
Anyways, hope you enjoyed these two little action sequences! Likes, Dislikes, Criticism, Improvements? If it goes over well i'll throw a few more of mine out there!
P.S. @Gregaur You'd need to explain a bit more on the skill, but from what i'm looking at it seems to be some kind of instant kill where it scene changes, kills enemies, and changes back in some summon-esque way.
Try 'OPACITY all alive: 100%, 40' which will bring back only still alive things, though dead allies will remain invisible.
Otherwise use a combination of:
OPACITY oponents: 100%, 40
OPACITY all friends: 100%, 40
This will add an extra line but bring back all allies alive and dead, and all alive enemies but not the dead ones.
I really hope this helps you out!
so umm,haha i made a action sequence,actually my third action sequence that i ever made
so i wanted to share it and know your opinion on it
don't pay attention to the redrawn sprite~
@catboykanan Thats pretty awesome man!! care to share?
Here is mine. I still have to tweak it a bit by making my own battler frames just for this.
This is basically my version of Clouds Braver Limit Break. I attached the plugin needed for the frame Eval formula to work.
Also the graphics i used for this. Which i broke down in two sections for it to work.
1st section will use the small glowing orb star thingies, the other skill will be the blade swing coming down followed by the large glowing animation.
<target action>
perform start
float user: 50%, 60
zoom: 150%, 20
camera screen: user, front center, 20
camera focus: user, front center, 20
motion attack: user
Eval: user.battler(7).setMaxFrame(1)
animation 140: user
animation wait 140: user
wait for float
move user: targets, front, 20
float user: 0, 0
wait for float
motion attack: user
wait for movement
animation 141: target
animation wait 141: user
action effect
wait: 15
</target action>
oh alright!
i had to use a bgm from internet and my redo some sprites
change that if you want
(and had to create my own animations,but you can change them as well)
(oh and change the animation 131 to the one that suits best for quick teleportation)
oh and i can show the two other skills i made,they are not that flashy,but they are my first two so i guess
Because The Fury from Metal Gear Solid 3 is one of my favorite bosses of all time, I felt the need to make a somewhat similar boss for my own game. taking cues from both the Fury and another awesome astronaut boss, Captain Vladimir from No More Heroes 2.
RE4make almost had me with their demo until I got to the dog stuck in a bear trap and realized that he was dead and could no longer be saved. Just not the kind of reimagining I'm interested in.
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