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- Sep 10, 2017
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I am trying to create a skill that has the user fly up into the air for 1 turn before going down and striking the opponent, think the Fly/Dig move from pokemon. It´s based on the Dragoon Jump skill from Yanfly.
// Action Sequences
// Setup: Jump animation.
<Setup Action>
display action
perform start
wait: 60
se: Wind1, 40, 150
float user: 495%, 20
opacity user: 0%, 20
wait for float
</Setup Action>
// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>
// Target: Flag the target.
<Target Action>
action effect
</Target Action>
// Follow: Apply Jump state to user.
<Follow Action>
add state 67: user
</Follow Action>
// Finish: Without landing.
<Finish Action>
clear battle log
</Finish Action>
this is the first skill that then applies the following state
// Selection Control
<Cannot Select: All>
// Buffs & States Core
<Custom Leave Effect>
// Get the landing skill.
var skill = 118;
// Get the last targeted index.
var target = -2;
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>
which then leads into the second skill
<Setup Action>
clear battle log
display action
immortal: targets, true
move user: target, base, 1
</Setup Action>
<Whole Action>
motion attack: user
opacity user: 100%, 1
float user: 0, 20
wait: 10
animation 2: target
action effect
wait for animation
</Whole Action>
<Target Action>
</Target Action>
<Follow Action>
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>
However, for some reason, the skill activates twice, once simply playing the normal character swing while causing the target damage, and then a second time actually moving over to the target, striking them, and moving back to the original position. Does anybody know why this may happen?
https://imgur.com/a/L9dTWaA
The screenshot shows what happens when the skill activates before it´s supposed to actually activate. The actor does not move here. However, when the skill activates when it´s supposed to activate, the actor does in fact move down and attack the target.
// Action Sequences
// Setup: Jump animation.
<Setup Action>
display action
perform start
wait: 60
se: Wind1, 40, 150
float user: 495%, 20
opacity user: 0%, 20
wait for float
</Setup Action>
// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>
// Target: Flag the target.
<Target Action>
action effect
</Target Action>
// Follow: Apply Jump state to user.
<Follow Action>
add state 67: user
</Follow Action>
// Finish: Without landing.
<Finish Action>
clear battle log
</Finish Action>
this is the first skill that then applies the following state
// Selection Control
<Cannot Select: All>
// Buffs & States Core
<Custom Leave Effect>
// Get the landing skill.
var skill = 118;
// Get the last targeted index.
var target = -2;
// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>
which then leads into the second skill
<Setup Action>
clear battle log
display action
immortal: targets, true
move user: target, base, 1
</Setup Action>
<Whole Action>
motion attack: user
opacity user: 100%, 1
float user: 0, 20
wait: 10
animation 2: target
action effect
wait for animation
</Whole Action>
<Target Action>
</Target Action>
<Follow Action>
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>
However, for some reason, the skill activates twice, once simply playing the normal character swing while causing the target damage, and then a second time actually moving over to the target, striking them, and moving back to the original position. Does anybody know why this may happen?
https://imgur.com/a/L9dTWaA
The screenshot shows what happens when the skill activates before it´s supposed to actually activate. The actor does not move here. However, when the skill activates when it´s supposed to activate, the actor does in fact move down and attack the target.


