@RK DracoRoy I can't help you with the first part but as for the critical and hide battle hud issues I mightbe able to help there.
Force Critical requires both the Damage Core and Critical Control plugins, if you are missing one it will not work. The HUD issue may be the same thing, I believe it requires all three action sequence packs.
@mattduleheart Probably not what you are looking for but I might suggest if you are looking for a system similar to Chrono Trigger, you might check out Moghunter's website, as a Chrono Trigger Engine plugin was released not long ago.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Something insane and serious happened. And I don't know how to fix is.
All my battle movements quit working.
Here's what happened, in order.
1.) Opened another RM project with the "default extended" database stuff to look at the skills and buffs and debuffs and stuff.
2.) Clicked over to main project and created a skill that caused a debuff.
3.) Battle tested.
4.) All motions on previously working skills ceased.
5.) Erased newly created debuff
6.) Skill no movement.
I've lost all sprite movement and sprite motion.
The animations still play. The immortal tags still work, because I have a 55 hp enemy staying visible through a 3 strike skill and taking damage over its total HP every strike.
It's like all the tags of the skill are still being read...but it cant seem to animate the sprites for some reason.
I've closed/opened the project.
Turned off all of Yanfly's battle stuff. saved. battle tested. turned them back on. saved. battle tested.
NOTHING.
What do?
EDIT: Want to add that I didn't do anything regarding plugins. I didn't change any settings and I didn't add or remove any. Also restarted computer to no avail.
I also opened another project that I was using yanflys battle stuff with, and that one is still working fine.
did creating that test debuff somehow change something somewhere? -
@Johnboy I have Yanfly's Action Sequences 1-3 along with Damage Core and Critical Control. I managed to solve the problem with the "hide / show battle hud", but I still can't seem to find why "force critical" doesn't work.
I'm not sure if I have "force critical" in the right place in the action sequence tags, but I'm certain the plug-ins are ordered like Yanfly's.
<target action>
force critical
motion swing: user, sword
motion wait: user
action animation: target
motion wait: user
action animation: target
wait for animation
action effect: target
motion wait: user
death break
wait for animation
action effect: target
motion wait: user
death break
</target action>
And also, for some reason, whenever I have Critical Control enabled, the damage multiplier doesn't show up when critical hits are inflicted. It'll return the same value as the non-criticals. -
@RK DracoRoy You could try placing force critical directly before action effect. Also is the critical hit box set to yes in the skill? It also might be helpful to see what other plugins you are using as it could be a compatibility issue.
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@Johnboy I finally figured it out the root cause of it. So I was using SoulPour777's Critical Hit Effects plug-in where it plays an additional sfx and show a flash each time a critical is landed, that's why "force critical" didn't work as well as the multiplier not showing.
Sad, I loved using that plug-in, where critical hits are easier to notice. -
Thank you very much! Everyone's work is amazing! It certainly contributed a lot to my studies!!! Congratulations!!!
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I have an attack that I want to hit all enemies at the same time. However, it seems that if all enemies die, the animation never finishes, and the battle never does either. It ends up in a soft lock. However, if the attack damages the enemies and they live, the battle continues as normal. It seems there's a problem with damaging all enemies at the same time and killing them in the middle of an animation.
Or is there a way to end the animation and continue the battle as normal? -
@Kisai make sure to put immortal targets: true in your setup and immortal targets: false in your finish. That way the enemies won't die until the action sequence finishes.
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I don't mind if they die though, that's part of the intended effect.@Kisai make sure to put immortal targets: true in your setup and immortal targets: false in your finish. That way the enemies won't die until the action sequence finishes.
Also, I was messing with it just now, and it doesn't seem to be a soft lock. After a really long pause, the battle ends. I'm guessing it's doing some processing for each and every single enemy that was on the field, regardless of whether they're still there or not. Is it possible to do an attack that hits all enemies at once and does damage all at once? And, you know, kill them all at once? Without having to go through the action effects 2-8 times, depending on how many enemies there are... -
I don't mind if they die though, that's part of the intended effect.
Also, I was messing with it just now, and it doesn't seem to be a soft lock. After a really long pause, the battle ends. I'm guessing it's doing some processing for each and every single enemy that was on the field, regardless of whether they're still there or not. Is it possible to do an attack that hits all enemies at once and does damage all at once? And, you know, kill them all at once? Without having to go through the action effects 2-8 times, depending on how many enemies there are...I did this with it setting one enemy as the target scope. Could probably pair it with Yanfly's AoE script for a better effect.The Code<setup action>
display action
</setup action>
<target action>
move user: target, front, 20
wait: 20
motion attack: user
wait: 4
action animation
action effect: enemies
</target action>
<finish action>
wait for effect
wait: 30
perform finish
</finish action>
http://actionsequence.cf/ Play around with this if you want to mess around or practice with the scripts. -
So it occurred to me that the evasion animation in battler sheets is pointless. Don't know what line(s) to add for evading to work properly.
