Problem with Jump + ATB

DarkAdria

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Hi all.
I have seen this forum and I have decided to register, so I am new here.
First, I would like to apologize for the language, English is not my native language.
I wanted to make an inquiry, to see if anyone can help me. (If this topic already exists in the forum, I apologize, I have not found it).
I am using two plugins (actually I am spending some more, hahaha) from Yanfly and it seems that they are giving me problems.
I have used the Jump (skill) and ATB plugin.
Everything worked perfectly until yesterday I saw that Jump sometimes reset another character's ATB bar.
I've been testing and it seems that it only happens if a character has twice or more speed than the character that Jump does.
Does anyone know what it could be?
If you need it, I can record it.
Thank you all very much ^^
 

ShadowDragon

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you can provide the video, but more the notetag that the actor is using.
you might be missing something or did something wrong.

also, is your plugin in the correct order?
 

DarkAdria

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you can provide the video, but more the notetag that the actor is using.
you might be missing something or did something wrong.

also, is your plugin in the correct order?
Hello, thank you very much for replying.
I am attaching a video so you can see that when the character named Danh attacks, Angeal's ATB bar is reset.


These are the Yanfly plugins:

I have put all the plugins that are required (I think ...)

I also tell you that I have created a new project using only the plugins for Jump and ATB, none more and the problem also happens.
It is hideous because in the Jump page it indicates that it is ATB compatible: /

I attach an image with the plugins that I use in my project.
 

Attachments

ShadowDragon

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some arent in the correct order, I believe skillcore is also below battle engine core.
re-order the plugins exacly provided here and re-test, it should work the way it
should be if you re-order it.

if the problem persist after that after re-order correctly, report back and someone
else can help you out while I dont know lunatic code though.

but your order are wrong (most of it).
 

DarkAdria

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some arent in the correct order, I believe skillcore is also below battle engine core.
re-order the plugins exacly provided here and re-test, it should work the way it
should be if you re-order it.

if the problem persist after that after re-order correctly, report back and someone
else can help you out while I dont know lunatic code though.

but your order are wrong (most of it).
Hello, thank you very much for answering so quickly^^

I have tried to order the plugins as you have shown me in the link.
Sin título.png

Unfortunately, the same error continues.
However, I've found that it doesn't just happen when another character has twice (or more) agility.
Actually, it always happens.
I have tried to Jump with Danh, but I have changed Angeal for a slower character and the ATB bar restarts too.

Any ideas?
:/


I attach pictures and Notes information about how I have configured the skill.
Sin título.png
In Notes:
// Action Sequences

// Setup: Jump animation.

<Setup Action>

display action

perform start

wait: 60

se: Wind1, 80, 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 16: user

</Follow Action>



// Finish: Without landing.

<Finish Action>

clear battle log

</Finish Action>

Sin título.png
In Notes:
// Action Sequence

// Setup: Setup landing spot.

<Setup Action>

clear battle log

display action

immortal: targets, true

move user: target, base, 1

</Setup Action>



// Whole: Land and deal damage to all targets.

<Whole Action>

wait: 60

motion attack: user

opacity user: 100%, 1

float user: 0, 20

wait: 10

animation 11: targets

action effect

shake screen: 5, 5, 5

wait for animation

</Whole Action>



// Target: Ensure nothing happens.

<Target Action>

</Target Action>



// Follow: Reset everything.

<Follow Action>

jump user: 200%, 30

move user: return, 30

wait for movement

</Follow Action>

Sin título.png
In Notes:
// 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>

Really, thank you very much for your help^^
 

Aesica

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I'm using the ATB system and have a jump skill too, and it works fine. Post your action sequence for Jump, as well as the one for whatever skill you have Jump set to activate when the character lands.

Edit: Oh, and the Jump state as well
 
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DarkAdria

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OK. Thanks for answering.
Jump:
Sin título.png

Jump code:
// Action Sequences

// Setup: Jump animation.

<Setup Action>

display action

perform start

wait: 60

se: Wind1, 80, 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 16: user

</Follow Action>



// Finish: Without landing.

<Finish Action>

clear battle log

</Finish Action>

Jump (hit):
Sin título.png

Jump (hit) code:
// Action Sequence

// Setup: Setup landing spot.

<Setup Action>

clear battle log

display action

immortal: targets, true

move user: target, base, 1

</Setup Action>



// Whole: Land and deal damage to all targets.

<Whole Action>

wait: 60

motion attack: user

opacity user: 100%, 1

float user: 0, 20

wait: 10

animation 11: targets

action effect

shake screen: 5, 5, 5

wait for animation

</Whole Action>



// Target: Ensure nothing happens.

<Target Action>

</Target Action>



// Follow: Reset everything.

