DoubleX RMVXA Unison Skills/Items

ShinGamix

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Thanks for keeping this up to date!!! I am going to explore the unison items more. There could be a lot of depth there and maybe a unique way of crafting new items (that everyone will sure do once they read this also)
 

DoubleX

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tiagoms

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Hello

Well, you came here "abusing" again.
Your script works perfectly here in the question of blocking skill if the hero "x" is not in the battle group or if the hero "x" does not have the ability and even the own atb I'm using.

Until then, PERFECT.

But, at the time the spell is activated, it's the warning activation but not execulta movement.

Yes .. I Use the Victor ATB ...
And yes .. the only problem is found.

Can you do anything? Enjoyed your system.
 

DoubleX

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Hello

Well, you came here "abusing" again.

Your script works perfectly here in the question of blocking skill if the hero "x" is not in the battle group or if the hero "x" does not have the ability and even the own atb I'm using.

Until then, PERFECT.

But, at the time the spell is activated, it's the warning activation but not execulta movement.

Yes .. I Use the Victor ATB ...

And yes .. the only problem is found.

Can you do anything? Enjoyed your system.
It depends on what other custom scripts(besides Victor ATB, Victor basic module and maybe Battle Engine Symphony) you're using, so you'd help me a lot if you list them all with their ordering following that in your project.

Besides, as I rarely used nor studied any Victor script and right now I'm a bit busy, I'll probably need quite some time just to figure out what your issue really is and if I can do something about it, so don't expect too much XD
 

tiagoms

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Hello DoubleX follows a Demo attached for greater comprehension.

Observation.
Skill ID 130
Actor 2 and 4.

Not active skill.

I await your feedback.

Project1.rar
 

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DoubleX

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tiagoms

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Doublex, Entering the skills, in menu. show this error (image annexed)

(Using the "Unison Skills/Itens" script + Fix)

imagem.JPG
 

DoubleX

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tiagoms

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Doublex, Is there any problem in publishing your script in another forum?
 

DoubleX

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Doublex, Is there any problem in publishing your script in another forum?
That depends on how you publish it. I'd use a case-by-case judging approach :D
 

tiagoms

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Doublex, hello again.
I saw this video on youtube and I was very confused.




See ...

1 - "Actor X" use spell
2 - player X and Y load the magic.
3 - the two actors (X and Y) move forward.
4 - the two actors use magic.
5 - the two actors make movements
6 - In the end, the two actors return to their positions.

How is this possible?
I Deleted all my scripts, just let the battle symphony + unison, yet this event does not occur.

What happens is my:
1 - "Actor X" use spell
2 - a msg appears saying that "x and y carried Actor magic"
3 - Only "Actor X" moves forward
4 - the actor "X" uses magic (costs Mp / tp and even ATB - when used - are accounted perfectly)
5 - "Actor x" performs the movement
6 - In the end, the "Actor X" returns to its position.

ie, the difference is that in my case, the "Actor Y", despite your MP / HP / TP ... (cost of skill) recorded, but the "Actor Y" remains "static".


*** EDIT

Added 2 files to exemplify.
1 - "Only yami doublex +" (only has 2 scripts, Battle Symphony + unison)

2 - "Yami, doubleX + basics" => minimum collection of scripts I'm doing use.

*** EDIT 2

It would then be possible to make a "Cooperative Skill", equal to the victor? (same as the SNES game Chrono Trigger)

VE - Cooperative Skill (Skill 1 - Time: 00:46 ~ 00:50.   Skill 2: 1:17 ~ end)

https://www.youtube.com/watch?v=zmIevWTcS2w

Chrono Trigger Combo Skills.



Yami, doubleX and Basics.rar

Only Yami + DoubleX.rar
 

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DoubleX

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Doublex, hello again.

I saw this video on youtube and I was very confused.



See ...

1 - "Actor X" use spell

2 - player X and Y load the magic.

3 - the two actors (X and Y) move forward.

4 - the two actors use magic.

5 - the two actors make movements

6 - In the end, the two actors return to their positions.

How is this possible?

I Deleted all my scripts, just let the battle symphony + unison, yet this event does not occur.

What happens is my:

1 - "Actor X" use spell

2 - a msg appears saying that "x and y carried Actor magic"

3 - Only "Actor X" moves forward

4 - the actor "X" uses magic (costs Mp / tp and even ATB - when used - are accounted perfectly)

5 - "Actor x" performs the movement

6 - In the end, the "Actor X" returns to its position.

ie, the difference is that in my case, the "Actor Y", despite your MP / HP / TP ... (cost of skill) recorded, but the "Actor Y" remains "static".

*** EDIT

Added 2 files to exemplify.

1 - "Only yami doublex +" (only has 2 scripts, Battle Symphony + unison)

2 - "Yami, doubleX + basics" => minimum collection of scripts I'm doing use.

*** EDIT 2

It would then be possible to make a "Cooperative Skill", equal to the victor? (same as the SNES game Chrono Trigger)

VE - Cooperative Skill (Skill 1 - Time: 00:46 ~ 00:50.   Skill 2: 1:17 ~ end)

https://www.youtube.com/watch?v=zmIevWTcS2w

Chrono Trigger Combo Skills.
Have you tried to use my unison compatibility fix also? I opened both of your project but neither of them includes that compatibility fix. It's needed to make my unison script compatible with Yami's Battle Symphony:

http://forums.rpgmakerweb.com/index.php?/topic/22432-doublex-rmvxa-unison-skillsitems-compatibility-fix/?p=213834

It should be placed under both Yami's Battle Symphony and my unison script. You can then use the new symphony tag: unison x - game actor with id x

P.S.: My video is actually outdated and it actually makes all party members move instead of just the unison actors involved. The true intended result should be moving only the latter. If you read my replies there you'll know :)
 
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tiagoms

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Got it.
In fact, for other actors to move, you need to add the tags in skill. correct?