Tested without Yanfly's Plugins and I think he did something regarding the "flinch" codes to remove that pose.
EDIT: I replaced "this.performFlinch"
with
in all the required areas such as "Yanfly.BEC.Game_Battler_performEvasion =" and the likethis.requestMotion('evade'); -
That actually works pretty well. All enemies are eliminated, and no necessary follow ups for each and every single enemy. ^^ One little problem though, the targeting selects only 1 enemy when the targeting should be showing all enemies being selected.I did this with it setting one enemy as the target scope. Could probably pair it with Yanfly's AoE script for a better effect.The Code<setup action>
display action
</setup action>
<target action>
move user: target, front, 20
wait: 20
motion attack: user
wait: 4
action animation
action effect: enemies
</target action>
<finish action>
wait for effect
wait: 30
perform finish
</finish action>
http://actionsequence.cf/ Play around with this if you want to mess around or practice with the scripts. -
i need help on action sequence. that target 9 random foes with death break
the code below, only target's one target.
how do i do it for random 9 foes? and the wait:10 is not working...
Code:<Target: 9 Random Foes> <target action> action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 action animation wait for action action effect: target death break wait:10 </target action> -
That actually works pretty well. All enemies are eliminated, and no necessary follow ups for each and every single enemy. ^^ One little problem though, the targeting selects only 1 enemy when the targeting should be showing all enemies being selected.
I know, but unfortunately, I have not figured out a way to do this without it hitting everything multiple times. I suppose it could be done if you told RPG Maker to lie about it's targeting and make it 'seem' to target everything. -
Redundant as can be, cleaned up.i need help on action sequence. that target 9 random foes with death break
the code below, only target's one target.
how do i do it for random 9 foes? and the wait:10 is not working...
Code:I had set the skill's scope to 'None' because Yanfly's targeting plugin does that part of the work for me. Attaching this for example set up.<Target: 9 Random Foes> <target action> action animation wait for action action effect: target death break wait: 10 </target action>
Finally, you need a space between wait: and x
Code:wait: xWhy your code only targeted one thing.I think your original code only targeted one thing because it applies the effect of the script to each target. Basically, if the waits did work, we would be waiting roughly 90 frames, 9 times if the target scope worked properly. -
thank you, it worked
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I can't believe it. There actually is a way to do what I want. I can't believe it was this simple.
Just put "ACTION BREAK" at the end of the action effect. That's it. That's all.
If you have a skill that targets all enemies and damages them all at the same time with a screen-type animation, then when they die, it'll loop the action/frames for each enemy in the troop, leaving you looking at an empty field until it's done. But just put "ACTION BREAK" at the end, and you can have your easy, efficient, enemy-nuking skill without any glitchy loops. That's all it took. I can't believe it was that simple. -
After I just got done whining about redundant code, I go and do this.The CodeCode:<setup action> clear battle log immortal: targets, true display action animation 22: user wait: 140 hide battle hud common event: 2 </setup action> <whole action> shake screen: 3, 9, 100 animation 23: user action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 action effect: target wait: 10 wait for effect </whole action> <target action> </target action> <follow action> immortal: targets, false wait: 100 show battle hud common event: 2 </follow action>
Common Event 2 was used as a toggle for MOG's Alternate Battle HUD, and once I add the script, to hide the Turn order too, though it does not display in the video -
SpoilerSomething insane and serious happened. And I don't know how to fix is.
All my battle movements quit working.
Here's what happened, in order.
1.) Opened another RM project with the "default extended" database stuff to look at the skills and buffs and debuffs and stuff.
2.) Clicked over to main project and created a skill that caused a debuff.
3.) Battle tested.
4.) All motions on previously working skills ceased.
5.) Erased newly created debuff
6.) Skill no movement.
I've lost all sprite movement and sprite motion.
The animations still play. The immortal tags still work, because I have a 55 hp enemy staying visible through a 3 strike skill and taking damage over its total HP every strike.
It's like all the tags of the skill are still being read...but it cant seem to animate the sprites for some reason.
I've closed/opened the project.
Turned off all of Yanfly's battle stuff. saved. battle tested. turned them back on. saved. battle tested.
NOTHING.
What do?
EDIT: Want to add that I didn't do anything regarding plugins. I didn't change any settings and I didn't add or remove any. Also restarted computer to no avail.
I also opened another project that I was using yanflys battle stuff with, and that one is still working fine.
did creating that test debuff somehow change something somewhere?
Refresh the scripts. I managed to break it once and that fixed it. It might work. Never know. -
Hi What and where would I have to type if I wanted the sv character to use other animations instead of just using the same animation to cast spells ?
So for example one of my SV characters has a fireball attack and the animation looks like Ryu from street fighter doing a hadouken but I want the character to do another spell attack and using the hadouken animation wouldn't look right with this type of attack so I want them to use another animation like Missile , swing or thrust but I have no clue how to accomplish this.