<Follow Action>

jump user: 200%, 30

move user: return, 30

wait for movement

</Follow Action>

Jump (state):
Sin título.png

Jump (state) code:
// 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>
 
Last edited:

Aesica

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Well, everything looks in order. At this point, I think your most likely issue is the fact that your plugins appear to be out of order. Yanfly plugins are really picky about the order they appear in. Make sure each one is arranged in the order they appear in this list:


For starters, the ATB plugin should be below the action sequence plugins, but that's not all that's off.
 

DarkAdria

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Well, everything looks in order. At this point, I think your most likely issue is the fact that your plugins appear to be out of order. Yanfly plugins are really picky about the order they appear in. Make sure each one is arranged in the order they appear in this list:


For starters, the ATB plugin should be below the action sequence plugins, but that's not all that's off.
Yes, yes. I have everything in order (I think).
But I don't understand ... why does it work for you and not for me?
I have tried to make a new project, using only the necessary plugins for Jump and ATB (without using others) and the error keeps showing up.

If it works for you, could you take a screenshot of the plugins settings in your project?
Maybe I modified something I shouldn't have and that's what causes the error... : /
 

Aesica

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Yes, yes. I have everything in order (I think).
But I don't understand ... why does it work for you and not for me?
I have tried to make a new project, using only the necessary plugins for Jump and ATB (without using others) and the error keeps showing up.

If it works for you, could you take a screenshot of the plugins settings in your project?
Maybe I modified something I shouldn't have and that's what causes the error... : /
The screenshot you posted of your plugins does have them out of order, so unless you rearranged them since then, that's probably your culprit. That said, mine look just like yours, only without the extra comments, but I'll post them anyway:

Code:
<Hide Combat Text>
<Setup Action>
display action
perform start
wait: 15
se: Jump1, 80, 150
float user: 495%, 20
opacity user: 0%, 20
wait for float
</Setup Action>
<Whole Action>
</Whole Action>
<Target Action>
action effect
</Target Action>
<Follow Action>
add state 91: user
</Follow Action>
<Finish Action>
clear battle log
</Finish Action>
Code:
<Hide Combat Text>
<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: targets
action effect
shake screen: 5, 5, 5
wait for animation
</Whole Action>
<Target Action>
</Target Action>
<Follow Action>
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>
Code:
<Cannot Select: All>
<Custom Leave Effect>
var skill = 148;
var target = -2;
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>

Note: Aside from different skill and state IDs, <Hide Combat Text> is the only real difference, and that's just from a plugin of mine that hides the skill name during the attack execution. I'm 99.9% sure at this point it's your plugin order.
 

DarkAdria

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The screenshot you posted of your plugins does have them out of order, so unless you rearranged them since then, that's probably your culprit. That said, mine look just like yours, only without the extra comments, but I'll post them anyway:

Code:
<Hide Combat Text>
<Setup Action>
display action
perform start
wait: 15
se: Jump1, 80, 150
float user: 495%, 20
opacity user: 0%, 20
wait for float
</Setup Action>
<Whole Action>
</Whole Action>
<Target Action>
action effect
</Target Action>
<Follow Action>
add state 91: user
</Follow Action>
<Finish Action>
clear battle log
</Finish Action>
Code:
<Hide Combat Text>
<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: targets
action effect
shake screen: 5, 5, 5
wait for animation
</Whole Action>
<Target Action>
</Target Action>
<Follow Action>
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>
Code:
<Cannot Select: All>
<Custom Leave Effect>
var skill = 148;
var target = -2;
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>

Note: Aside from different skill and state IDs, <Hide Combat Text> is the only real difference, and that's just from a plugin of mine that hides the skill name during the attack execution. I'm 99.9% sure at this point it's your plugin order.
Oh! Sorry.

I had not understood you (language problems, hahaha). I attach an image with the plugins. I have them ordered like this:
Sin título.png


How should I order them? I obeyed the link you passed me, but I thought that was how they were ordered :/

For Jump + ATB these plugins are used:
Sin título.png

Thanks!

Edit:
Do you have RPG Maker MV updated to 1.5.0 or higher?
Could it be that I need to update some plugin?
 
Last edited:

Aesica

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You could try updating, but at this point, everything you have seems to be in order so I'm not sure what's going on.

Edit: My jump state is only set to last 1 turn instead of 2, and I don't have the evasion stuff, but I doubt either of those make a difference.
 

DarkAdria

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You could try updating, but at this point, everything you have seems to be in order so I'm not sure what's going on.

Edit: My jump state is only set to last 1 turn instead of 2, and I don't have the evasion stuff, but I doubt either of those make a difference.
For that reason I have asked you if you have updated plugins.
If you have them updated and I don't, this may be the reason why the error appears.
If you have them updated, can you pass them to me? (I do not know if asking for that, I am breaking some rule of the forum).

Edit: I made the skill last 1 turn instead of 2 and eliminated the evasion, but the error kept happening.
 
