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  1. PaybacK

    Instant Turn Battle

    Hey guys, I know it's been awhile since anyone posted here, but I thought there'd be no harm in trying. I'm having an issue with status effects that change action restrictions to attack automatically (i.e. Rage, Confusion, Fascination) where in battle and afflicted with any of those states the...
  2. PaybacK

    Poll on Timed Attacks

    I don't mind them for special abilities, like in FF8 or FF10. But for regular attacks it's a bit tedious.
  3. PaybacK

    VE - Battle Status Window

    So I'm using a formula to get the battle status elements aligned to the right, but the HP, MP, and TP numbers update strangely. The new value (HP from taking damage, MP and TP when using skills) overlaps with the old one until the skill concludes. Can someone explain to me how to fix it?
  4. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Yep, because in JavaScript, the ! before the equals means 'not'. So != means 'not equal to', and 'else' is what happens if the condition isn't fulfilled, essentially swapping things around. To fix that, just remove the exclamation mark :)
  5. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    My action sequence for regular attacks is similar to yours. I'm no pro at JavaScript (and I mean that, I know next to nothing about it) but from what you posted it looks like a syntax error right where your <setup action> begins. Mine is: if user.attackMotion() != 'missile' with a single "="...
  6. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    You're using <target action>. Use <whole action> instead and that shouldn't happen.
  7. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Nice find bro! I've been looking for something like this for some of my skills.
  8. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Yeah, there's something going on here. I pasted it into one of my skills the way you posted it, it works as intended he slashes forward, then turns and slashes again. All I can suggest right now is to check and make sure your battle and action sequence plugin is updated.
  9. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    When I get home in a few minutes, I'll try your action sequence out and see if I can't find your problem.
  10. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    If you have Yanfly's "Element Core" plugin, you can use 'clear element' after the first attack, then use 'add element: x' (x is the element ID, or you can use the name), before the second attack to achieve the effect you're looking for. Hope it works, sorry if I'm late and you already figured...
  11. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Try putting "wait for movement" before your "face user: target". So like this: <target action> move user: target, front base, 15 wait: 25 move user: target, back base, 30 motion missile: user WAIT FOR MOVEMENT face user: target motion thrust: user wait: 15 attack animation: target wait for...
  12. PaybacK

    Minimap Plugin

    Excellent plugin bro! Really customizable. I do have a weird problem though. When I move my character up, the mimimap is selected, as if it were a selection in a window. Any way to clear that?
  13. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    place it in a common event, and call it anywhere in the sequence using: common event: x X is the common event ID. I actually do this for specials and team skills. https://youtu.be/2ik2eBYW7XM (...I'm not sure how to set the actual vid in this post without opening a page. Sorry 'bout...
  14. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Get Yanfly's Damage Core plugin, if you don't have it. Then, before the final hit, use 'damage rate: 200%'. It'll make the last hit deal twice as much damage in a single hit, and you don't have to change it back to 100% afterwards (it resets at the end of the sequence).
  15. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Motion evade and motion dead only work for actors, as they refer to their spritesheets.  A possible alternative could be to have the enemy float and them be brought back to the ground.
  16. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    The afterimage was so cool! I don't think it's possible here, but may show up later. We can only hope lol
  17. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    As far as I know you can't stop midair using jump. Using 'Float' might be better. Are you jumping above the screen, and waiting for a second for the effects, and then coming down?
  18. PaybacK

    Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    I like how you did the camera movements on the first one!

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