Action Sequence Rotation Extension

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Started by ATT_Turan 58 posts Page 2 of 3 View original ↗
  1. I removed the parentheses, but it doesn't work the same!

    Skill Notes:

    <setup action>
    clear battle log
    display action
    immortal: targets, true
    </setup action>

    <whole action>
    perform start
    motion standby: user
    wait for movement
    face user: target
    </whole action>

    <target action>
    move type: user, InOutBack
    move type: target, OutBounce
    ROTATE target: 0, LEFT
    motion attack: user
    wait: 10
    attack animation: target
    wait: 10
    action effect
    wait: 10
    </target action>



    <follow action>
    wait for animation
    </follow action>
  2. Would probably help if you described what exactly isn't working?
  3. werzaque said:
    Would probably help if you described what exactly isn't working?

    In simple terms, the character does not perform any rotation, it is like not having inserted the line in the skill notes at all.
  4. ROTATE target: 0, LEFT (so far I see it, this is 0 degrees left, no frames?)

    as it states: ROTATE target: degrees, direction, frames
    so you can try to use all for a test

    ROTATE target: 180, LEFT, 120 (just for a test to see if it works).
    maybe 0 has a default value as same for frames, but if the above works,
    than play with the 0 value.
  5. Lionheart_84 said:
    In simple terms, the character does not perform any rotation, it is like not having inserted the line in the skill notes at all.

    And so who are you trying to rotate?

    Example: rotate user: 90, right, 15

    Try it with user instead of target? Is your target a static battler or an animated one?
  6. @Lionheart_84 I'm not home right now, and I apologize for not including this in the documentation.

    I believe rotation only currently works correctly for actors. Both static and Yanfly SV enemies have different properties.

    I had always intended to add more support for the different types of enemies, but then this didn't seem to gain much traction and I got distracted by other projects.

    I'll take a poke at it next week.
  7. werzaque said:
    And so who are you trying to rotate?



    Try it with user instead of target? Is your target a static battler or an animated one?

    I wish it were the actor who twirled!

    I tried rotating the user, but it still doesn't work!

    <setup action>
    clear battle log
    display action
    immortal: targets, true
    </setup action>

    <whole action>
    perform start
    motion standby: user
    wait for movement
    face user: target
    </whole action>



    <target action>
    move type: user, InOutBack
    move type: target, OutBounce
    ROTATE user: 360, LEFT
    motion attack: user
    wait: 10
    attack animation: target
    wait: 10
    action effect
    wait: 10
    </target action>

    <follow action>
    wait for animation
    </follow action>
  8. @Lionheart_84 Then I'll have to see about troubleshooting any further with you next week. There must be something wrong with your setup, because the command absolutely works as you can see in my demo pictures and the ones @SGHarlekin uploaded.

    If I recall correctly, you should be using 0 for one rotation, not 360. You might also try specifying a number of frames, in case it's going too quickly for you to see. Aside from that...check that you have all the required plugins and they're in the correct order.
  9. ATT_Turan said:
    @Lionheart_84 Then I'll have to see about troubleshooting any further with you next week. There must be something wrong with your setup, because the command absolutely works as you can see in my demo pictures and the ones @SGHarlekin uploaded.

    If I recall correctly, you should be using 0 for one rotation, not 360. You might also try specifying a number of frames, in case it's going too quickly for you to see. Aside from that...check that you have all the required plugins and they're in the correct order.

    I tried to rotate the user, but it still doesn't work, not even by setting 0!
    I don't understand why as usual, it just doesn't work for me. ;_;:(
  10. Yeah, little bit of a wild guess here, but your rotation command has no frame duration, which it should. Otherwise the rotation happens in 1 frame, which is essentially instant IIRC.
  11. As @SGHarlekin says, the instructions say that not specifying any frames makes it happen instantaneously.

    A 360-degree rotation that happens instantaneously will not produce any visible motion. (which is also what I said in my previous post, but you don't appear to have tried it)

    Edit: And just to clarify - rotation should work fine on anything using an SV battler. That's actors or Yanfly's Animated Sideview Enemies. I'll look into adding support for static enemies next week.
  12. could you possibly add a "wait for rotation"?
  13. minmike27 said:
    could you possibly add a "wait for rotation"?
    It's possible for a future update - but since you know how many frames the rotation takes, isn't it fewer keystrokes to wait that number of frames?

