This Plugin requires Yanfly’s Battle Engine Core and Yanfly’s Action Sequences (#1) (#2) (#3)
Allows you to check for Input within Yanfly’s Action Sequences.
Look at the code or download the Plugin:
Sequence Input
SumRndmDdeThis Plugin requires Yanfly’s Battle Engine:
Yanfly’s Battle Engine Core
(http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/)Yanfly’s Action Sequences
(http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/)
(http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/)
(http://yanfly.moe/2015/10/12/yep-6-action-sequence-pack-3/)This Plugin allows you to check for Input within Yanfly’s Action Sequences.
Here’s a list of all the available Actions added through this Plugin that
can be used in the Action Sequences:========================================================================
START SEQUENCE INPUT
========================================================================In order to begin, let’s look at this Action:
START SEQUENCE INPUT: input, varId
This Action starts a check for an Input.
The first parameter, ‘input’, is the Input that is checked for.
There are a couple built in Inputs in RPG Maker MV:ok – Z, ENTER, SPACE
escape – X, ESC, INSERT
shift – SHIFT
tab – TAB
control – CTRL, ALT
right – RIGHT ARROW
left – LEFT ARROW
up – UP ARROW
down – DOWN ARROWYou can use any of these or any others added through external Plugins.
The ‘varId’ parameter represents the Variable ID that will store the
result of the Input.
The value that is stored is the number of frames it took for the Input
condition to become true after the check for Input started.Examples:
START SEQUENCE INPUT: ok, 3
START SEQUENCE INPUT: escape, 5
START SEQUENCE INPUT: shift, 23========================================================================
END SEQUENCE INPUT
========================================================================If you wish to stop the check for Input, use:
END SEQUENCE INPUT
This will simply stop the Input check.
If no Input was detected from the start to the end, then the Variable
will be set to 0.Example:
END SEQUENCE INPUT
========================================================================
WAIT FOR SEQUENCE INPUT
========================================================================Using this Action, the Action Sequence will wait until the Input has been
preformed:WAIT FOR SEQUENCE INPUT
This will simply keep things waiting until the Input happens.
However, say for example, you wish to have a maximum amount of time that
will be waited before the Sequence Input is just skipped altogether?WAIT FOR SEQUENCE INPUT: maxFrames
Using this Action, the Actions will still wait for the Input to occur.
However, if ‘maxFrames’ have passed, and the Input has not occured, then
the wait will end and the Variable will be set to 0.Examples:
WAIT FOR SEQUENCE INPUT
WAIT FOR SEQUENCE INPUT: 5
WAIT FOR SEQUENCE INPUT: 30
Screenshot:
Can I use 2 Sequence Inputs in the same skill? I am trying this but seems like the second one is ignored
START SEQUENCE INPUT: ok, 71
action animation
WAIT FOR SEQUENCE INPUT: 6
end sequence input
action effect
START SEQUENCE INPUT: ok, 71
action animation
WAIT FOR SEQUENCE INPUT: 6
end sequence input
action effect
In case anyone happens upon this, the fix for having more than one sequence, is to give each sequence it’s own variableid. So instead of the example using “71” followed by another “71”, the next variable should be a different number: AKA:
START SEQUENCE INPUT: ok, 71
action animation
WAIT FOR SEQUENCE INPUT: 6
end sequence input
action effect
START SEQUENCE INPUT: ok, 85
action animation
WAIT FOR SEQUENCE INPUT: 6
end sequence input
action effect
Hope that helps!
It would be cool to have the possibility to use 2 sequence inputs at the same time. It seems to don’t work. I explain :
Create a skill that have 2 sequences at once like :
If you press ‘ok’ => Light attack
If you press ‘escape’ => Heavy attack
With the following code on Action Sequence :
start sequence input: ok, 25
start sequence input: escape, 26
wait for sequence input: 60
if $gameVariables.value(25) >= 1
// Light Attack
end
if $gameVariables.value(26) >= 1
// HeavyAttack
end
Saddly, only the last input called work…
Any updates on Skill Sequence Maker? Is that still being worked on?