help with yanfly battle core plugin

Discussion in 'Javascript/Plugin Support' started by sirkos, Jan 10, 2016.

  1. sirkos

    sirkos Veteran Veteran

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    Last edited by a moderator: Jan 18, 2016
    #1
  2. lithkast

    lithkast Quirky mini boss Veteran

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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?
     
    #2
  3. kiriseo

    kiriseo Veteran Veteran

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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.
     
    Last edited by a moderator: Jan 11, 2016
    #3
  4. sirkos

    sirkos Veteran Veteran

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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
     
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  5. kiriseo

    kiriseo Veteran Veteran

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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: targetinstead.
     
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  6. sirkos

    sirkos Veteran Veteran

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    Last edited by a moderator: Jan 12, 2016
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  7. kiriseo

    kiriseo Veteran Veteran

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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.
     
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  8. sirkos

    sirkos Veteran Veteran

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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?
     
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  9. kiriseo

    kiriseo Veteran Veteran

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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.
     
    #9
  10. sirkos

    sirkos Veteran Veteran

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    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 
     
    Last edited by a moderator: Jan 14, 2016
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  11. kiriseo

    kiriseo Veteran Veteran

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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.
     
    Last edited by a moderator: Jan 15, 2016
    #11
    sirkos likes this.
  12. sirkos

    sirkos Veteran Veteran

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    ok thank you for helping me :D
     
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  13. kiriseo

    kiriseo Veteran Veteran

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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

    Code:
    action effect
     
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  14. sirkos

    sirkos Veteran Veteran

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    it seems that tag doesnt work when i use it on a skill nothing changed
     
    #14
  15. kiriseo

    kiriseo Veteran Veteran

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    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>
     
    #15
  16. sirkos

    sirkos Veteran Veteran

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    Last edited by a moderator: Jan 18, 2016
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  17. kiriseo

    kiriseo Veteran Veteran

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    Could you post a screenshot of your skill?
     
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  18. sirkos

    sirkos Veteran Veteran

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    ok 

    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
     
    #18
  19. kiriseo

    kiriseo Veteran Veteran

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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.
     
    Last edited by a moderator: Jan 18, 2016
    #19
  20. sirkos

    sirkos Veteran Veteran

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    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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