skill animations

liamx2000

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I need help For one of my side view characters, they have 2 separate Moves which are Special and Summon and I want to know how can I make sure the side view animations are different ?
So for example when the character uses the "Summon" command I want the character to use a praying animation in the side view set and when the character uses the "Special command I want them to use a different animation from the the side view set which is them holding their sword in the air , But I have no clue how to make this possible and I also don't know what to type in Notes to make it possible , It's really starting to baffle me how something so simple is so complicated for me.

Please any help on what to do would be greatly appreciated.
 

onipunk

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There's plenty of ways you could do this using Yanfly's Battle Engine Core and Action Sequences but since you're having trouble I figure it's best to keep something as complex as that out of it. Quick and easy fix, I say just get your SV character sheet and replace the Ready/Magical section and the Use Magical Skills section with your praying animation, and then replace the Use Physical Skill section with your sword pose.

EDIT: Oh, and go to the System tab of your database and make sure the Summon command is in the [SV] Magic Skills box.
 

KingKraken

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You're talking about using the Motion, note tags with Yanflys engines. If you look at the different note-tags he has listed here:http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/

He has this set of note-tags
MOTION type: target, (no weapon)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
MOTION WALK: target
MOTION STANDBY: target
MOTION CHANT: target
MOTION GUARD: target
MOTION DAMAGE: target
MOTION EVADE: target
MOTION ATTACK: target
MOTION THRUST: target
MOTION SWING: target
MOTION MISSILE: target
MOTION SKILL: target
MOTION SPELL: target
MOTION ITEM: target
MOTION ESCAPE: target
MOTION VICTORY: target
MOTION DYING: target
MOTION ABNORMAL: target
MOTION SLEEP: target
MOTION DEAD: target
– – – – – – – – – – – – – –
So depending which set of frames you have for each animation, you'll use the corresponding Motion notetag. Looking at the diagram below and you can see which sets belong to each motion.


And there you have it!
 

liamx2000

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You're talking about using the Motion, note tags with Yanflys engines. If you look at the different note-tags he has listed here:http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/

He has this set of note-tags


So depending which set of frames you have for each animation, you'll use the corresponding Motion notetag. Looking at the diagram below and you can see which sets belong to each motion.


And there you have it!
Thanks for replying but it doesn't seem to want to work for me.

I typed MOTION MISSILE: in the skill section on the skill I wanted to associate with the sv characters animation but nothing obviously I'm doing something wrong.

what am I doing wrong ?
 

onipunk

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Action Sequences aren't the easiest thing to use, you can't just install one pack, type a command and expect it to work. You need to set up the action, move the character into position, play the motion, play the cast animation, trigger the skill's effect and make sure it's all timed well using waits. For example, this is the Dual Attack skill from the default databse in Action Sequence notetags.

<setup action>
clear battle log
display action
immortal: targets, true
perform start
wait for movement
cast animation
wait for animation
</setup action>
<whole action>
perform action
motion wait: user
action animation
wait for animation
action effect
death break
</whole action>
<target action>
perform action
motion wait: user
action animation
wait for animation
action effect
death break
</target action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>

It's complicated, and only gets more complex from there. You'd basically need to make an action sequence template for your summon and then apply that code in the notebox for every summon skill you make. Action Sequences can be fantastic additions to a game, but they're not easy to learn. There's a link to an action sequence editor in Yanfly's plugin list that allows you to put in your action sequence code and preview it in real-time, so I'd say use that and use the commands from his first two Action Sequence packs (the third is camera movement and not something you should use until you're already comfortable and competent with Action Sequences) to get yourself accustomed to using Action Sequences. If you can't do that, I may be able to help out and create the sequences for you, but you'll have to tell me exactly what you want as clearly as you possibly can.
 

liamx2000

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Action Sequences aren't the easiest thing to use, you can't just install one pack, type a command and expect it to work. You need to set up the action, move the character into position, play the motion, play the cast animation, trigger the skill's effect and make sure it's all timed well using waits. For example, this is the Dual Attack skill from the default databse in Action Sequence notetags.

<setup action>
clear battle log
display action
immortal: targets, true
perform start
wait for movement
cast animation
wait for animation
</setup action>
<whole action>
perform action
motion wait: user
action animation
wait for animation
action effect
death break
</whole action>
<target action>
perform action
motion wait: user
action animation
wait for animation
action effect
death break
</target action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>

It's complicated, and only gets more complex from there. You'd basically need to make an action sequence template for your summon and then apply that code in the notebox for every summon skill you make. Action Sequences can be fantastic additions to a game, but they're not easy to learn. There's a link to an action sequence editor in Yanfly's plugin list that allows you to put in your action sequence code and preview it in real-time, so I'd say use that and use the commands from his first two Action Sequence packs (the third is camera movement and not something you should use until you're already comfortable and competent with Action Sequences) to get yourself accustomed to using Action Sequences. If you can't do that, I may be able to help out and create the sequences for you, but you'll have to tell me exactly what you want as clearly as you possibly can.
Wow I had no idea to do something so simple like choosing an an animation was so complicated :(
here is a quick photo of what I want to do , Basically I want to have the ability to chant and then when they attack they use the Missile animation for their animation
2017-06-19_18-01-26.png
 

onipunk

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Okay, you'll need to have all 3 action sequence packs installed, along with the battle engine core, but I just tested this and think it's what you're looking for so make a test summon skill and put this into the notebox:

