RMMV YEP Action Sequences: Premades/Requests Current Sequence: Driving Spike

Which type of sequence next?

  • Actor Sequence

    Votes: 8 80.0%
  • Enemy Sequence

    Votes: 1 10.0%
  • Two Stage Actor Sequence

    Votes: 1 10.0%
  • Two Stage Enemy Sequence

    Votes: 0 0.0%

  • Total voters
    10
  • Poll closed .

bohutang

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you are my hero! I have a very troublesome question I hope you can help me!
I want to do such a skill,
My battle driving a tank, tanks have the main gun, deputy gun, missile skills,
This skill is called all launches,
He will launch all the skills I have in the specified skill type,
I really can not think of how to achieve it, save me!
Added: This skill comes from the ultimate skill of the RPG game《METAL MAX》
hunter career Launch all the weapons on the tank to attack!
My English is not good, hope i can express it!
 
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Johnboy

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@bohutang I think I know what you mean. You want a skill that has all the guns fire at the same time? I will see what I can come up with.
 

bohutang

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@bohutang I think I know what you mean. You want a skill that has all the guns fire at the same time? I will see what I can come up with.
Thank you very much for your quick reply!
Yes! Specified several types of skills all launched, because my weapons are skills, such as the main gun type, sub-gun type, missile type!
I think the difficulty of this skill is that I am equipped with weapons after the incidental skills will change, so all the launch is based on the current skills
thank you very much!
 
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Nantas

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Just a little question : with you hatch state, I have a little problem.

Here it is : After my characters fight the egg, and inflict damage to it (let's say 50% of the egg's life), and when the hatch state makes appear the enemy, the problem is that the new enemy is at 50% life too.
Would it be possible to cure completely the new enemy when the state effects ?
 

Johnboy

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@Nantas that should be fairly easy to do. I will modify the code a bit and post it on here later today (I'm at work right now)
 

Nantas

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Okay thank you very much @Johnboy ! This state will add a new boss fight mechanic (and even maybe a zone mechanic) in my game ! So thank you !
 

Lionheart_84

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And if I wanted to create a powerful magic but with requirements ??? For example, will create a magic arcane that
can only be used when a character has Max MP.
They can only be cast once per battle, and once used, they will consume the caster's MP entirely???
 

Johnboy

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@Nantas Here you are. This will reset the newly hatched enemy to full hp/mp and recover status effects as well.

<Custom Remove Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Archive the previous enemy ID.
user._prevEnemyId = user._enemyId;
// Set the target enemy ID you want the enemy to change into.
var transformEnemyId = 1;
user.startAnimation(40,false,1);
// Transform the user.
user.transform(transformEnemyId);
//Reset the hatched enemy.
user.recoverAll();
}
</Custom Remove Effect>

@Lionheart_84 This is a fairly straight forward effect that I will add to the list of sequences I am working on.

This request courtesy of @Lionheart_84 :

Gigaslash: Dragon Quest VIII

Gigaslash is a recurring ability in the Dragon Quest series. The skill is sword type and does Zap damage to all enemies. Recreating a 3D skill in a 2D game is difficult to get it to look as nice, so with that in mind here we go.

The following plugins are REQUIRED:
YEP Battle Engine Core
YEP Action Sequence 1,2,3

Create the Gigaslash skill as shown below:
20170622154811_1.jpg

You will notice immediately that I have a very weird formula for the damage. This is because I tried to replicate the exact formula used in the game, which is (level + 180) +/- (20+level). I've omitted the second half of the formula and replaced it with a 20% variance. However feel free to set your formula however you wish. The rest of the skill should be set up something similar to this, with the exception of your "Costs" and perhaps "Required Weapon" if you only want sword wielders to use it.

