help with yanfly battle core plugin

sirkos

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lithkast

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Does it still use the skill at 100 TP and just not show the animation, or does it just not use the skill whatsoever?
 

kiriseo

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Does it still use the skill at 100 TP and just not show the animation, or does it just not use the skill whatsoever?
We already somewhat "solved" this in his other thread.

http://forums.rpgmakerweb.com/index.php?/topic/54292-help-with-how-to-make-a-limit-break-setup/?p=537267

The actor uses the skill, but the cast animation (not the skill animation itself) will not be displayed.

That happens regardles of the TP cost when using a skill that replaces "Attack" or "Guard" with Yanflys Weapon Unleash plugin,

'cause the replace skill will be treated as the default "Attack"/"Guard" commands.
 
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sirkos

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We already somewhat "solved" this in his other thread.

http://forums.rpgmakerweb.com/index.php?/topic/54292-help-with-how-to-make-a-limit-break-setup/?p=537267

The actor uses the skill, but the cast animation (not the skill animation itself) will not be displayed.

That happens regardles of the TP cost when using a skill that replaces "Attack" or "Guard" with Yanflys Weapon Unleash plugin,

'cause the replace skill will be treated as the default "Attack"/"Guard" commands.
but is there an answer to this tho? yanfly said to add the animation into the <action sequence> but i dont know that would look like
 

kiriseo

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but is there an answer to this tho? yanfly said to add the animation into the <action sequence> but i dont know that would look like
Take you LB skill and write the action sequence in the notetag.

I don't know what your <Cast Animation> looks like, 'cause it is one you have created.

If the cast animation should be played on your actor, use this

<setup action>animation ID: useranimation wait: FRAMES</setup action><whole action>action animation</whole action>Replace ID with the ID of your cast animation, and FRAMES with the last frame number you've used for that skill.

If the cast animation should be played on the enemy, use

animation ID: targetinstead.
 

sirkos

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Take you LB skill and write the action sequence in the notetag.

I don't know what your <Cast Animation> looks like, 'cause it is one you have created.

If the cast animation should be played on your actor, use this

<setup action>animation ID: useranimation wait: FRAMES</setup action><whole action>action animation</whole action>Replace ID with the ID of your cast animation, and FRAMES with the last frame number you've used for that skill.

If the cast animation should be played on the enemy, use

animation ID: targetinstea

Take you LB skill and write the action sequence in the notetag.

I don't know what your <Cast Animation> looks like, 'cause it is one you have created.

If the cast animation should be played on your actor, use this

<setup action>animation ID: useranimation wait: FRAMES</setup action><whole action>action animation</whole action>Replace ID with the ID of your cast animation, and FRAMES with the last frame number you've used for that skill.

If the cast animation should be played on the enemy, use

animation ID: targetinstead.
ok thanks :D

<whole action>

action animation

</whole action>

would that be the normal action tag setup  that i have? because i have something like

move to front of the target 

play animation of skill

wait for animation

move back to home
 
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kiriseo

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ok thanks :D

<whole action>

action animation

</whole action>

would that be the normal action tag setup  that i have? because i have something like

move to front of the target 

play animation of skill

wait for animation

move back to home
action animation only plays the animation set to the skill through the database.

If you have another action sequence set up, use that instead.
 

sirkos

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action animation only plays the animation set to the skill through the database.

If you have another action sequence set up, use that instead.
hey im not really getting this can you try and convert it plz?

<Cast Animation: 129>

<setup action>

MOVE user: target, FRONT BASE, 12

wait for movement

motion swing: user

</setup action>

what would it look like to make cast animation work with this?
 

kiriseo

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hey im not really getting this can you try and convert it plz?

<Cast Animation: 129>

<setup action>

MOVE user: target, FRONT BASE, 12

wait for movement

motion swing: user

</setup action>

what would it look like to make cast animation work with this?
You can't use <Cast Animation> for this.

I gave you a "blueprint" for this, but well.

I'll need the number of frames from your animation #129.

And should the cast animation be played on top of the user, or the enemy?

When you give me those infos, I can make the sequence for you.
 

sirkos

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You can't use <Cast Animation> for this.

I gave you a "blueprint" for this, but well.

I'll need the number of frames from your animation #129.

And should the cast animation be played on top of the user, or the enemy?

