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Doktor_Q

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Yeah thats what I am aiming for, but I dont know the function to store the skill ID  ;_;
Well if you're storing it from the applying skill itself, you can just look over at the editor- skill ID is the number of the skill in the list. You could use the counter if you want with this handy javascript function:


user.setStateCounter(stateId, value)


Where the stateId should be the state you just added, and the value should be the ID of the skill you want to activate as the second part. Using it from an action sequence will probably require an eval- there's not much state-manipulation in the action sequence commands from what I can see.
 

benz10wheel

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Well if you're storing it from the applying skill itself, you can just look over at the editor- skill ID is the number of the skill in the list. You could use the counter if you want with this handy javascript function:



user.setStateCounter(stateId, value)


Where the stateId should be the state you just added, and the value should be the ID of the skill you want to activate as the second part. Using it from an action sequence will probably require an eval- there's not much state-manipulation in the action sequence commands from what I can see.
Nice, that look like another way to do it.. Right now my solution is declare a local variable user._chantSkill = skill ID  when casting the pre-skill then add a state with <Custom Leave Effect> that force action the skill that stored in the local variable. For now my method is working but I might try your solution later thanks!
 

Doktor_Q

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@benz10wheel Oh, if you're only ever using one of those skills at a time that might work better. Make sure you clean it up after the skill fires, or it might have the potential for weird glitches though.
 

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@benz10wheel Oh, if you're only ever using one of those skills at a time that might work better. Make sure you clean it up after the skill fires, or it might have the potential for weird glitches though.
I see.. I tested it with multiple actor casting different spells with the same state and it seems to work fine but i'll do further testing, also if my understanding is correct user.setStateCounter


will set counter(number) on that state.  But how do one turn the counter into var in state notetag? var skill = target.StateCounter(stateId) ??
 

Doktor_Q

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I see.. I tested it with multiple actor casting different spells with the same state and it seems to work fine but i'll do further testing, also if my understanding is correct user.setStateCounter


will set counter(number) on that state.  But how do one turn the counter into var in state notetag? var skill = target.StateCounter(stateId) ??
I'm pretty sure it's "getStateCounter" by javascript conventions, but that's about the right idea.
 

benz10wheel

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I'm pretty sure it's "getStateCounter" by javascript conventions, but that's about the right idea.
Thanks!! I try those later always nice to have a clean way to do stuff!
 
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Arcmagik

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@Yanfly That is what I thought. I was just manipulating it wrong. I successfully copied it now. Thanks for the plugin! You are amazing!  :rock-left:
 

Val

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Hi everyone,


Can someone give me a hand on this one!


I want to make a Custom State that give some Boost Stats to the players over time, but I want the stats to Improve over time on a maximum on 5 turns.


Right now, I'm only able to do a skill that give you a certain buff one time, but that buff don't upgrade over turn :(


If the player receives damage he will lose 1 stack on this power up State. If he receives a lot of damage he will lose all the stack and state.


Can anyone good in script know what condition I should add to improve the stat of the buff over the turn on the player? 


Thanks in advance!
 

HeroicJay

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Hi everyone,


Can someone give me a hand on this one!


I want to make a Custom State that give some Boost Stats to the players over time, but I want the stats to Improve over time on a maximum on 5 turns.


Right now, I'm only able to do a skill that give you a certain buff one time, but that buff don't upgrade over turn :(


If the player receives damage he will lose 1 stack on this power up State. If he receives a lot of damage he will lose all the stack and state.


Can anyone good in script know what condition I should add to improve the stat of the buff over the turn on the player? 


Thanks in advance!


Here's my solution, which I haven't tested at all. Since you're posting in Yanfly's topic, I'll presume you're using Buffs & States Core.


Make five states. Apply the first one when you use the skill. Each of the first four lasts some set amount of time (one turn?), and just set the fifth state's duration to your liking. Each state boosts stats, with the second being better than the first, the third better than the second, and so on. You'll probably want each higher state to make the user immune to the lower-level states so they don't stack weirdly.


The first four states should have:


<Custom Leave Effect>


user.addState([the ID number of the next state up]);


</Custom Leave Effect>


That should make them "upgrade" over time. Given the nature of this buff, do not use the "Buff" option through the skill, just increase the stats through the state.


