asasinsonic

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I want to be creative with the visuals with the sideview combat, and i made extra animation frames for kicking, spinning, ect. I try to do them but they wont work. Am i doing it wrong or does this plugin not support this at all?

2016-12-01_01-50-05.gif

dllhost_2016-12-01_01-47-48.png

RPGMV_2016-12-01_01-47-22.png

RPGMV_2016-12-01_01-46-55.png
 

ashikai

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Make sure your action sequence plugins are up to date. I was having a similar issue until I updated Action Sequences Pack 2.
 

ashikai

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I think Battle Engine Core has to be below YEP_CoreEngine. Try that first.
 

asasinsonic

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I think Battle Engine Core has to be below YEP_CoreEngine. Try that first.

That does make sense.


I switched the two arround, but still no result! Darn.
 

ashikai

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Can you paste the whole actor and skill notebox?


In the meantime, try adding:


animation wait 10: user
wait for animation


Cuz it might be playing but not waiting properly.
 

asasinsonic

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Actor

<Sideview Battler: Rika2>


<Sideview Battler Frames: 10>


<Sideview Battler Size: 250, 250>


<Sideview Battler Motion>


Name: Escape


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Idle


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Walk


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Wait


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Victory


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Dying


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Abnormal


Index: 0


Loop


Frames: 6


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Evade


Index: 1


Frames: 6


Speed: 10


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Guard


Index: 2


Loop


Frames: 4


Speed: 10


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Chant


Index: 2


Loop


Frames: 4


Speed: 10


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Spell


Index: 2


Loop


Frames: 4


Speed: 10


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Skill


Index: 2


Loop


Frames: 4


Speed: 10


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Dead


Index: 3


Loop


Frames: 4


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Sleep


Index: 3


Loop


Frames: 4


Speed: 15


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Missile


Index: 4


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Swing


Index: 4


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Thrust


Index: 5


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Uppercut


Index: 6


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Rapid


Index: 7


Loop


Frames: 8


Speed: 2


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Spin


Index: 8


Loop


Frames: 4


Speed: 2


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Kick


Index: 9


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Lowkick


Index: 10


Frames: 9


Speed: 3


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Damage


Index: 11


Loop


Frames: 1


Speed: 11


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Swingstill


Index: 12


Loop


Frames: 1


Speed: 11


</Sideview Battler Motion>


<Sideview Battler Motion>


Name: Thruststill


Index: 13


Loop


Frames: 1


Speed: 11


</Sideview Battler Motion>



Skill

<setup action>


display action


if user.attackMotion() !== 'missile'


camera focus: target


zoom: 150%, 20


camera offset: right, 50


else


camera focus: user


zoom: 250%, 20


wait: 20


camera focus: target


zoom: 150%, 20


camera offset: right, 50


end


immortal: targets, true


</setup action>


<target action>


if user.attackMotion() !== 'missile'


jump user: 35,20


wait for jump


move user: targets, front, 20


else


perform start


end


wait for movement


wait: 10


attack animation: target


jump user: 120%, 40


motion Spin: user


action effect


shake screen: 6, 50, 3


wait: 5


shake screen: 1, 50, 6


wait: 2


wait for animation


wait for movement


wait: 5


</target action>



Sorry if it seems messy, it is unfinished after all
 

asasinsonic

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(accidental double post)
 
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ashikai

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Huh. I dunno man, it looks ok to me. All I can think of is that you have a plugin conflict somewhere. Are you using any Moghunter or VictorEngine scripts?
 

asasinsonic

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Not at the moment. Here's the list of plugins I currently have. Everything BUT the GALV plugins is on.

RPGMV_2016-12-01_15-43-15.png
 

ashikai

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Wait a minute...


When you write if user.attackMotion() !== 'missile'


if user.attackMotion() !== 'missile'


you are checking to see if the user attack motion is NOT a missle and then playing that action; in other words, this is what plays if you are swing/thrusting. So the action that SHOULD be playing (and is playing) is:


jump user: 35,20
wait for jump
move user: targets, front, 20


Which is exactly what's happening in your GIF. I think you've just got your conditionals switched. try this instead:


<target action>

if user.attackMotion() !== 'missile'
move user: targets, front, 20
wait for movement
wait: 10
attack animation: target
jump user: 120%, 40
motion Spin: user
action effect
shake screen: 6, 50, 3
wait: 5
shake screen: 1, 50, 6
wait: 2

wait for animation
wait for movement
wait: 5

else
perform start
end

action effect

</target action>


I'm not sure why the if conditional is here... it seems a bit unnecessary. Unless you're going to have different animations for both a missile and non-missile weapon in the same skill, I'd just remove them entirely. It's too confusing in a tiny notebox. 


Aaaaanyway. Give that a shot or at least try removing the conditionals and see what happens. I'm like, 90% sure this is the problem (I've been coding all day and I was totally not awake when I responded last time) and that the plugin itself isn't the issue. 
 

asasinsonic

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That is incorrect, actually. The jump you are referring to is the tiny hop that happens before moving towards the enemy, as you can see in the GIF.


I also removed the conditionals, and no dice. (It was there because i copied and paste from my Attack notes and forgot to change that.)


I will provide my project in a ZIP if you want to look into it further, because i'm just as confused about it as anyone else. 
 

ashikai

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AHAHAHAHHAHAHA


...I'm an idiot. I cannot believe I missed this. I think I need to go hide and sleep for a week. Also the documentation for YED_Sideview isn't very clear, BUT! I have the solution (which is good, cuz I needed this too for my own project).


You can't write [motion spin:user], you have to write [custom motion spin: user].


.........EVERYTHING ELSE IS FINE :'D


Just to clarify:


motion [name]: user = DEFAULT MV actions ONLY


custom motion [name]:user = YED_Sideview CUSTOM actions


...TADAAAAAAAA //runs away to sleep forever~
 

asasinsonic

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aaaAAAAAAAAAAAAAA͏̷҉̡A̶͘


Thank you so much  for your continuous help! They should really change that in the help menu it what made me the most confused. i assumed when it said "CUSTOM MOTION" it meant the name of the custom motion. Now i can finally do a bunch of funky doodads!

2016-12-02_12-00-50.gif
 

ashikai

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IKR? I did the exact same thing in my project!


Make a note of it somewhere (I will too) so you don't forget! \@A@/
 

asasinsonic

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I now have a new problem but i guess that calls for a new question thread...? Unless you have an answer for me. All i did was copy pasted the actor code into enemy.

2016-12-02_12-37-30.gif
 

ashikai

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I haven't experimented much with enemies yet (still gotta finish two sprite sheets), but I remember reading some stuff about it. You could start here:




and here:




I haven't tested either of them, but they seem to have exactly the same issue as you. Give them a shot first. :D
 

asasinsonic

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It half worked, now the action sequences and enemy placement is off...


the name appears on the bottom left


chrome_2016-12-02_18-09-46.png


2016-12-02_18-09-04.gif


EDIT: so by doing so, it changes the entire hitbox of the enemy. It makes it believe the enemy is the size of whatever the spritesheet is, causing them to fly off screen and hitting where "front" is. found out by changing FRONT to CENTER, and i saw my character run above the screen and attacking. should i start a new question for this ?
 
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