Problem with delayed skill/skill that activates upon state running out.

Captain_Joshua

Veteran
Veteran
Joined
Sep 10, 2017
Messages
50
Reaction score
3
First Language
English
Primarily Uses
RMMV
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.
 

glaphen

Veteran
Veteran
Joined
Jan 13, 2019
Messages
326
Reaction score
120
First Language
English
Primarily Uses
RMMV
Do you have the state setup right, try increasing it by 1 turn duration.
 

Captain_Joshua

Veteran
Veteran
Joined
Sep 10, 2017
Messages
50
Reaction score
3
First Language
English
Primarily Uses
RMMV
Do you have the state setup right, try increasing it by 1 turn duration.
Yes, I have tried to do this. Currently it´s at 3 turns ninstead and the exact same issue still arises.
 

glaphen

Veteran
Veteran
Joined
Jan 13, 2019
Messages
326
Reaction score
120
First Language
English
Primarily Uses
RMMV
Yes, I have tried to do this. Currently it´s at 3 turns ninstead and the exact same issue still arises.
It's set up like this with the cannot move, ect
JUMP.png
If not, does it work with Olivias battle system off, if it does probably problem with Olivias, I know I can't use the code in Yanflys own CTB.
 

Captain_Joshua

Veteran
Veteran
Joined
Sep 10, 2017
Messages
50
Reaction score
3
First Language
English
Primarily Uses
RMMV
Yes, the problem does seem to be Olivias plugin. I will try to figure out a way to fix that problem myself, there is seemingly no problem with the actual code since it´s working fine with the base battle system.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How you feel about font and dialogue box changing for every main character while the minor cast and regular npc get their own styles? Too much?
Just found an obviously custom effect (i.e. edited by me) in my resources>sounds folder called "rip jaw off". Dear Lord what is wrong with me as a person that at some point I needed a sound *specifically* for THAT??
(...rhetorical question.)
so like with the whole 'familiarity breeds contempt thingy', how are you supposed to tell if your title screen/battle music gets really tedious after a few dozen plays or if you're just personally hella sick of it?
YAY!!! My third help Guide STEAM integration in MV (High performance) has been posted!

Both the polls for the 3rd Original Character Contest ended with 5th place ties! So let's break those ties. Vote now for your favorite of the ones tied!


Forum statistics

Threads
107,516
Messages
1,030,202
Members
139,642
Latest member
Arc115
Top