RMMZ Dragoon Jump??? Let's just get this out of the way

Greyman972

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I'm sure I won't be the last person to request this. Does anyone have an action sequence to recreate the famous Dragoon Jump skill from the final fantasy series? Much appreciation!
 

slimmmeiske2

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Since you mention Action Sequence, I'm assuming you're using the Visustella plugins?

I've moved this thread to Plugin Support. Thank you.

 

miyanke

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Yanfly created this Jump that could be adapted to the new VS style.

I'm not good with Action Sequences but maybe someone could help.
 

Krystek_My

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@miyanke wrong engine, you're giving code to MV, where subject is MZ
 

miyanke

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As I said I'm not good with the Action Sequences, in fact, it's my first time creating one.
I tried to adapt Yanfly to VS Style in Common Events resulting an error with "

SyntaxError
Identifier 'target' has already been declared


". Maybe someone can check and detect where the error is.
Edited: I found that the error is in the State, but I don't know how to fix it.

I used the MV Yanfly design for the attack:
  • One Jump Skill that just select the target with one target.
  • One State that makes the character unselectionable (while it's in the air). I did it with *Objective*0% instead of a JS Command.
  • One Landing Skill that makes the damage.
Jump skill:
1603912501289.png
Jump Common Event:
Jump.jpg

Jump State:
1603912544396.png
JavaScript:
<JS On Erase State>
// Get the landing skill.
var skill = 394;
// Get the last targeted index.
var target = -2;
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</JS On Erase State>
(Maybe instead of Erase it should be Expire, but I misunderstand the differences).

Landing Skill:
1603912739135.png
Landing Skill Common Event:
Landing.jpg
 

miyanke

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Solved!
I changed a few things about the Action Sequence to make it faster but the main problem was the State, so I changed it for this code (I found in a post) and it work:
JavaScript:
<JS On Expire State>
user.forceAction(211, -1);
BattleManager.forceAction($gameParty.members()[1]);
</JS On Expire State>

The Landing Common Event has been changed to:
Code:
BTLOG: Clear Battle Log
ACSET: Setup Action Set
    Display = true
    Immortal = true
    Wait = false
    Cast = false
    Wait = false
MOVE: Move to Target (s)
    Target = user
    Targets = all targets
    Target = front base
    Melee = 24
    Offset = horz
    Offset X = 0
    Offset Y = 0
    Duration = 1
    Face = true
    Movement = Linear
    Movement = Victory
    Wait = true
CAMERA: Focus Target(s)
    Targets = user
    Duration = 30
    Camera = InOutSine
    Wait = true
ZOOM: Change Scale
    Scale=1.5
    Durantion=60
    Zoom = InOutSine
    Wait = true
MOTION: Motion type
    Targets = user
    Motion = attack
    Show = true
MOVE: Opacity
    Targets = user
    Desired = 255
    Duration = 1
    Opacity = Linear
    Wait = false
MOVE: Float
    Targets = user
    Desired = 0
    Duration = 20
    Float = Linear
    Wait = false
ANIM: Show Animaation
    Targets = all targets
    Animation ID = 2
    Mirror = false
    Wait = true
MECH: Action Effect
    Targets = all targets
IMPACT: Shockwave from Target(s) Center
    Targets = all targets
    Target L. = middle center
    Amplitude = 30
    Wavelength = 160
    Duration = 60
MOTION: Wait By Motion Frame
    Motion Frames = 5
CAMERA: Reset
    Reset = true
    Reset = true
    Duration = 60
    Camera = InOutSine
    Wait = false
ZOOM: Reset Zoom
    Duration = 60
    Zoom = inOutSine
    Wait = true
MOVE: Jump
    Targets = user
    Desired = 200
    Duration = 30
    Wait = false
MOVE: Move to Point
    Targets = user
    Destination = home
    Offset = horz
    Offset = 0
    Offset = 0
    Duration = 12
    Face = true
    Movement = Linear
    Movement = walk
    Wait = true
ACSET: Finish Action
    Immortal = true
    Wait = true
    Wait = true
    Clear = true
    Home = true
    Wait = true
Anyway, @Greyman972 , if you don't want to make it this hard, i've been researching and found this post with an idea withouth the Action Sequence. Maybe it could be useful.

 
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Solved!
I changed a few things about the Action Sequence to make it faster but the main problem was the State, so I changed it for this code (I found in a post) and it work:
JavaScript:
<JS On Expire State>
user.forceAction(211, -1);
BattleManager.forceAction($gameParty.members()[1]);
</JS On Expire State>

The Landing Common Event has been changed to:
Code:
BTLOG: Clear Battle Log
ACSET: Setup Action Set
    Display = true
    Immortal = true
    Wait = false
    Cast = false
    Wait = false
MOVE: Move to Target (s)
    Target = user
    Targets = all targets
    Target = front base
    Melee = 24
    Offset = horz
    Offset X = 0
    Offset Y = 0
    Duration = 1
    Face = true
    Movement = Linear
    Movement = Victory
    Wait = true
CAMERA: Focus Target(s)
    Targets = user
    Duration = 30
    Camera = InOutSine
    Wait = true
ZOOM: Change Scale
    Scale=1.5
    Durantion=60
    Zoom = InOutSine
    Wait = true
MOTION: Motion type
    Targets = user
    Motion = attack
    Show = true
MOVE: Opacity
    Targets = user
    Desired = 255
    Duration = 1
    Opacity = Linear
    Wait = false
MOVE: Float
    Targets = user
    Desired = 0
    Duration = 20
    Float = Linear
    Wait = false
ANIM: Show Animaation
    Targets = all targets
    Animation ID = 2
    Mirror = false
    Wait = true
MECH: Action Effect
    Targets = all targets
IMPACT: Shockwave from Target(s) Center
    Targets = all targets
    Target L. = middle center
    Amplitude = 30
    Wavelength = 160
    Duration = 60
MOTION: Wait By Motion Frame
    Motion Frames = 5
CAMERA: Reset
    Reset = true
    Reset = true
    Duration = 60
    Camera = InOutSine
    Wait = false
ZOOM: Reset Zoom
    Duration = 60
    Zoom = inOutSine
    Wait = true
MOVE: Jump
    Targets = user
    Desired = 200
    Duration = 30
    Wait = false
MOVE: Move to Point
    Targets = user
    Destination = home
    Offset = horz
    Offset = 0
    Offset = 0
    Duration = 12
    Face = true
    Movement = Linear
    Movement = walk
    Wait = true
ACSET: Finish Action
    Immortal = true
    Wait = true
    Wait = true
    Clear = true
    Home = true
    Wait = true
Anyway, @Greyman972 , if you don't want to make it this hard, i've been researching and found this post with an idea withouth the Action Sequence. Maybe it could be useful.


Hey there, I appreciate you doing the work to help us lurkers learn how to navigate these action sequences. This is one of those that I've tried to implement countless times but to no avail.

How did you get the BattleManager.forceAction to work? When I implement it, it just has my character stay hidden up in the air and doesn't come down. I checked the console and see that it doesn't throw out an error so I think it is suppose to run.

Did you have different settings or plugins installed? For testing purposes I'm starting from a fresh project with just the VIsuMZ Sample Project plugins installed.

EDIT: Ah nevermind! It works but it replaces the user's action with Land instead of using Land then having an action for a turn. Interesting.
 
Last edited:

PixelBoy360

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I know this is an old thread but when I do this, the enemy goes up, but doesn't come down? It's like the game isnt reading the state not tag?
 

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