RMMZ Battle: Ignoring target "stepping back" when receiving damage

LookAtThisDude

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Hello Community!

im trying to make a skill that inflicts damage, but prevents the target from moving when loosing HP through it.
By using VisuStella BattleCore, everytime a battler receives damage, its sprite will step back a little. Especially for a fire skill that encase/enfold the target, it feels weird that it somehow moves, dragging the animation aswell.

There is a VisuStella notetag <Battler Sprite Cannot Move> but unfortunately it can only be used within the enemy notetag and cannot be put on a state nor a skill. Though i like to keep VisuStellas Main plugins.

Summarized: Im asking for "a little plugin to eliminate the damage motion on chosen skills (e.g. via notetag)".
Maybe theres an option that doesnt clash with other plugins.
 

SGHarlekin

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Well, in MV if any battler has the can not move state, they will not move no matter what. I'm willing to bet Visustella probably does the same thing. Have you tried just making a can not move state and putting that on the target ?
 

ATT_Turan

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Well, in MV if any battler has the can not move state, they will not move no matter what.
That's not quite right, but I think it's because the OP used some weird terminology.

By using VisuStella BattleCore, everytime a battler receives damage, its sprite will step back a little.
I haven't used VisuStella. I don't think what you're talking about has anything to do with it.

The default engine includes a Damage motion that the actor plays when they take damage. This motion does play even if they have a state with Cannot Move. You do reference "the damage motion" at the end of your post, but this whole quote makes it sound like you're talking about something different that's from a plugin.

Can you disable your plugins and confirm that this is what you're talking about? If no, and it is actually different with the Battle Core enabled, we may not be able to do anything about it. You'd have to check the plugin parameters to see if it's an option you can change or contact their customer support - we can't supply you with code that alters something in an obfuscated plugin.

If you can confirm it is just the Damage motion that you're talking about, that we can help with.
 

SGHarlekin

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That's not quite right, but I think it's because the OP used some weird terminology.
Well, it will use the damage motion, of course, but it will not step back. Even if you use movement commands in the action sequences. Putting the default can't move option on a state does that in MV it appears, hence the assumption.
 

ATT_Turan

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Well, it will use the damage motion, of course, but it will not step back...hence the assumption.
Correct - I wasn't criticizing your answer. I asked the OP for clarification because they mentioned two different things, and I think the thing they meant is not the thing you referenced :smile:
 

SGHarlekin

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Correct - I wasn't criticizing your answer. I asked the OP for clarification because they mentioned two different things, and I think the thing they meant is not the thing you referenced :smile:
You said it's not quite right lol.
I don't think they mean the motion, as the motion alone would not step back, or drag the animation with it.
 

ATT_Turan

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You said it's not quite right lol.
And I think I explained myself clearly and politely :smile:

I took a quick look at the VisuStella plugin and there is a section of parameters for flinching (flinch distance and duration). So one could simply make those be 0 and have the damage motion occur in place like the default engine.

That flinch happens even when there's a state with Cannot Move. There are no notetags provided in the instructions for a specific skill to have no flinch.

So the only recourse I can think of is to disable the flinch or petition VisuStella customer support to add some options.
 

LookAtThisDude

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Im afraid, there wasnt enough information provided.

The default engine includes a Damage motion that the actor plays when they take damage.
I don't think they mean the motion, as the motion alone would not step back, or drag the animation with it.

I mixed up the terms "motion" and "move". Those tiny animations that an SV_actor plays from its spritesheet (attack, guard, dead etc.) is not what im referring to. Its about the visual step back, i apologize for using the term "damage motion".

Can you disable your plugins and confirm that this is what you're talking about?

To make clear what i mean by "step back" i made a new MZ project with its preinstalled content and no plugins: I started a test battle. If i command a default actor to attack a generic enemy, it doesnt step back. It just blinks, while the damage popup gets displayed.

However, with VisuStella Core and BattleCore installed, the enemy steps back once he gets hit. Some little feature they thought to be fitting.

I took a quick look at the VisuStella plugin and there is a section of parameters for flinching (flinch distance and duration).
I already tried it out but it seems to make no difference between enemy and actor sprites (which is interesting, since the parameters are within the "Actor Battle Settings" tab while influencing enemies aswell.) If i alter those paramters (to 0) no sprite will be stepping back, no matter what.

Have you tried just making a can not move state and putting that on the target ?
I did within a new MZ project where only VisuStella Core and BattleCore are the only active plugins.
But the enemy sprite keeps moving backwards. Seems like its all about the "flinch" parameter provided by said plugins.
So the only recourse I can think of is to disable the flinch or petition VisuStella customer support to add some options.
Yep, i dont see a third way, since im confortable with the "backwards step" --> flinching during other skills. Dont plan to remove overall flinching in my game.

Anyway, thanks for the quick replies! Have a good day!
 

SGHarlekin

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Im afraid, there wasnt enough information provided.




I mixed up the terms "motion" and "move". Those tiny animations that an SV_actor plays from its spritesheet (attack, guard, dead etc.) is not what im referring to. Its about the visual step back, i apologize for using the term "damage motion".



To make clear what i mean by "step back" i made a new MZ project with its preinstalled content and no plugins: I started a test battle. If i command a default actor to attack a generic enemy, it doesnt step back. It just blinks, while the damage popup gets displayed.

However, with VisuStella Core and BattleCore installed, the enemy steps back once he gets hit. Some little feature they thought to be fitting.


I already tried it out but it seems to make no difference between enemy and actor sprites (which is interesting, since the parameters are within the "Actor Battle Settings" tab while influencing enemies aswell.) If i alter those paramters (to 0) no sprite will be stepping back, no matter what.


I did within a new MZ project where only VisuStella Core and BattleCore are the only active plugins.
But the enemy sprite keeps moving backwards. Seems like its all about the "flinch" parameter provided by said plugins.

Yep, i dont see a third way, since im confortable with the "backwards step" --> flinching during other skills. Dont plan to remove overall flinching in my game.

Anyway, thanks for the quick replies! Have a good day!
In that case I could only image you taking out the flinch in the parameters and manually make them flinch in the action sequencing.
 

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