RPG Maker MV

RPG Maker MV

Peachy May 2, 2017 @ 1:29am
Help with Yanfly Plugin
What I am trying to do is:

I am aiming to make an enemy skill that targets a single actor but damages all the others as well, so the animation would only play once instead of once on every actor/on all actors at the same time. I am using yanfly's action sequences to add to the problems, as it seems that plugin does not mix well with others such as his AOE plugin.

Example animation: enemy drops a bomb on the center of actor 2, the explosion plays once on actor 2, but it damages all the other actors as well.

Is there a way possibly in action sequences that allows the same amount of damage a skill would cause to a single target to also apply to all other actors?
Thank you for any help.
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Showing 1-4 of 4 comments
JohnDoeNews May 3, 2017 @ 12:01am 
You can add a Common Event, and use the common even to deal the damage. Only downside is: The damage done this was, will not be shown in the battle system. The HP will go down, but there is no text the damage is done. (You can add this in the common event yourself, if you like)

Or... Make 2 skills.
First skill targets and gamages 1 actor, and triggers the second skill with a common event.
The second skill targets all actors.

Hope this helps :D
JohnDoeNews May 3, 2017 @ 12:05am 
If it is something only 1 enemy uses, and you're a little skilled with RPM, you don't need to make a skill at all.

You can mimic the skill in the TROOPS page in your database.
Instead of making a skill and a common event, you can create that single action on the event page of that troop. This requiers a little more RPM knoledge though. The first option (adding damage with a common event) is by far the easiest I know.
Peachy May 4, 2017 @ 2:26pm 
Ah yeah, the 2 skill version would work, thanks. :O The skill would be used by actors as well as enemies so it would need to be an actual skill, but still good ideas for future reference, thank you. :D
Peachy May 5, 2017 @ 10:01am 
Well I managed to get that working somehow, now a new problem presenting itself is that once the action sequence is initiated, the enemy will not stop replaying the skill until the target actor is dead.

<AOE Radius: 300>
<AOE Center Animation>
<Cooldown: 10>
<cast animation: 0>
<EQS Type: 4>

<setup action>
se: teleport, 80, 100, 0
opacity user: 0%, 10
wait: 20
camera focus: target
zoom: 125%
</setup action>

<target action>
motion guard: target
action animation: target
wait for animation
motion damage: target
action effect

break action (had to add this as the enemy would not stop repeating the move until every party member was dead. Now the problem is reduced to the enemy replaying said skill until he kills the target actor)

wait 20
opacity user: 100%, 10
</target action>

I know to someone who actually knows what they are doing this composition looks silly, but i am new at this.
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Date Posted: May 2, 2017 @ 1:29am
Posts: 4