And as for decaying upon damage, the first state can get away with being removed on damage 100% of the time - that's default behavior, no plugins necessary. The other states will need:


<Custom Respond Effect>


if (value > 0) {


   user.removeState([the ID number of the state]);


   if (value < [whatever you think "a lot" is]) {


      user.addState([the ID number of the next state down]);


   }


}


</Custom Respond Effect>


How's that work?
 
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Skurge

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Check the images, first make a common event like this change the sound and branches to fit with random number


then make your attack skill play the common event and thats it.


If you use Yanfly's Action Sequence you can control when to run the common event too. for example playing sound when start shooting gun then play another sound whenenemy get hit. You'll need to create two common event though one for shooting one for hit sound. then learn to use the action seq to place them


View attachment 47790
Is there a way I can make certain enemies use these random sounds? By default the basic attack goes for all enemies and I'm not sure how I can specify an enemy to use a different sound depending what graphic it is. I.E Shotgun enemy uses shotgun sound where as Pistol enemy uses a pistol sound as basic attack animations/sound.

I have emulated this screenshot with the note tags and such and have downloaded Action Sequence Pack 1 ( I am assuming you mean 1) the enemies make the sound before doing the attack animation, how do you correct this to make the sound effect activate at the same time the animation is conducted?

View attachment 47860
 
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benz10wheel

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You

Is there a way I can make certain enemies use these random sounds? By default the basic attack goes for all enemies and I'm not sure how I can specify an enemy to use a different sound depending what graphic it is. I.E Shotgun enemy uses shotgun sound where as Pistol enemy uses a pistol sound as basic attack animations/sound.


I have emulated this screenshot with the note tags and such and have downloaded Action Sequence Pack 1 ( I am assuming you mean 1) the enemies make the sound before doing the attack animation, how do you correct this to make the sound effect activate at the same time the animation is conducted?


View attachment 47860


Well you can sorta make them use another Skill that copy over all the attribute from skill#1 Attack make a copy of the attack skill change the animation of that skill and give the enemy that skill instead of giving them default attack skill. 


I recommended using both Action Seq pack1 and pack2 together pack3 is also recommended if you want to use camera control


Pack2 will allow you a lot of motion control here is an example for firing range attack


(line start with // are comments you dont need them)


<setup action>


//this will display the name of the skill when the skill is used


display action


</setup action>


<Target Action>


//make unit use missile motion you can also use 'motion attack: user' to make them use the weapon attack motion


motion missile: user


//delay for a bit to make it look like they fire after aiming


wait: 20


//play X animation at skill user, this if for the muzzle flash that come out from attacker gun


animation X: user


//this play the skill animation at target so its for bullet hits animation. If you want to use common event for random sound instead make sure your skill


// animation have no sound attached to it  and insert common event for random sound into your skill effects


attack animation: target


//This make the skill take the effect (damage, traits and etc.)


action effect


//Small delay before ending action


wait: 30


</Target Action>


<finish action>


CLEAR BATTLE LOG


//return the actor to their home positon


PERFORM FINISH


</finish action>


Here is an example from my game. What you can do with action sequence for guns attacks
 
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BloodletterQ

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Hope nobody minds me asking, but is there a good comparison between the doodads and parallax mapping? 
 

Skurge

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You


Well you can sorta make them use another Skill that copy over all the attribute from skill#1 Attack make a copy of the attack skill change the animation of that skill and give the enemy that skill instead of giving them default attack skill. 


I recommended using both Action Seq pack1 and pack2 together pack3 is also recommended if you want to use camera control


Pack2 will allow you a lot of motion control here is an example for firing range attack


(line start with // are comments you dont need them)


<setup action>


//this will display the name of the skill when the skill is used


display action


</setup action>


<Target Action>


//make unit use missile motion you can also use 'motion attack: user' to make them use the weapon attack motion


motion missile: user


//delay for a bit to make it look like they fire after aiming


wait: 20


//play X animation at skill user, this if for the muzzle flash that come out from attacker gun


animation X: user


//this play the skill animation at target so its for bullet hits animation. If you want to use common event for random sound instead make sure your skill


// animation have no sound attached to it  and insert common event for random sound into your skill effects


attack animation: target


//This make the skill take the effect (damage, traits and etc.)


action effect


//Small delay before ending action


wait: 30


</Target Action>


<finish action>


CLEAR BATTLE LOG


//return the actor to their home positon


PERFORM FINISH


</finish action>


Here is an example from my game. What you can do with action sequence for guns attacks
Tried to follow your note commands as best as I could read.