The following goes in the notebox:
<setup action>
clear battle log
display action
perform start
wait for movement
immortal: targets, true
wait for animation
</setup action>

<whole action>
face user: backward
motion attack: user
wait: 15
face user: forward
wait: 30
animation 6: targets
wait: 15
animation 77: targets
wait for animation
</whole action>

<target action>
action effect: target
wait for effect
</target action>

<finish action>
face user: forward
clear battle log
immortal: targets, false
</finish action>

The actor will turn around, start to swing his weapon, face forward, finish the weapon swing and then there will be a slash animation paired with a lightning animation on each enemy. Then the damage is processed.

A small update on my Tonberry movement sequence: It's not progressing as well as I'd hoped and I may have to abandon it all together. I've got a somewhat working one but it's very very complex and ugly looking and there could be all sorts of problems with it.
 
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Lionheart_84

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@Lionheart_84 This is a fairly straight forward effect that I will add to the list of sequences I am working on.

This request courtesy of @Lionheart_84 :

Gigaslash: Dragon Quest VIII

Gigaslash is a recurring ability in the Dragon Quest series. The skill is sword type and does Zap damage to all enemies. Recreating a 3D skill in a 2D game is difficult to get it to look as nice, so with that in mind here we go.

The following plugins are REQUIRED:
YEP Battle Engine Core
YEP Action Sequence 1,2,3

Create the Gigaslash skill as shown below:


You will notice immediately that I have a very weird formula for the damage. This is because I tried to replicate the exact formula used in the game, which is (level + 180) +/- (20+level). I've omitted the second half of the formula and replaced it with a 20% variance. However feel free to set your formula however you wish. The rest of the skill should be set up something similar to this, with the exception of your "Costs" and perhaps "Required Weapon" if you only want sword wielders to use it.

The following goes in the notebox:
<setup action>
clear battle log
display action
perform start
wait for movement
immortal: targets, true
wait for animation
</setup action>

<whole action>
face user: backward
motion attack: user
wait: 15
face user: forward
wait: 30
animation 6: targets
wait: 15
animation 77: targets
wait for animation
</whole action>

<target action>
action effect: target
wait for effect
</target action>

<finish action>
face user: forward
clear battle log
immortal: targets, false
</finish action>
The actor will turn around, start to swing his weapon, face forward, finish the weapon swing and then there will be a slash animation paired with a lightning animation on each enemy. Then the damage is processed.

A small update on my Tonberry movement sequence: It's not progressing as well as I'd hoped and I may have to abandon it all together. I've got a somewhat working one but it's very very complex and ugly looking and there could be all sorts of problems with it.


Thank you for your commitment and interest !!! Nice really the effect !!! A request ... it can be done that when the character does the action of the attack, he starts a kind animation of a wake of energy going to the bulletproof enemies that when he touches them, that's where he starts an animation of explosion ??? Just like on Dragon Quest 8 ???
 

Johnboy

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@Lionheart_84 that would require some animation creation which is not what I had intended this thread to be for. However, I can tell you that to build such an animation you would need to have a charge animation to play on the user, a screen animation to show the charge across the screen and then another animation to play on the enemy. If you create the animation, I will gladly place them in an action sequence for you. I am sorry but animation creation is not something I would like to start at this time.
 

Lionheart_84

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@Lionheart_84 that would require some animation creation which is not what I had intended this thread to be for. However, I can tell you that to build such an animation you would need to have a charge animation to play on the user, a screen animation to show the charge across the screen and then another animation to play on the enemy. If you create the animation, I will gladly place them in an action sequence for you. I am sorry but animation creation is not something I would like to start at this time.

I am using the plugin: Victor Engine - Throwable Objects ... and I would like to join this line:

<BECThrowable>
animation 78: user
<throw object: before>
image: picture 'Scia Spada'
</throw object>

with your Action Sequence ... but I do not know how to join them ... you are capable of ???
 

Johnboy

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@Lionheart_84 I don't think it's possible to use them together in a sequence.
 

