Action Sequence / Yanfly's Dragoon Jump

AsuranFish

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Hi all, it's me again!

I found this video tutorial on YouTube, and wanted to try and implement it, but I've been having a few issues.










http://yanfly.moe/2016/07/02/tips-tricks-jump-final-fantasy-4-rpg-maker-mv/


I followed the instructions, and got it to partially work...

  • The user goes through a jump animation.
  • The user receives the jump status
  • If I give a character the "Land" ability, it executes perfectly, animation and all



But the rest of it doesn't seem to work...

  • User can still be attacked, even when off-screen/in-the-air
  • User is not forced to execute the "land" ability when the Jump status wears off, and can just continue to battle as usual, except suspended at the top of the screen



Any help's greatly appreciated!
 

Calvynne

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I had this issue occur when I did not follow this step of the instructions:


** NOTE ** If you are using ATB or CTB, make sure under Battle Engine Core, you have Timed States and Timed Buffs set to true. This effect should work fine with DTB or any other turn based system.


Without seeing how your skills and states are set up and your plug-ins configured it would be hard to further diagnose what is wrong if it isn't that issue.
 

AsuranFish

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I did miss that step, but that hasn't fixed the issue. :(


Since the user is receiving the state "Jump", and actually "jumping" - and "Land" works as an ability by itself, I'm pretty sure the issue is with the state of "Jump" itself - which should make the Jumper untargetable and force him to use Jump...


Here's the code I have in the Notes section for the state "Jump".


// Selection Control
<Cannot Select: All>

// Buffs & States Core
<Custom Leave Effect>
// Get the landing skill.
var skill = 25;
// Get the last targeted index.
var target = -2;
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>




"Land" is skill 0025. Basically, this isn't doing anything it's supposed to.


I appreciate the help, and apologize if more info is needed regarding plugins, etc...
 

Calvynne

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I'll give you how my two skills are set up:


Jump, with the camera effects trimmed out.


// Action Sequences
// Setup: Jump animation.
<Setup Action>
display action
perform start
wait: 60
se: Wind1, 80, 150
float user: 495%, 20
opacity user: 0%, 20
wait for float
</Setup Action>

// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>

// Target: Flag the target.
<Target Action>
action effect
</Target Action>

// Follow: Apply Jump state to user.
<Follow Action>
add state 36: user
</Follow Action>

// Finish: Without landing.
<Finish Action>
clear battle log
reset camera
reset zoom
wait for camera
wait for zoom
</Finish Action>




This is the land sequence, again only took the camera panning out


// Action Sequence
// Setup: Setup landing spot.
<Setup Action>
clear battle log
display action
immortal: targets, true
move user: target, base, 1
</Setup Action>

// Whole: Land and deal damage to all targets.
<Whole Action>
wait: 60
motion attack: user
opacity user: 100%, 1
float user: 0, 20
wait: 10
animation 2: targets
action effect
shake screen: 5, 5, 5
wait for animation
</Whole Action>

// Target: Ensure nothing happens.
<Target Action>
</Target Action>

// Follow: Reset everything.
<Follow Action>
reset camera
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>


And this is the state


// Selection Control
<Cannot Select: All>

// Buffs & States Core
<Custom Leave Effect>
// Get the landing skill.
var skill = 337;
// Get the last targeted index.
var target = -2;
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>


Things to check: Your RPG Maker is fully up to date, all of yanfly's plugins are fully up to date, and in the correct order.


Good luck with it!
 

Johnboy

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Do you have Yanfly's Selection Control plugin installed and turned on?
 

AsuranFish

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Do you have Yanfly's Selection Control plugin installed and turned on?


I didn't - nor did I have BuffStatesCore, which might also be required. I feel like a simpleton now, although the guide didn't say they were necessary.


But I got it to work, which is awesome! Thanks for the tip!
 

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