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- Nov 22, 2015
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- 34
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- english
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- RMMV
But is there a way for a SV actor or battler to do a 180 or 360 within an action sequence?Action Sequence 2 has the Face command.
But is there a way for a SV actor or battler to do a 180 or 360 within an action sequence?Action Sequence 2 has the Face command.
There's no such command in Yanfly's action sequences. Various other people on these forums have made extensions for these plugins - you might get better results starting your own thread asking about this, as it's not really related to the topic of pre-made action sequences.But is there a way for a SV actor or battler to do a 180 or 360 within an action sequence?
I'm still learning when it comes to action sequences but what about using variables? The first thought that came to mind was if you could hold certain sounds to play in a variable then call that variable through a random.Hey, does anyone know how one would go about playing 1 of 3 sounds chosen at random? I've tried multiple options but either nothing happens or I get an error that says the sound effect was failed to load, and it always seems to be the first one in the list too meaning i'm apparently not even doing the "random" part rightheres a few variations ive tried so far to no avail..
Thats kind of what I was trying to do with the first example.. with sound being the name of one of my variables, I also tried replacing sound with "var 10" as 10 is the number of the variable in the database, but than i get an error saying cant find sound "var%"... I'm not sure maybe the "se:" function just isnt designed to work with variables :/I'm still learning when it comes to action sequences but what about using variables? The first thought that came to mind was if you could hold certain sounds to play in a variable then call that variable through a random.
Correct, you must use the format of the commands as they're described in the action sequence documentation.maybe the "se:" function just isnt designed to work with variables :/
if random==1
se: sound1
else if random==2
se: sound2
end
Oh man I didnt even know about the eval function... Looks like I need to brush up on my reading!! Thanks so much, I finally got it working the way I wanted toCorrect, you must use the format of the commands as they're described in the action sequence documentation.
Nothing you type into an action sequence is JavaScript unless it says so - therefore, your first line "sound = ..." will be skipped as an invalid command.
Then, if you look at the documentation for the "se" command, you see that it will automatically turn the first argument into a string for the filename, and you probably don't have an SE with the filename "sound" (you also have an incorrect space before the colon).
To do things like this, you can use the "eval: " command to execute JavaScript commands. So you can do an "eval: " to set a variable equal to a randomly determined filename, then another "eval: " to call the AudioManager.playSe function which will accept your variable.
The other alternative is to use an "eval: " to create a variable set to a random value, then:
etc.Code:if random==1 se: sound1 else if random==2 se: sound2 end
<setup action>
immortal: targets true
motion standby: user
hide battle hud
</setup action>
<target action>
move user: Point, 200, 350, 30
wait 30
motion attack: user
wait for animation
action effect
action animation: target
wait: 45
action effect
action animation: target
wait: 45
action effect
action animation: target
wait: 45
motion walk: user
Wait 10
face user: forward
wait for animation
wait for movement
death break
</target action>
<follow action>
immortal: targets false
opacity not focus: 100%, 30
wait for opacity
show battle hud
</follow action>
RPG Maker's targeting doesn't do that on its own, so you need to code it in. Do you care whether the attack can hit the same enemy twice, so long as it hasn't taken enough damage to die yet? Or do you want it to be forced to 3 separate enemies if possible?Any idea how to make it so that hit 2 and 3 can't choose the dead target?
That's a good thought - what will happen, though, if the first attack, or first two, kill the only remaining targets in the troop, and then there are more commands?Did you try removing the immortal stuff?
is all wrong.if eval: Input.isTriggered("ok") {
change switch 35: off
FLASH SCREEN: RED }
end
move user: targets, front, 20
wait for movement
motion attack: user
wait: 10
attack animation: target
wait: 10
if eval: $gameSwitches.value[35] == true {
eval: $gameMap.QTE(["normal"],20,["ok"],true)
if eval:$gameMap.getQTEResult() === "success"
FLASH SCREEN: WHITE
}
end
eval
isn't at the start of the line, it doesn't mean anything. So saying if eval:
is already invalid. Then...if Input.isTriggered("ok")
. That's why your conditionals all aren't working.Thank you again, I was wondering if there was a way to shrink down my code posts a bit, and that did help me out a lot and i was able to clean up a bunch of my code and get things running a bit smoother, the one line I'm still having trouble with is this :You should start putting the code you post into the code tags (the </> on the top row). It preserves your indents, and you don't risk values inside of brackets getting turned into BBCode.
I'm not familiar with that QTE plugin, so I'm just skimming, but this:
is all wrong.
1 - You can't put action sequence commands into random places. Ifeval
isn't at the start of the line, it doesn't mean anything. So sayingif eval:
is already invalid. Then...
2 - Conditionals already use JavaScript. So there's no reason for you to try to use an eval there, you'd simply typeif Input.isTriggered("ok")
. That's why your conditionals all aren't working.
3 - Action sequences don't use braces, they use the conditional and then end. So putting that open brace at the end of that first line doesn't help anything, and the same is true for all the other close and open braces - as far as the action sequence is concerned, those are errors.
Hopefully all of that gets you closer! You might want to read some further examples of functioning action sequences to get a better grasp of their syntax. The very beginning of this thread isn't great for that because a lot of them weren't posted in code tags and they're unintelligible gibberish - but there are other threads and YouTube videos with readable stuff.
if Input.isTriggered("ok")
FLASH SCREEN: RED
change switch 35: off
end
As I said, I haven't worked with the other plugin you're using, so take this with a grain of salt - but I do not think you can do this the way you're trying to (and I'm not sure why you are trying to).I still can't get this to trigger for some reason
As I said, I haven't worked with the other plugin you're using, so take this with a grain of salt - but I do not think you can do this the way you're trying to (and I'm not sure why you are trying to).
Usually, people use Input.isTriggered() in a parallel event that's running every game frame (60 times a second). That will pick up when the player presses the referenced button.
In your case, you're putting it in the middle of the skill, and isTriggered() only returns true for a single frame after the button is pressed, so the odds of the player hitting it at exactly the right time for this to work are nearly impossible. Especially since I don't see anything leading up to it in your action sequence that would queue them to do so. But even if they were, the timing of 1/60th of a second is impractical.
It seems like you should be using the QTE plugin to display something on the screen and wait for/record the player's input. Isn't that what you installed it for?![]()
I couldn't read all of your post. But for this, you can control how much time the player has for the QTE.( the actual timed hit is like 20 frames I think) its supposed to be a precise timing thing but as it is the player can just button mash "ok" and pass the QTE every time
$gameMap.QTE(mode,duration,sequence,visible,x*,y*,opacity*,width*,height*,wrongInput*,showTime*)
My Close Attempt at Trying to Replicate Dark Blade(Cless's Hi-Ougi from Tales of Phantasia)
<target action>
CAMERA FOCUS: user
wait: 10
-----<movement>------
battleback 3 add: battlebacks1, Speedlinevertical
battleback 3 scroll speed y: -300
camera screen: user, base top, 15
zoom: 200%, 15
------Charge Skill-------
move user: target, front, 20
motion attack: user
action animation
wait for animation
motion attack: user
action animation
wait for animation
opacity not focus: 0, 20
move user: target, front, 5
wait for opacity
opacity user: 100%, 5
wait for opacity
motion victory: user, no weapon
action animation
action effect
jump user: 500%, 29
jump target: 500%, 30
wait for jump
se: Earth5
shake screen: 3, 9, 10
motion guard: user, no weapon
ani wait: 5
action effect
immortal: target, false
Wait 30
battleback 3 remove
</target action>
<follow action>
opacity not focus: 100%, 60
wait for opacity
</follow action>