Is it possible to disable the final hit after all the animations have taken place?
I've made a combo attack that show the damage after every hit, but there's still the final hit after executing all the notetags which I think is from the normal skill. How can I disable that final hit?
Akea Animated Battle System 2
● ARCHIVED · READ-ONLY
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Hello while setting up Akea Animated Battle System I'm getting a SyntaxError
Unexpected token u in JSON at position 0 when a battle begins. I checked https://comuns-rpgmaker.github.io/Akea/ and this topic as well. Not sure... -
Alright I've gotten it to work however... I can't set idle animations correctly, the plugin won't accept "0" which is where the default Idle animations are at. Also, if I use the front view battle system, it only shows the shadows.
It seems to play the incorrect Idle animation. -
So I've tried posting this question on the Discord, and after a week (even though it's pretty active) I haven't received any responses. I thought maybe someone here would know how to do this or have a screenshot showing the correct setup.
Has anyone had any luck with getting the script call command <akeaScript> to work?
I followed the directions on the Akea website and in the Akea Animated Battle System plugin Help section, I checked to make sure the script call command uses the correct script ID I set up in Akea, and nothing happens. I also tested the script call in a common event and I know the JavaScript is correct because there it activates the way I want it to.
It’s not even a complex script. It’s just one line that calls a short common event to play, and I need it to play before a skill activates and the Akea animated sprites move. Can anyone who has set this up show me a screenshot of how they did it? I wonder if it’s a glitch or if I’m missing something. -
What's the command that you're using?
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The command isWhat's the command that you're using?
<akeaScript>id: number</akeaScript>
with the number in place of "number". I checked to confirm that the number specified is the correct one configured under Script Calls in Akea Animated Battlers.
The script is $gameMap._interpreter.command117([151]);
Basically, it calls a common event (151 to be specific), which I want to play before special, ultra-powerful attacks. This common event tints the screen red, shakes the screen, and using conditional branches and variables selects and shows one of three images of the character. Each image has a different quote. It's not a complex common event at all. I tested this script call in an on-map event to see if it was written correctly, and there it activates exactly the way I intended. -
Are you using the version with the Short Note Notation?
That's the only thing I can think of at the moment... -
Thanks for the suggestion. I forgot about that feature, and I'm still not sure what it actually does.Are you using the version with the Short Note Notation?View attachment 274057
That's the only thing I can think of at the moment...
I tried turning it on, and it didn't seem to make any difference. -
Have you tried disabling all other plugins to see if perhaps another plugin was causing a conflict with the common event?Thanks for the suggestion. I forgot about that feature, and I'm still not sure what it actually does.
I tried turning it on, and it didn't seem to make any difference. -
@Magenta-Fantasies Not 100% sure, but it seems to me you're using a script that would work on the map? If you want to call a common event in battle in MZ, this should work (X is the ID of your common event).
$gameTemp.reserveCommonEvent(X)
Not sure if there's some restrictions on at what stage the common event will run. -
As rpgLord pointed out, that script call is referencing the map's interpreter which doesn't function during battle.The script is $gameMap._interpreter.command117([151]);
As a best practice kind of thing, you almost never want to be calling event commands directly.
All event commands have lower level functions they're calling to actually do the thing that's being done - as a general rule, you should be calling those directly. At best it's inefficient to go through the extra layer of the event command, and at worst you'll not fully know what you're doing and use the wrong interpreter (like you are here). -
That's a good idea, although it doesn't appear to be the case in this instance.Have you tried disabling all other plugins to see if perhaps another plugin was causing a conflict with the common event?
I tried using $gameTemp.reserveCommonEvent(X) instead of the other script, and it doesn't make a difference. The animation still plays in the middle of the attack. At this point, I'm probably going to give up on having the animation play at the beginning unless I find an ideal plugin that add that function. :LZSskeptic: -
Is discord server down? I wonder if this plugin even working with front-view battle, since I keep getting "JSON 0 input" error even after filling all of plugin spaces, so they're not empty.
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Did you have any 0's put in anywhere? You will need to change those to 1, otherwise the plugin won't work.Is discord server down? I wonder if this plugin even working with front-view battle, since I keep getting "JSON 0 input" error even after filling all of plugin spaces, so they're not empty.
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I’m running into a very strange glitch. I’ve checked several times to make sure that my poses and actions are configured correctly, and that my actors are configured with the correct poses. I’ve had multiple cases where an animation for a skill stopped working (even though that same action kept working on another skill) and the only way to make it work again was to move it to a new skill number without changing anything else. Has this happened to anybody? It’s a very annoying glitch and I’m concerned that having to move skills around like this is eventually going to break something in my game.
I also tried turning the plugin on and off and updating the JavaScript file, but neither of those resolved it. I only want to completely uninstall the plugin and reinstall it as a last resort, since trying to reconfigure all of my poses and actions with the exact same numbering would probably be more effort than it’s worth at this point.:LZSsad: -
Is there a way to use this with visustella sideview UI and CTB?
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oof it looks cute and all but all that camera movement @_@
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Maybe I have a stupid question, but one thing it is not clear to me. Can this plugin create a complete new poses/actions like for example kicking, sweeping etc. for some skills without erasing any existing actions?
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@Strategiusz It can you just need to set up the action using the base animations or you can set up your own sprite sheet in the configure spritesheets.
I do not realy know how to do this but it is in the plugin parameters. By Holder: https://animatedbattlers.wordpress.com/set-up-guides/rm-mz-akea-2/Maybe I have a stupid question, but one thing it is not clear to me. Can this plugin create a complete new poses/actions like for example kicking, sweeping etc. for some skills without erasing any existing actions? -
hey! sorry to bother you, but what camera zoom do you use in your battles for actors and enemies? for me it just distorts them and makes thyem look weird on 1.1, 1.2, 1.3, and 1.4 (it rounds to the nearest tenth) but on yours it looks completely seamlessOh you will need our add-on for that, it should be up by today! Gabe(Revali) has done it, and it is astounishing! :ysrs:
Edit: For whoever already download it, I have uploaded a new version and changed the way actions are called on the note tags, sorry if this is a bit of rework for some, but I did found it necessary so that it would be much easier for new add-ons to be added, by our team or any other dev \o/
not posting on the camera plugin thread because i didnt want to necro-post