Lionheart_84

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@Lionheart_84 I don't think it's possible to use them together in a sequence.

Ah, so ... you say I can not join things together ??? You know, have a similar thing???:

<BECThrowable>
animation 78: user
<throw object: before>
image: picture 'Scia Spada'
</throw object>

<setup action>
clear battle log
display action
perform start
wait for movement
immortal: targets, true
wait for animation
</setup action>


<whole action>
face user: backward
motion attack: user
wait: 15
face user: forward
wait: 30
animation 6: targets
wait: 15
animation 577: targets
wait for animation
</whole action>

<target action>
action effect: target
wait for effect
</target action>

<finish action>
face user: forward
clear battle log
immortal: targets, false
</finish action>
 

Johnboy

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@Lionheart_84 It might be possible but it would probably require some modification of the plugin javascript which is far beyond both my capabilities and the scope of this thread. I will take a quick peek at the throwable object script and see if there is any way that it might work using common event call or something similar, but honestly I would guess that it's beyond my capabilities.
 

Lionheart_84

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@Lionheart_84 It might be possible but it would probably require some modification of the plugin javascript which is far beyond both my capabilities and the scope of this thread. I will take a quick peek at the throwable object script and see if there is any way that it might work using common event call or something similar, but honestly I would guess that it's beyond my capabilities.


Ah, ok ... quiet, with nothing to pretend !!! see you!!! :wink:
Anyway .. Thanks again and I recognize you are still very good !!!:biggrin:
 

Johnboy

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Finally! I did it! I had to completely rethink my entire process, but it works perfectly now.

Icebrand: Final Fantasy VI

The Icebrand in Final Fantasy VI functions the same as any other elemental sword but with one exception: there is a 25% chance for the sword to also cast Blizzard on the target. You will be creating a skill for the weapon attack, and if you don't already have one, a skill for Blizzard. You will also need to create a weapon.

The following plugins are REQUIRED:
YEP Battle Engine Core
YEP Action Sequence 1,2,3
YEP Damage Core
YEP Weapon Unleash

Our replacement attack state should look similar to this:
20170624090006_1.jpg

We want it to be exactly the same as the normal attack skill, with the exception of Element which is Ice. I also chose Ice Slash for the animation for some more visual appeal.

The following goes in the notebox:
<Attack Text: Attack>

<setup action>
clear battle log
display action
perform start
wait for movement
immortal: targets, true
wait for animation
</setup action>

<whole action>
</whole action>

<target action>
motion attack: user
wait: 10
wait for movement
action animation
wait for animation
action effect
wait for effect
</target action>

<follow action>
</follow action>

<finish action>
perform finish
face user: forward
clear battle log
immortal: targets, false
</finish action>

<Post-Damage Eval>
var blizzardRate = 0.25;
if (Math.random() < blizzardRate) {
user.forceAction(30, -1);
}
</Post-Damage Eval>

You will need to change the skill ID in the line "user.forceAction(X, -1) where X is your Blizzard skill. The other number (-1) is the target index and you should leave this alone, as it is set to target the last target.

Our weapon is just your basic sword but we have to add a line into the notebox:

<Replace Attack: 31>

You will replace 31 with your Icebrand skill we just created.

You do not have to limit these weapons to single target, in fact you can place any skill you want as a secondary attack. This can lead you to some very interesting weapons to place into your game. Have fun!

Until next time...
 

TrailBlazer2016

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After doing some work and tweaking the plugins, I've found that it'll save me some time if I were to set up my summons more like what's shown here:

I just need to figure out how to set up the action sequence for that. Knowing my luck, it's something real simple and I'm over thinking it. :p
 

Johnboy

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@TrailBlazer2016 Hmmm. I wonder if I could force the summon to immediately perform an action upon appearing using some javascript. Might be a bit tricky and possibly beyond my current skill, but I will give it a shot.
 

bohutang

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It seems my skill is no hope, crying;_;
 

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