    (but then that's why I don't bother to use wait for movement either :stickytongue: )
  14. @ATT_Turan A friend of yours from Reddit linked me to this plugin after I spent days looking for a solution. Just wanted to make sure thank both of you. My game is intended to be non-commercial but adding a credits page to make sure thank the people that helped me complete this project for my nephews.
  15. Hi!
    First of all, great plugin! i've been looking for something like this for ages.
    But i've been stopped by a glitch(?) and don't know what to do

    I'm trying to make my enemy rotate 180deg mid jumping (I'm using YEP's Animated Sideview Enemies so rotating enemies works for me), but when i rotate the enemy, it's like the jump rotates with the sprite, and goes all the way to the bottom before going back up to ground level

    This is the Action Sequence:

    <setup action>
    display action
    immortal: targets, true
    perform start
    </setup action>

    <target action>
    move user: target, back base, 20
    motion thrust: user, no weapon
    wait for movement
    face user: target
    wait: 10
    se: Jump1
    motion item: user
    jump user: 300, 60
    jump target: 300, 60
    wait: 30
    rotate target: 180, right, 10
    wait for jump
    action effect
    rotate target: 0, left, 10
    add state 12: target, show
    death break
    </target action>

    <follow action>
    wait: 10
    immortal: targets, false
    </follow action>

    <finish action>
    wait: 10
    move user: home, 40
    wait for movement
    clear battle log
    perform finish
    </finish action>

    If anyone has any idea on how to fix this problem, i'll be forever grateful:hswt::hswt:

    EDIT: Forgot to say that i also tried with USER instead, and the result is still the same
  16. ChrisTN_SM1 said:
    Hi!
    First of all, great plugin! i've been looking for something like this for ages.
    But i've been stopped by a glitch(?) and don't know what to do

    I'm trying to make my enemy rotate 180deg mid jumping (I'm using YEP's Animated Sideview Enemies so rotating enemies works for me), but when i rotate the enemy, it's like the jump rotates with the sprite, and goes all the way to the bottom before going back up to ground level

    This is the Action Sequence:

    <setup action>
    display action
    immortal: targets, true
    perform start
    </setup action>

    <target action>
    move user: target, back base, 20
    motion thrust: user, no weapon
    wait for movement
    face user: target
    wait: 10
    se: Jump1
    motion item: user
    jump user: 300, 60
    jump target: 300, 60
    wait: 30
    rotate target: 180, right, 10
    wait for jump
    action effect
    rotate target: 0, left, 10
    add state 12: target, show
    death break
    </target action>

    <follow action>
    wait: 10
    immortal: targets, false
    </follow action>

    <finish action>
    wait: 10
    move user: home, 40
    wait for movement
    clear battle log
    perform finish
    </finish action>

    If anyone has any idea on how to fix this problem, i'll be forever grateful:hswt::hswt:

    EDIT: Forgot to say that i also tried with USER instead, and the result is still the same
    Just out opf curiousity.... but why do you have the user AND target rotating at the same time?
  17. @ChrisTN_SM1 Why do you have a death break at the end of your target action? You've made all of your targets immortal, so they can't have died, and the only thing you do after it is bring your attacker home.

    That said, I can duplicate your bug in my project, which I'm surprised by...both I and @SGHarlekin use jumping and rotation in our projects, and there haven't been any problems.

    Maybe there's something specific for some reason about jumping straight up with no motion. I'll look into it.
  18. ATT_Turan said:
    @ChrisTN_SM1 Why do you have a death break at the end of your target action? You've made all of your targets immortal, so they can't have died, and the only thing you do after it is bring your attacker home.

    That said, I can duplicate your bug in my project, which I'm surprised by...both I and @SGHarlekin use jumping and rotation in our projects, and there haven't been any problems.

    Maybe there's something specific for some reason about jumping straight up with no motion. I'll look into it.
    Thanks, I'll wait for you to look it up
    As for the death break, I'm still quite new to action sequences, and I put it in mostly because I saw yanfly put it in his video
  19. S
    firestalker said:
    Just out opf curiousity.... but why do you have the user AND target rotating at the same time?
    ...they're not? They're both jumping at the same time, but the target is the only one to rotate. I wanted it to look like a powerbomb from pro wrestling (at least as best as I can in RM)
  20. Hi @ATT_Turan ,
    In the hope of being able to create a suplex skill (I dream of being able to flip a locomotive like a pancake like Sabin's Meteor Strike in FF6) I tried your plugin, and I understand what @ChrisTN_SM1 meant in his message:

    In fact, the enemy's jump/float position is linked to its angular position / direction :

    I made a custom skill for test so you can easily see it on video:


    here's the skill code:

    code :
    <target action>
    ROTATE target : 180, left, 50
    wait: 100
    ROTATE target : 0, left, 50
    wait: 100
    float target: 200%, 100
    wait for float
    ROTATE target : 180, left, 50
    wait: 100
    ROTATE target : 0, left, 50
    wait: 100
    float target: 800%, 50
    wait for float
    ROTATE target : 90, left, 50
    wait: 100
    float target: 0, 200
    wait: 200
    <\target action>

    You can see in 1st that as soon as the enemy passes 180°, it shifts its base, I'm not sure why.
    At the end of the video, you can see the enemy move upwards with Float, but once turned to 90°, it returns from the left, as if the Float command was linked to the sprite angle.
    It's exactly the same with Jump

    Do you have any idea where this might be coming from?

    (I use YEP SV battler)