<setup action>
clear battle log
display action
immortal: targets, true
motion chant: user
camera screen: CENTER, 100
wait for camera
cast animation
wait for animation
move user: forward, 30, 30
wait for movement
</setup action>
<whole action>
motion missile: user, no weapon
motion wait: user
action animation
wait for animation
action effect
death break
</whole action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>

And then, to save yourself copy/pasting that every time, take a note of the skill's ID and use the code <action copy: skill: x> and replace X with whatever the skill's ID is (so for example, create a summon skill with the ID 45, and then for every summon skill you just need to put <action copy: skill: 45> in the new skill's notebox). The reason you'll need all three action sequence packs is because I wanted the chant animation to last a little while so the character looks like they're summoning some proper power, and the way I do that is to cheat and use the camera system and waits. Hopefully that's something like what you were looking for!
 

liamx2000

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I tried it but when I select the attack for the sv character it now just stays in a chant animation for the whole attack.
 

onipunk

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That doesn't happen for me, are you sure your plugins are arranged in the right order?
 

liamx2000

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That doesn't happen for me, are you sure your plugins are arranged in the right order?
I didn't realize they have to be in the right order are mine in the right order ?
order.PNG
 

onipunk

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On Yanfly's site, the order of the plugins in his list is the recommended order so you don't end up with compatibility issues, so you'll need to rearrange them to fit that.
 

Jeremiah Eastman

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It also looks like you have 2 weapon animation plugins installed. The second one is definitely in the wrong spot so I would remove that one. There are a lot of issues there with your plugin order. As a general rule of thumb to start with on Yanflys plugins is Cores first then the plugins that start with X below them but you should put them in the order that they are listed on her site.
 

liamx2000

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Right I think I got the animation working but they don't do it long enough for the attack , Id like the animation to keep looping while the attack animation plays , so what would i have to type to make the Missile animation loop or last longer ?
 

KingKraken

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Right I think I got the animation working but they don't do it long enough for the attack , Id like the animation to keep looping while the attack animation plays , so what would i have to type to make the Missile animation loop or last longer ?
Have you tried putting in a another "motion missle" command in? The system itself is a little finicky if you are trying to be specific with timing and all that.
 

liamx2000

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Have you tried putting in a another "motion missle" command in? The system itself is a little finicky if you are trying to be specific with timing and all that.
Yeah I tried putting it in different places but nothing changes I'm obviously pasting it in the wrong area. :(

so what happens atm is the character chants like they should then they move forward a little and then they use the Missile animation like they should but they only do it the once and while the rest of the attack animation is playing the SV character repeats the WAIT SV animation four times while the animation is going on, and I need them to just use the Missile animation for the whole attack.
 

onipunk

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There's no easy way around that I can think of to be honest, man, the way the system works it's set up to play the attack animation then return to a wait pose while the effect plays out. Attack animations aren't meant to loop like that and to be honest I think it'd look pretty weird if your character is sitting there constantly shooting out invisible spells while one effect is going on. There's no easy way within the action sequences to loop movement like that.
 

KingKraken

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If you have time to learn this particular plugin, then it would solve your issues! I'm currently using it in my project just fine. It just takes a bit of finesse.

Yami's Mulitple Sideview Frames plugin basically allows you to make all the battler animations custom to your liking. Adjusting the fps, the length and make your own motions if you'd want to.

https://github.com/suppayami/yami-e.../build/SideviewBattler/YED_SideviewBattler.js
 

liamx2000

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I have another issue , one of my characters keeps repeating their spells and I only want them to do it once not two times in row.
I have a feeling it's something to do with my NOTES , Also the repeat option is on 1. but the character still casts the spell twice.

<setup action>
clear battle log
display action
immortal: targets, true
motion chant: user
camera screen: CENTER, 100
wait for camera
cast animation
wait for animation
move user: forward, 30, 30
wait for movement
</setup action>
<whole action>
motion missile: user, no weapon
motion wait: user
action animation
wait for animation
action effect
death break
</whole action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>
 

Jules98

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That's because you're using whole actions. These do not overwrite the target actions (which are determined by the settings in the editor) by default, causing the skill to take effect twice.

Either change your whole actions to target actions, or add the following between </whole action> and <finish action>:
<target action>
</target action>


By the way, you don't need to type out action sequences that are equal to the default (mostly referring to finish actions here)
 

onipunk

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That's because you're using whole actions. These do not overwrite the target actions (which are determined by the settings in the editor) by default, causing the skill to take effect twice.

Either change your whole actions to target actions, or add the following between </whole action> and <finish action>:
<target action>
</target action>


By the way, you don't need to type out action sequences that are equal to the default (mostly referring to finish actions here)
That's my bad, the code worked fine and didn't repeat when I tested it for myself so I didn't think there was a problem. And I didn't realise whole actions don't overwrite editor defaults, that's good to know in future. The finish actions thing is because I just copy/pasted the whole code from the action sequence editor online and thought it was best to cover all bases so as little could go wrong as possible.
 

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