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How and where do I put a plugin command when the player gets hit?
Marrend
Guardian of the Description Thread
21806
Welcome to RMN! Share your creativity with us!


That aside, you're going to have to provide more info. Such as what plugins you might have that are (or might be) relevant, and, what exactly you want to happen when the player gets hit.
for example
When the player gets hit
Plugin Command: PlugPlug vibe start 5 0 Vbvbvbvbvb..
Plugin Command: PlugPlug end

A more advanced one
When the player gets x damages with y type, z is the PlugPlug value of y
Plugin Command: PlugPlug vibe start x 0 z
Plugin Command: PlugPlug end
Marrend
Guardian of the Description Thread
21806
I'm definitely more confused than I was before (what the hell does "vibe start 5 0 Vbvbvbvbvb" or "vibe start x 0 z" supposed to DO), but, I'm also not exactly intimately familiar with MV plugins as a whole.

My current guess is that you might have some kind of action sequence plugin in your project, and that whatever effect you want to apply when a player character is hit either should be applied to a state, or possibly a specific actor?

Sorry if I can't be of more help.
Is Hit (basic)
type of damage (advanced)
Apply a state (advanced)
every actor not enemies

The controller vibrates, number the duration the Vbv... or others are the "song"
So for basic don't worry about it

Just the player gets hit and "PlugPlug vibe start vibe start 5 0 Vbvbvbvbvb" and then "PlugPlug end"

I will figure out how to change the damage to x and the type of damage to a song
Is it something like and where do I put this?

If New HP < Actor's HP
PluginManager.callCommand(PlugPlug vibe start vibe start 5 0 Vbvbvbvbvb}
PluginManager.callCommand(PlugPlug end}
End
Marrend
Guardian of the Description Thread
21806
Causing a controller to vibrate in response to a player-controller character taking damage in battle might be a function of a plugin, itself, rather than a plugin command. A quick Google search of possible plugins for such functionality leads me to this itch.io page. It's listed as the third bullet point!
Do you have the answer to my question?
Not something else
I already have the plugin
I want to call it when the player takes damage

For example, if I do
Plugin Command: PlugPlug vibe start 5 0 Vbvbvbvbvb..
it works
Now I want to call that plugin command when a player takes damage

If you still don't understand only think about
Player takes damage
Plugin Command: Something

More advanced
Player takes x damage
Plugin Command: Something x
or
Player takes x damage with y type
Plugin Command: Something x y

Don't worry about what is the plugin, it can be anything
the plugin could be x=time of a real lightbulb turned on for x seconds and y=the colour.
or
The plugin could be a real motor x= the speed and y=which motor
It doesn't matter what is the plugin

I just want to detect a player taking damage and then call a plugin that I have installed
I have a solution for that but it's quite complicated and require another plugins.

You could use YEP_ActSeqPack1 to customize the sequence of the skill. Using this plugin you can call a common event that contains your plugin command after the player received damage.

This discussion also cover how to deal when the attack hit, is evaded or miss. I'm pretty sure you don't want the controller to vibrate when the attack is missed or evaded.
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