When you give me those infos, I can make the sequence for you.
i know i cant use cast animation now but you knew what i ment

for now cast animation played on the actor animation 129 has 29 frames

thank you for helping me 
 
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kiriseo

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The action sequence is almost complete.

There's only one thing left for you to decide.

As it is now, the actor uses the cast animation, steps in front of the enemy, swings his weapon, and the skill animation will be played.

While the skill animation plays, the actor goes back to his original position.

<setup action>animation 129: useranimation wait: 29</setup action><whole action>MOVE user: target, FRONT BASE, 12wait for movementmotion swing: useranimation wait: 10 // Adjust this, if you want more/less time between the swing and skill animationaction animation</whole action>If you want the actor to remain in front of the enemy until the skill animation is over, just insert this after action animation

Code:
animation wait: FRAMES // Replace FRAMES with the # of frames from your skill animation.
 
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sirkos

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The action sequence is almost complete.

There's only one thing left for you to decide.

As it is now, the actor uses the cast animation, steps in front of the enemy, swings his weapon, and the skill animation will be played.

While the skill animation plays, the actor goes back to his original position.

<setup action>animation 129: useranimation wait: 29</setup action><whole action>MOVE user: target, FRONT BASE, 12wait for movementmotion swing: useranimation wait: 10 // Adjust this, if you want more/less time between the swing and skill animationaction animation</whole action>If you want the actor to remain in front of the enemy until the skill animation is over, just insert this after action animation

animation wait: FRAMES // Replace FRAMES with the # of frames from your skill animation.
ok thank you for helping me :D
 

kiriseo

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ok thank you for helping me :D
I forgot one important thing.

When you use the sequence I gave you, the skill wont do any damage.

Add this right bevor the closing </whole action> tag

Code:
action effect
 

sirkos

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I forgot one important thing.

When you use the sequence I gave you, the skill wont do any damage.

Add this right bevor the closing </whole action> tag

action effect
it seems that tag doesnt work when i use it on a skill nothing changed
 

kiriseo

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it seems that tag doesnt work when i use it on a skill nothing changed
that's not a tag itself.

You have to use it inside your action sequence like this:

Code:
<setup action>animation 129: useranimation wait: 29</setup action><whole action>MOVE user: target, FRONT BASE, 12wait for movementmotion swing: useranimation wait: 10action animationanimation wait: 50action effect // <----- Here</whole action>
 

sirkos

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that's not a tag itself.

You have to use it inside your action sequence like this:

<setup action>animation 129: useranimation wait: 29</setup action><whole action>MOVE user: target, FRONT BASE, 12wait for movementmotion swing: useranimation wait: 10action animationanimation wait: 50action effect // <----- Here</whole action>i think theres a misunderstanding here

i know "action effect" isnt a tag i was just replying to the last message you posted so from there......

<setup action>

animation 129: user

animation wait: 29

</setup action>

<whole action>

MOVE user: target, FRONT BASE, 12

wait for movement

motion swing: user

animation wait: 10 // Adjust this, if you want more/less time between the swing and skill animation

action animation

</whole action>

it seems that tag doesnt work when i use it on a skill nothing changed still no animation 129 on user and so on just the skill animation and the <whole action> playing

do i have to add something where it says action effect <-----here? because it seems that the tag you gave me does what i already what it to do its just not doing it
 
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kiriseo

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do i have to add something where it says action effect <-----here? because it seems that the tag you gave me does what i already what it to do its just not doing it
Could you post a screenshot of your skill?
 

sirkos

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ok 

Could you post a screenshot of your skill?
ok i uploaded 2 pics on my first post at the top showing the skill with the tag

also now when using the tagged skill it doesnt do

<setup action>

animation 129: user

animation wait: 29

</setup action>

and just moves to the enemy and uses the skill twice like first time ok but second time same skill animation and another set of damage and the skill suppose to only damage the enemy once
 

kiriseo

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I don't see anything that could be wrong, and the skills I used to test the sequence are working fine.

If you could upload your project, I can look through it. Maybe I find something.
 
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sirkos

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I don't see anything that could be wrong, and the skills I used to test the sequence are working fine.

If you could upload your project, I can look through it. Maybe I find something.
where you want me to upload? and upload what? the game package or game data? also it takes along time to upload to dropbox
 

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