Skill #1 will be used when you select


the Attack command.


<setup action>


Attack


</setup action>


<motion missile: user >


wait: 20


animation missile: user


attack animation: target


action effect


wait: 30


</Target Action>


<finish action>


CLEAR BATTLE LOG


PERFORM FINISH


</finish action>


I have now installed the other plugins.


I have seemed to have the enemies fire instantly without pause- but it seems to sacrifice the brief pause showing the attacks name above of the combat screen- the common event that plays the random sound is also no longer working, could you provide me an accurate example of a note tage set up that could perform this?


Also your video is very impressive- I hope I can live up to this kind of awsome battle experience.
 

benz10wheel

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Tried to follow your note commands as best as I could read.


Skill #1 will be used when you select


the Attack command.


<setup action>


Attack


</setup action>


<motion missile: user >


wait: 20


animation missile: user


attack animation: target


action effect


wait: 30


</Target Action>


<finish action>


CLEAR BATTLE LOG


PERFORM FINISH


</finish action>


I have now installed the other plugins.


I have seemed to have the enemies fire instantly without pause- but it seems to sacrifice the brief pause showing the attacks name above of the combat screen- the common event that plays the random sound is also no longer working, could you provide me an accurate example of a note tage set up that could perform this?


Also your video is very impressive- I hope I can live up to this kind of awsome battle experience.
ok I think you are  missing the <Target Action> tag and about common event i think it might need a  tag, here is how it should look also in <setup action> if you dont want to display the skill name then just leave it blank.


<setup action>


display action


</setup action>


<target Action>


motion missile: user 


wait: 20


// (change X into number of animation in your database. Animation is the animated graphic the one in the database that you can make. 


// Motion is battler motion swing, victory and etc. from your Battler sprite.


// if you dont want to have animation effect like gun muzzle flash when you attack then just remove the 'animation X: user' line below


animation X: user 


attack animation: target


action effect


action common event


wait: 30


</target Action>


<finish action>


CLEAR BATTLE LOG


PERFORM FINISH


</finish action>
 
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Yanfly

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Very usefull plugin this time. Can avoid hours on photoshop. YEY!! ^-^


A question. Is there any official logo of the YEP to use in credits/splash screen?


There isn't. Though using this is fine. :)
 
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Yanfly

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Tips & Tricks - Stagger - RPG Maker MV












Stagger is a passive effect in the World of WarCraft that delays received damage across a few turns as a damage over time. While the character will still receive the same damage in the long run, the character will still be tankier by receiving less in the moment. Here's how to recreate the effect in RPG Maker MV.


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/09/19/tips-tricks-stagger-rpg-maker-mv/


Enjoy.
 

Skurge

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Hm, OK I've concocted this:

Skill #1 will be used when you select


the Attack command.


<setup action>


Attack


display action


</setup action>


<target Action>


motion missile: user


wait: 20


animation 3: user


attack animation: target


action effect


action common event 30


wait: 30


</target Action>


<finish action>


CLEAR BATTLE LOG


PERFORM FINISH


</finish action>



The enemy performs a firing animation: with the muzzleflash built into the enemy graphic,


The enemy calls a self animation effect which flashes the user simulating a gun flash on the graphic.


However the enemy does not bring up the common event to handle it's designated sound effect.


Sadly I don't know how to get the common event note tag working- i've tried many methods such as capital letters, ":" and many similar methods other note tags use- but to no success.


Also side note: I am having trouble getting visual health bars working http://yanfly.moe/2015/11/21/yep-30-visual-hp-gauges/


I have the paramitters on default, and I have the plugins that are aparently required and placed in correct order and even taken by example of the video- but nothing is working. I'm stumped.
 
