@ATT_Turan I was able to make the characters move, and have the camera center and zoom in on the action. However, the player character moves back to the home position immediately. Also, the enemy turns backwards after they finish moving, which is very goofy. It might be for the same reason the enemy starts facing the wrong way when the battle starts.
On top of that, the Window_BattleStatus doesn't disappear during the use of skills, so it looks really janky. I suspect some of my plugins are interfering with the action sequence and are responsible for both issues.
If you have any on how to fix the Window_BattleStatus issue, I am all eyes - though I guess you would need to see all of the plugins I have installed, yes? I will be be adding them to this post. I think instead of having the characters move, I will just have them positioned closer to begin with and have
Code:
<setup action>
immortal: target, true
move target: backward, 448, 5
move user: backward, 448, 5
CAMERA PAN: POINT, 960, 300, 60
zoom: 200%, 45
wait for camera
wait for zoom
</setup action>
<target action>
action animation: target
wait for animation
</target action>
<follow action>
reset camera: 30
reset zoom
move user: home
move target: home
immortal: target, false
</follow action>
----
Original post:
Sorry, I don't use forums much, and I knew I had to encapsulate the code somewhere, so I figured quotes was the way to go.
Why are you trying to move the user backward? It doesn't look like they have anywhere near 448 pixels between them and the edge of the screen, so there's no place to go. If you want both battlers to move toward the center of the screen, then they would both move forward, right?
It is because RPG Maker by default wants the player to be at the right side, and enemies at the left side. I have a small plugin that places them where I want them to be (although you may have noticed the enemy starts the fight facing the wrong direction, something to fix later on). Because of this change, from my experience (with other plugins), if I try to move the player forward, they go backward instead. So since I wanted the player to head towards the middle of the screen, I tried to make them go backward. Dunno if it makes sense.
So if the actor/enemy can't move the exact distance typed in the code, they just don't move at all? If so, perhaps I outplayed myself by trying to predict what would happen, so I will try making them move forward instead.
Oh, the 448 pixel is an arbitrary number I typed to see if the character was moving towards the desired direction.
Why are you making enemy 1 thrust? Unless you're using side-view battlers, enemies have no attack motions, and wouldn't you want the battler using the skill to be the one swinging?
Seems like that should be motion thrust: user
I am using side-view battlers! I drew a bunch of different poses for the enemy, and the thrust motion in the actual sprite sheet is the enemy posing as if they are bracing themselves for the upcoming attack. Though as you pointed out, it seems like I messed up the code itself.
I also don't get why you keep referencing enemy 1. If you have more than one enemy in the troop, enemy 1 is not necessarily the one that the player targeted with the skill.
If you don't have more than one enemy in the troop, there's still no need to type extra things like that - you should always just be using target
Okay, thank you. I thought target was a placeholder term to be replaced with user, enemy 1, enemies, and so on.