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- Jan 13, 2019
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I dont think it worked , still playing the same damage and sound when action effect is played, regularly. I put the plugin right beneath the SV_enemies
here's how i put it:
Am i missing any setup? I left it for switch 1 like you did, its not being used for anything besides that, so idk whats going wrongJavaScript:<target action> if user.attackMotion() !== 'missile' move user: targets, front, 15, auto offset x +30 else perform start end wait for movement eval: user.battler().setFrame("attack", 0); move user: targets, front, 1, auto offset y -3, auto offset x +30 face user: target wait: 18 animation 123: user, mirror animation 124: user, mirror wait: 1 eval: user.battler().setFrame("attack", 1); motion damage: target wait: 42 change switch 1: on action effect change switch 1: off move user: targets, front, 2, auto offset y +3, auto offset x +30 face user: target animation 122: user, mirror wait: 1 eval: user.battler().setFrame("attack", 2); wait: 4 Eval: user.battler().removeMaxFrame() death break </target action>
EDIT:
For some reason, as i was testing the action sequence, adding the push back that also comes with the action effect (btw, is there a way to also remove that push back so i can input it manually?), but when i add
move target: backward, 15, 3
face target: forward
motion damage: target
then i get back to jolting again, the actor drops forward. I guess is a bug that is going on with the move lines, i have no idea why
Code:
Sprite_Battler.prototype.stepFlinch = function() {
if (!$gameSwitches.value(1)) {
var flinchX = this.x - this._homeX - Yanfly.Param.BECFlinchDist;
var flinchY = this.y - this._homeY;
this.startMove(flinchX, flinchY, 6);
}
};
};
move target: backward, 12, 6
face target: forward
should be the same as a flinch put it before motion or it gets canceled, but yeah it seems to be making the jolt happen, no idea why or how to fix it though, as said earlier you can try to increase the duration of the movement and it won't be as fast/noticeable or just not use flinch by making it this.
Code:
Sprite_Battler.prototype.stepFlinch = function() {};
