YEP Action Sequences: Premades/Requests Current Sequence: Maim

Discussion in 'Javascript/Plugin Support' started by Johnboy, Apr 14, 2017.

?

Which type of sequence next?

Poll closed Jun 15, 2018.
  1. Actor Sequence

    8 vote(s)
    80.0%
  2. Enemy Sequence

    1 vote(s)
    10.0%
  3. Two Stage Actor Sequence

    1 vote(s)
    10.0%
  4. Two Stage Enemy Sequence

    0 vote(s)
    0.0%
  1. MegaBits

    MegaBits Villager Member

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    @Johnboy Thanks! I'll try that. Your sequences are amazing! Once i understand them better, I'll post some of my own :D
     
  2. Johnboy

    Johnboy Veteran Veteran

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    Hello everyone.

    Just thought I would drop this little tidbit in here. It's not an action sequence per se, but it's a breakthrough I recently discovered while working on my game. I use MOG's battle hud in conjunction with a lot of Yanfly plugins. To reduce the number of spells in my game, I wanted to place a skill mastery system which allowed damage spells to become multi-target upon reaching level 6 in mastery.

    As most of you know, MOG and Yanfly plugins do not play well with each other. This is not true for Yanfly's ATB, Battle core or action sequences, but it does affect the single/multi option in Yanfly's Selection control plugin. Realizing this, I set out to find an alternative solution.

    Plugins Required:
    YEP Battle Engine Core
    YEP Action Sequence 1,2 (and 3 if using camera functions)
    YEP Skill Mastery
    YEP Auto-Passive States
    HIME Scope Core
    HIME Scope Change Rules
    MOG Battle HUD

    Plugins Recommended:
    Not required but highly useful:
    YEP Skill Core
    YEP Buffs and States Core
    YEP Target Core
    YEP X Selection Control
    YEP Damage Core
    YEP Element core

    We're going to create a skill and a state. For simplicity I'll just create a Fire spell with a standard single target.
    20190820225214_1.jpg
    Just your basic Fire spell. (Ignore the Victor tags. They won't be used.) But the following will go in the notebox:
    \\Hime tags
    <scope change rule: all-enemy>
    a.isStateAffected(95)
    </scope change rule>

    \\Action Sequence
    <setup action>
    clear battle log
    display action
    perform start
    wait for movement
    motion chant: user
    animation 178: user
    immortal: targets, true
    wait for animation
    </setup action>

    <whole action>
    if (user.skillMasteryLevel(61) > 5)
    action animation: targets
    wait for animation
    action effect: targets
    wait for effect
    death break
    break action
    </whole action>

    <target action>
    else if (user.skillMasteryLevel(61) =< 5)
    action animation: targets
    wait for animation
    action effect: targets
    wait for effect
    death break
    end
    </target action>

    <finish action>
    perform finish
    face user: forward
    clear battle log
    immortal: targets, false
    </finish action>
    Do note that the numbers in pink will have to be changed relative to your game.
    a.isStateAffected(95) <---- this is the state ID for the auto-passive (Fire Attunement)
    if (user.skillMasteryLevel(61) > 5) <---- 61 is the skill ID number, 5 is the max mastery level for the single target version of Fire.
    else if (user.skillMasteryLevel(61) =< 5) <---- same as above, but less than or equal to.

    We still need a state.
    20190820230548_1.jpg
    This should do nicely. As this is for our Fire spell, I've named it Fire Attunement.
    Place this in the state notebox:
    <Custom Passive Condition>
    if (user.skillMasteryLevel(61) > 5) {
    condition = true;
    } else {
    condition = false;
    }
    </Custom Passive Condition>

    The numbers in pink will need to be changed to the same as those in the action sequence.

    If all goes according to plan, now you will have a single target Fire spell from mastery levels 1 through 5, and at level 6 mastery, the spell becomes multi-target. And the action sequence will change based on the user's mastery level, so no more creating multiple fire spells when you can stack it all in one action sequence! Using this you can also change the animation for the action sequence based upon skill mastery levels as well, and create some truly unique spells.

    Not sure when my next post will be (baby #3 in a few weeks!) but I'll keep posting whenever I can! Until next time...

    EDIT: Forgot to add that you need to set your state in the global pool of YEP Auto Passive states plugin. Otherwise it won't work.
     
    Last edited: Aug 22, 2019
    SoSick. likes this.
  3. Johnboy

    Johnboy Veteran Veteran

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    Location:
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    First Language:
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    Maim: Hour of Fate

    Required Plugins:

    YEP Battle Engine Core
    YEP Action Sequences 1,2 (3 for camera control)
    YEP Damage Core

    Recommended Plugins:
    YEP Buffs and States Core

    With the Maim ability, I've decided that I wanted my Dragon Knight class to have a unique super move. This ability in my game is tied to the Limit Break system so as to not be overused, but as designed it should scale fairly well. The Dragon Knight's Attack parameter is checked versus the enemy's Attack parameter. If the Dragon Knight's is higher, the ability deals quadruple damage and applies "Bleed", which does 2.5% damage over time effect for 5 turns. If the Dragon Knight's is lower, it deals double damage. For this we will need a skill and a state.

    Let's build the state first:
    20190825084353_1.jpg
    Just a standard negative HP regen state will do. You can set the duration and amount of damage per turn to whatever you like. Remember the state ID, we'll need it in the next part.

    Next up we create our skill:
    20190825084358_1.jpg
    I wanted a simple looking skill to keep the battle moving, since in my game most players would simply opt to use the skill on major threat targets or bosses. Since bosses tend to be longer drawn out battles, having extremely long and flashy sequence might drag out the battle even longer.

    Place this in the notebox:
    <setup action>
    display action
    perform start
    wait for movement
    motion skill: user
    animation 215: user
    immortal: targets, true
    wait for animation
    wait: 20
    </setup action>

    <whole action>
    </whole action>

    <target action>
    if user.atk > target.atk
    damage rate: 400%
    move user: target, front, 20
    wait for movement
    motion attack: user
    action animation: target
    action effect
    add state: 101
    wait for effect
    damage rate: 100%
    else
    damage rate: 200%
    move user: target, front, 20
    wait for movement
    motion attack: user
    action animation: target
    action effect
    wait for effect
    damage rate: 100%
    </target action>

    <follow action>
    jump user: 300%, 60
    move user: return, 60
    wait for movement
    </follow action>

    <finish action>
    clear battle log
    face user: home
    perform finish
    immortal: target, false
    wait: 20
    </finish action>

    Nothing fancy. This way the skill is still useful even if the check fails, as a double damage attack is worth roughly twice as much as a normal attack. You could even have the skill add a weaker state if the check fails, such as a half effect Bleed or a different state entirely.

    Until next time....
     
    SoSick. likes this.

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