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Val

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Hey HeroicJay,


I tried your test, but this fail with the condition I want to make it work.:(


Because the state I want to apply is a Passive State to the Character have when he have a certain Item equipped. So even with One Turn state, he never "leave" the effect because he always have the passive state in hand. So the other better state cannot be applied to him.


I'm really looking for script that will be able to count the number of turn the state had been applied to the character and if the turn Var is equal to a certain number, I want to buff up the stats of the passive state. I know the logic I want to use but I don't know the syntax to put it in work. Can you help me on this?


<Custom Apply Effect>


var GameTurn = the number of turn you have the passive state applied to your character.


if GameTurn = 1 


 applied list stats buff +XY


battler.setStateCounter(stateId, value'1'); (give player indication he got counter 1 of passive buff)


if GameTurn < or =  2 


 applied list stats buff ++XY


battler.setStateCounter(stateId, value'2'); (give player indication he got counter 2 of passive buff)


Else


 applied list stats  buff XY


battler.removeStateCounter(stateId)


</Custom Apply Effect>


I need pro like you to teach me how to script this? thanks

Here's my solution, which I haven't tested at all. Since you're posting in Yanfly's topic, I'll presume you're using Buffs & States Core.


Make five states. Apply the first one when you use the skill. Each of the first four lasts some set amount of time (one turn?), and just set the fifth state's duration to your liking. Each state boosts stats, with the second being better than the first, the third better than the second, and so on. You'll probably want each higher state to make the user immune to the lower-level states so they don't stack weirdly.


The first four states should have:


<Custom Leave Effect>


user.addState([the ID number of the next state up]);


</Custom Leave Effect>


That should make them "upgrade" over time. Given the nature of this buff, do not use the "Buff" option through the skill, just increase the stats through the state.


And as for decaying upon damage, the first state can get away with being removed on damage 100% of the time - that's default behavior, no plugins necessary. The other states will need:


<Custom Respond Effect>


if (value > 0) {


   user.removeState([the ID number of the state]);


   if (value < [whatever you think "a lot" is]) {


      user.addState([the ID number of the next state down]);


   }


}


</Custom Respond Effect>


How's that work?
 

Val

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@Yanfly


Bug report for plugin name : YEP_RowFormation


I used the notetag to give a passive state bonus to the player in the right row, if the HP drop underneath 45, I would assume the passive state from being in the good Row would drop. : 


But the passive state stay and I need to get out of the row and return in it to see the passive state been dropped.


<Custom Row Condition>


if (user.hp >= 45) {


condition = true;


} else {


condition = false;


}


</Custom Row Condition>


Can you fix this bug? or if it's intended to work this way, can you please add a switch or other notetag, to check if the condition is still true and if not to drop the Passive State even if the character have not changed of row.?


Thanks for your time and effort :D


Another question @Yanfly Is there a way to know how much turn(time) a character is in a row without changing of row? I would love to apply certain condition to row if you are in it since a certain number of turn(time). Thanks again!! ^_^ !!
 
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M.I.A.

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Can someone help me with Yanfly's RowFormation plug in?


For whatever reason or another, apparently I can't grasp how the coordinates work for SV Actor sprites..


I'm using Yanfly Battle Engine core.. and I see where to mod the coordinates.. and I'd like to use the Row Formation plug in as well, and mod the coordinates..


What I am trying to accomplish:


- All SV Actors are aligned vertically (say from the same spot as the default SV Actor 2 position) and do not overlap, so a little more space above/below each Actor.


- When using RowFormation, I am only using two rows. Front and Back. However, I do not want the entire formation to change. Just the Actor position.


EX: (See image) All Actors are lined up and this is the "Front Row", and when a change is made to place an Actor in the "Back Row" that Actor is just displaced a little behind on the Horizontal access.


- Currently, by default, every time a Row change is made with RowFormations, the entire Formation is altered.. which kinda doesn't fit the aesthetic of my project.


Any body can lend a hand?.. I am pretty adept with finding and modifying values in plug-ins, but for whatever reason or another.. i just cant grasp Actor Coordinates.. :(


Thanks!!


-Mia


Example Image from FFIV:


Cecil, Palom, & Parom are in "front/default" Row while Tellah is in the back Row.

FFIV_Fight.jpg
 
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