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Aesica

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Based on the plugins you highlighted, my versions are, with your versions in parentheses:
  • RMMV Itself: 1.6.2
  • YEP_BattleEngineCore: 1.46 (1.49)
  • YEP_X_ActSeqPack1: 1.12 (1.13)
  • YEP_X_ActSeqPack2: 1.12 (1.12)
  • YEP_X_ActSeqPack3: Not used (1.05)
  • YEP_X_BattleSysATB: 1.27 (1.28)
  • YEP_X_BuffsStatesCore: 1.15 (1.16)
  • YEP_TargetCore: 1.05 (1.02a)
  • YEP_X_SelectionControl: 1.15 (1.15)
So yeah, a lot of our numbers are different here, with most of mine being older versions than yours. While I probably could send them to you since you have newer versions, (I'd like a mod to clarify this though) I can't post them directly here because I'm not sure which ones are now paid and which aren't.

Of course, it could also be plugin settings or something else obscure. In YEP_BattleEngineCore, do you have timed states set to true?
 

DarkAdria

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Based on the plugins you highlighted, my versions are, with your versions in parentheses:
  • RMMV Itself: 1.6.2
  • YEP_BattleEngineCore: 1.46 (1.49)
  • YEP_X_ActSeqPack1: 1.12 (1.13)
  • YEP_X_ActSeqPack2: 1.12 (1.12)
  • YEP_X_ActSeqPack3: Not used (1.05)
  • YEP_X_BattleSysATB: 1.27 (1.28)
  • YEP_X_BuffsStatesCore: 1.15 (1.16)
  • YEP_TargetCore: 1.05 (1.02a)
  • YEP_X_SelectionControl: 1.15 (1.15)
So yeah, a lot of our numbers are different here, with most of mine being older versions than yours. While I probably could send them to you since you have newer versions, (I'd like a mod to clarify this though) I can't post them directly here because I'm not sure which ones are now paid and which aren't.

Of course, it could also be plugin settings or something else obscure. In YEP_BattleEngineCore, do you have timed states set to true?
Mmm ... I have the most updated plugins. You don't need to pass them to me. Another thing that occurs to me could be that I have RPG Maker MV updated to version 1.5.0 and need to update the plugins even more. Do you have RPG Maker MV in version 1.5.0 or higher?

Maybe if you have RPG Maker MV in an earlier version with outdated plugins there is no problem and that's why it works for you (I don't know if I explain myself well).

I give you a link to a project in which the error does appear.
Could you try it to see if it also appears to you? https://mega.nz/file/a9whjBKB#Erv4wDla3pYSDOJ2iggvP8PBIduA57MzcFsevUWJhyw

Thank you.
 

Aesica

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Okay just tried it out and yeah, it's happening for me in that project. Odd. It's pretty late here so I'll take a closer look tomorrow.
 

DarkAdria

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  • RMMV Itself: 1.6.2
Oh ****. I had not seen this.
You have a more updated RPG Maker MV than me...

Maybe the problem is just Target Core. It is the only plugin that you have more updated than me. And on the Yanfly page it is indicated that version 1.04 works for RPG Maker MV 1.5.0.
If I have Target Core version 1.02a, could it cause the error?

Edit: I have put Target Core v1.04 and the error still comes out.

I add the YEP_BattleEngineCore setting:

Sin título.png
Sin título.png
Sin título.png
Sin título.png
 
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Trihan

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Try removing lines one at a time from your jump skill's action sequence until this doesn't happen any more; this should help you narrow down what's causing it.
 

Aesica

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Okay so I literally copy-pasted my own jump abilities and state into the project you posted and the bug still happens. this leads me to believe it has to be related to either our plugin version differences or RMMV version difference. Try updating RMMV, then see if it still happens in a new project.

Edit: Looking at both versions of YEP_TargetCore, I doubt that's the problem. The only differences between the versions seems to be some changes to plugin parameter organization and some failsafes for catching bad eval code that would otherwise cause a game-halting crash error.

Edit2: Okay update! It DOES happen in my project as well! It wasn't happening to actors though, but rather, to the target enemy being struck. So yeah, I'm not sure there's a perfect way to do this without fixing some code in Yanfly's plugins, unfortunately.
 
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DarkAdria

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Okay so I literally copy-pasted my own jump abilities and state into the project you posted and the bug still happens. this leads me to believe it has to be related to either our plugin version differences or RMMV version difference. Try updating RMMV, then see if it still happens in a new project.

Edit: Looking at both versions of YEP_TargetCore, I doubt that's the problem. The only differences between the versions seems to be some changes to plugin parameter organization and some failsafes for catching bad eval code that would otherwise cause a game-halting crash error.

Edit2: Okay update! It DOES happen in my project as well! It wasn't happening to actors though, but rather, to the target enemy being struck. So yeah, I'm not sure there's a perfect way to do this without fixing some code in Yanfly's plugins, unfortunately.

The problem with updating RPG Maker MV is that the last time I updated it, it gave me problems with some prugins and I had to find how to update them and I almost died of fright, hahaha.

I have one last idea. Can you do a simple project where ATB + Jump works? Similar to the project I made yesterday.
 
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