Add a conditional branch. Set the conditional branch to Variable, and then make a new variable (just name it, like Sword EXP or something). Then change the parameter to less then or equal too. And then set a number (like say 99). Click 'include ELSE' then click okay. Swipe Input – MV Plugin. SumRndmDde August 30, 2016 October 15, 2016 2 Comments on Swipe Input. Of a conditional branch, or through some other boolean-releated code. Somehow my Game doesnt detect the swipes anymore, could it be that the plugin doesnt work with a newer RPG Maker MV version?
In this episode of my Learn RPG Maker MV series, I will teach you how to populate your database with your first item, use variables, conditional branches, and teach you how to make your bank system at the end of the episode.
1) Enemy Designation: #1This pops up for numerous commands involving targetting enemies and I am a little confused. I have played around using a single enemy and conditional branch:- If: #1 is affected by Stun- Force Action: Actor1, Attack, Last TargetSo if the enemy party had say, 4 enemies, which enemy would be targetted?This also leads to a follow up question about the 'Last Target' strand.2) Say a Actor2 casts a skill that stuns Enemy4, the skill contains an addition event command that uses the aforementioned conditional branch. Actor1 during the same turn is instructed to Attack Enemy1.- If: #1 is affected by Stun- Force Action: Actor1, Attack, Last TargetDoes the last target refer to Actor1's last target or the original casters Last target; Actor2: Enemy43) And I have noticed that Force Action causes Actor1's initial Attack command to be 'overwritten' by the force action. (This is more of an observation and was wondering if anyone else has experienced this and if there is any way around it).Thanks for any help and/or follow up discussions.
![Branch Branch](http://www.gdunlimited.net/media/uploads/tutorials/waiting-until-button-input/1agbr.png)
Enemy indexes refer to the enemy party order in which each enemy was added in the troop, so index 1 is the first enemy added to the troop, 2 is the second enemy added, etc2. Last Target refers to the last target of the troop (enemy troop has a last target and ally troop has a last target). So in this case, Last Target would hit Enemy 4.3. This is normal in RPG Maker but if you do not want Force Action to overwrite the original action, there are plugins to correct this. Yanfly's BattleCore is one.Hope this helps.