I thought it was automatic. Sorry.
Only in the first file: "Yami, and doubleX Basics.rar", which is a demo, I added the fix (image attached).

imagem.JPG
 

DoubleX

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Got it.

In fact, for other actors to move, you need to add the tags in skill. correct?

I thought it was automatic. Sorry.

Only in the first file: "Yami, and doubleX Basics.rar", which is a demo, I added the fix (image attached).
Yes, and the below example should behave almost exactly as what my video does:

<whole action>

immortal: targets, true

move unison 1: forward, wait

move unison 2: forward, wait

pose: unison 1, cast

pose: unison 2, cast

stance: unison 1, cast

stance: unison 2, cast

animation 81: unison 1, wait

animation 81: unison 2, wait

icon create: unison 1, weapon

icon create: unison 2, weapon

</whole action>

<target action>

pose: unison 1, 2h swing

pose: unison 2, 2h swing

stance: unison 1, attack

stance: unison 2, attack

icon: unison 1, weapon, swing

icon: unison 2, weapon, swing

animation 65: target

ani wait: 3

skill effect: dmg

wait for animation

</target action>

<follow action>

animation 81: unison 1, wait

animation 81: unison 2, wait

pose: unison 1, 2h swing

pose: unison 2, 2h swing

stance: unison 1, attack

stance: unison 2, attack

icon: unison 1, weapon, swing

icon: unison 2, weapon, swing

animation 68: targets

ani wait: 2

skill effect: whole

ani wait: 2

skill effect: whole

ani wait: 2

skill effect: whole

ani wait: 2

skill effect: whole

immortal: targets, false

</follow action>
 
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tiagoms

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Was similar.
The difference is that, in Their video, the actors move for caster in same time.
In my project, the actors move in different time. (Unison 1 first, unison 2 after of action unison 1)

After of actualization, this is idea? or its a problem with my project?

See the demo.

DoubleX.rar
 

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DoubleX

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Was similar.

The difference is that, in Their video, the actors move for caster in same time.

In my project, the actors move in different time. (Unison 1 first, unison 2 after of action unison 1)

After of actualization, this is idea? or its a problem with my project?

See the demo.
It's actually neither but feasibility issues. In Yami's Battle Symphony, at most one symphony tag is triggered at any moment, that's why the tag 'move unison 1: forward, wait' is triggered before 'move unison 2: forward, wait'.

If all unison actors have to move at the same time, I'd have to either change lots of stuffs in Yami's Battle Symphony, creating lots of potential compatibility issues, or make the unison tag to be like 'unison:' instead of 'unison x:'.

But then what if some users want different unison actors to use different symphony tag(like pose, stance, icon, etc)? It'd be impossible without specifying each unison actor under the current symphony tag mechanics.

The only feasible solution I can think of is to add another symphony tag like 'unison all - all unison actors of the skill'. I can add this if you really want to, but first I want to make sure you know this time you've done nothing wrong :)
 

tiagoms

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Sorry for the delay in replying, I had a little trouble understanding some words (even using a translator xD) - My native language is not English -

Yes, it would be very interesting to ADD A NEW TAG.
Thus skills "Mage + Mage" could be created with perfect sync, using "Unison All".

Likewise, in other cases, the movements also could used "Unison X" could be performed!

Perfect! =D
 

DoubleX

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Sorry for the delay in replying, I had a little trouble understanding some words (even using a translator xD) - My native language is not English -

Yes, it would be very interesting to ADD A NEW TAG.

Thus skills "Mage + Mage" could be created with perfect sync, using "Unison All".

Likewise, in other cases, the movements also could used "Unison X" could be performed!

Perfect! =D
I've improved the unison symphony tag in my unison compatibility fix:

http://forums.rpgmakerweb.com/index.php?/topic/22432-doublex-rmvxa-unison-skillsitems-compatibility-fix/?p=213834

Now it becomes: unison x y, game actor with id x and y(i.e., $game_actors[x] and $game_actors[y]) respectively(can be just 1 or more than 2 ids)
 
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EastsideTrouble

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Hey I love the script!  I just recently implemented Vlue's Pets and Summons script and am running into a compatability issue.  Basically, when I summon an actor and as soon as I input their first action I get a crash saying Script 'XX Unison"

line 641: NoMethodError occurred.  undefined method '-' for nil:NilClass.

Is there an easy workaround?
 

DoubleX

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Hey I love the script!  I just recently implemented Vlue's Pets and Summons script and am running into a compatability issue.  Basically, when I summon an actor and as soon as I input their first action I get a crash saying Script 'XX Unison"

line 641: NoMethodError occurred.  undefined method '-' for nil:NilClass.

Is there an easy workaround?
Vlue added a compatibility fix for this issue:

http://forums.rpgmakerweb.com/index.php?/topic/27210-pets-and-summons/

However, he/she added that fix into the compatibility fix script which is for use with scripts that display actor sprites, it might not work if you don't display those.
 

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