Resolving Action Sequence before Battle Event Processing

jayholden

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Hello, I'm using Yanfly's action sequence plugins and am encountering issues with my HP threshold battle events (display text when enemy 1 HP <= X%)

More specifically, I have a skill with an action sequence that turns the HUD off during the setup action, deals damage during the target action then turns the HUD back on during the finish action. When the player uses the skill, the HUD turns off, they deal damage (bringing enemy 1 down to 0 or less HP), then the battle processing kicks in immediately - leaving the HUD off and the 0-HP enemy standing there. Pressing the confirm button proceeds through the not-visible text, then the game goes back to normal.

How do I make sure the action sequence is completed before battle event(s) kick in? Thank you!
 

jayholden

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I've solved this by creating a switch, ActionSequence, which I set to ON at the beginning of the sequence and OFF at the end. Then I edited my hp-related battle events to check to make sure ActionSequence is OFF before running.

If I was using another battle system (I'm using Yanfly's STB ), checking whether the turn is over may have worked.
 
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jayholden

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Edit: nevermind, the solution above apparently doesn't work.

If anyone knows why the battle event in the scenario below is doing stuff during the action sequence, I'd appreciate any help.

Battle event
Enemy1 HP <= 0% (battle)
Conditional branch: if ActionSequence is off
do stuff

Action Sequence
Setup event
set switch ActionSequence on

Target action
do stuff

Finish action
set switch ActionSequence off
 
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yooncq

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I have the same problem. I found this post. Can you tell me more about it? Please!
 

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