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which comes with a big variety of pre defined Branch Options.
Additionaly Users use the Eventcommand "Control Variables" thatway they can assign a Variable to the amount of Potions in there Inventory, and than using that Variable in the Conditional Branch to see if for example the Hero has 5 Potions for the Villagers Quest.
For Advanced if statements for which no pre made access is inbuild, like for some Plugins, there users can use the Script Line Feature within the Eventcommand "Control Variables" or in "Conditional Branch". (edit: or in the eventcommand script on page 3)
There is no list i can think of since nearly any Data can be put into an If Statement (Conditional Branch).
Your Question apears a little vague, so if your Question isnt answered, than please explain in more detail what you mean and what you try to do.
Edit:
One guess :) ... in case you mean the Scriptline Feature, here is a big List:
https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-script-call-list.46456/
In case you wanted the If branches in the Combat System, than here is another List for the Damage Formula Options:
https://www.rpgmakercentral.com/topic/36290-damage-formulas-101-mv-edition/
But, I want them to refuse with "you're not in need of healing" if you are at full hp, and "character HP" is not an option in the conditional branch menu, so I figured it would have to be something I write in myself somehow
Is it possible to set an "If" command to have multiple triggers?
ex: Get healed ("remove status") if you OR party member A OR party member B (as there is no "person in your party") have knockout or sleep or confusion or poison, etc (as there is no "if status ailment" tag), remove status?
Or would I have to have multiple "If" chains for this -or does multiple "ifs" not work?
...still tryign to get that town healer thing to work
Conditional Branch Page2 --- Choose an Actor --- than choose if he is Poisoned, Knocked out or whatever state exist can be branched there in an if statement.
Yes you can make more than one condition:
if var[1] equals 5
if var[2] equals 5
Textbox: If you see me both Variables are 5
end
end
or
if var[1] equals 5
if var[2] equals 5
Textbox: If you see me both Variables are 5
else
nothing
end
else
nothing
end
I meant there was no tab for "status ailment: any", meanign if I want an NPC to heal, I (presumably, still not sure) have to do somethign like
If:
`Member A
``knockout
--if gold >10
`remove status knockout
-else
-end
`else
if Member A
-poison
--if gold >10
-remove status poison
-else
-end
else
if Member A
-confusion
--if gold >10
-remove status poison
-else
-end
(continue/remake for all 4 members)
else
End
You got 3 Options there: Entire Party, Specified Actor, or Actor Specified by a Variable.
This allows a NPC to fully Heal you. It should also revive Knocked Out Party Members.
Keep in mind there are always several Ways to do something, so maybe tell us what you are trying to do in detail and not how you want it to do, atleast in this case.
The healer NPC here is just to heal status ailments -otherwise the inns are pointless -the inns also remove status ailments, but they are -in the current design- more expensive (as they also restore hp and mp)..
Then to remove all states, either remove them individually using commands (you don't have to check whether they're already present) or you can put this in a Script command to remove all states:
If you want to target particular actors rather than party members, use these variants instead:
So no need to learn real Scripting yet.