[SOLVED] Need help with looping character motions

mikewalton206

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Hello everyone, so i'm trying to for example in this pic... have that spell motion stay for let's say 15 seconds or just in that pose while an animation is playing. It could be a powering up aura, an energy beam shooting out or whatever but anything i try in the skills notes the pose goes away after awhile and the animation is still playing a few seconds later while that character is now in idle motion instead spell motion. I'm pretty sure i have all plugins needed so any help would be great, thanks! Test.pngTest2.png
 

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Shaz

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You should post in plugin support. You posted in deployment, which is where you go if you're having trouble deploying. Just report your post and ask a mod to move it to the right place.

That said, we need to know what plugins you have in order to help you. "... all the plugins needed ..." isn't enough info.
 

mikewalton206

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You should post in plugin support. You posted in deployment, which is where you go if you're having trouble deploying. Just report your post and ask a mod to move it to the right place.

That said, we need to know what plugins you have in order to help you. "... all the plugins needed ..." isn't enough info.
ok thanks a lot! I will have them move it and i added a pic with all plugins i have
 

mlogan

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I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

zerobeat032

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FYI, some of those plugins aren't prone to work too well with each other. the Summon Core general causes crashes with AnimatedSVEnemies. But for what you're trying to do, VE BattlerGraphicSetup should do what you need it to. it's got the option to loop and motion either once (I think) or infinitely. I don't use it if only because I needed something that worked better with Yanfly Plugins... which might be something you come across as well.

looping.PNG

this controls looping in the plugin though. which motion are you calling when you do any of this stuff? you can set it to loop here. and if that doesn't work there's other ways to change that as well.


and look for motion loop control... that does the same thing. You can manually change this in the hard coding, but don't quite recommend that.
 

mikewalton206

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FYI, some of those plugins aren't prone to work too well with each other. the Summon Core general causes crashes with AnimatedSVEnemies. But for what you're trying to do, VE BattlerGraphicSetup should do what you need it to. it's got the option to loop and motion either once (I think) or infinitely. I don't use it if only because I needed something that worked better with Yanfly Plugins... which might be something you come across as well.

View attachment 139346

this controls looping in the plugin though. which motion are you calling when you do any of this stuff? you can set it to loop here. and if that doesn't work there's other ways to change that as well.


and look for motion loop control... that does the same thing. You can manually change this in the hard coding, but don't quite recommend that.
This is how i have it setup in the skill and i tried different things like <target action>
but still no luck

<action sequence: execute>
motion: chant, 7, 3, 8, loop: true
</action sequence>
 

zerobeat032

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I think part of the issue is you have things running together that don't work well with each other and/or do the same thing. Battle Motions and Action Sequences are the same and don't work together... you'll have to use one or the other. I'm kinda shocked no errors have popped from any of these plugins actually. a lot of them don't work well together from my personal experience.

turn off VE_BattleMotions and just use Yanfly's Action Sequences. Otherwise you'll have to ditch any and every Yanfly plugin that's BattleEngineCore related because I'm pretty sure VE_BattleMotions isn't supposed to work with BattleEngineCore.
 

mikewalton206

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I think part of the issue is you have things running together that don't work well with each other and/or do the same thing. Battle Motions and Action Sequences are the same and don't work together... you'll have to use one or the other. I'm kinda shocked no errors have popped from any of these plugins actually. a lot of them don't work well together from my personal experience.

turn off VE_BattleMotions and just use Yanfly's Action Sequences. Otherwise you'll have to ditch any and every Yanfly plugin that's BattleEngineCore related because I'm pretty sure VE_BattleMotions isn't supposed to work with BattleEngineCore.
ok took that out and now i'm getting closer. This is what i came up with and now the chant motion stays in loop and not the spell motion. Do i need to maybe put something in to wait for chant motion to end? because i thought i did that with the wait for motion.

<target action>

motion chant: user

animation 190: user, mirror

wait for animation

wait for motion

shake screen: 9, 9, 10

motion spell: user, loop: true

wait: 14

animation 191: user, mirror

wait: 10

shake screen: 3, 9, 80

action effect

wait: 10

action effect

wait: 10

action effect

wait: 10

action effect

wait: 10

action effect

wait: 10

action effect

wait: 10

action effect

wait: 10

action effect

wait for animation

wait for motion

</target action>
 

zerobeat032

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any motion that loops naturally will loop forever. I don't think there's anything you can do about that. what you can do however is change motions. but I will say the spell motion doesn't loop natually. it plays once then that's it.
loopppins.PNG

this is every normal motion and I think by default which one's loop and don't loop. you need to either change that manually or use a plugin. So... with that in mind, Chant won't ever end. which is why I usually switch to another motion when I'm done using the chant.

quick note, if I'm correct... wait for motion is usually for anything that DOESN'T loop. as if I remember right, it waits 12 frames (the standard amount frames it takes to cycle thru the 3 frames animation for a motion), and then moves onto the next thing in the sequence.
 

mikewalton206

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any motion that loops naturally will loop forever. I don't think there's anything you can do about that. what you can do however is change motions. but I will say the spell motion doesn't loop natually. it plays once then that's it.
View attachment 139396

this is every normal motion and I think by default which one's loop and don't loop. you need to either change that manually or use a plugin. So... with that in mind, Chant won't ever end. which is why I usually switch to another motion when I'm done using the chant.

quick note, if I'm correct... wait for motion is usually for anything that DOESN'T loop. as if I remember right, it waits 12 frames (the standard amount frames it takes to cycle thru the 3 frames animation for a motion), and then moves onto the next thing in the sequence.
ahh.. ok! Well thanks a lot. guess i'll have to try something else like see if i can edit the sprite sheet
 

zerobeat032

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well what exactly are you aiming to do? get spell to loop or what? depending on what you're trying to accomplish, you might not need to do all that.
 

mikewalton206

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well what exactly are you aiming to do? get spell to loop or what? depending on what you're trying to accomplish, you might not need to do all that.
ok i made a video clip of the skill. You see when the player shoots beam out and how it only plays for like 2 seconds? I want that to last longer. I've made the animation have more frames last time testing it so the beam stayed longer but the character didn't stay in that shoot pose aka skill motion the whole time. That's why i was curious about loop animations or add more frames to the sprite sheet because i want the player to stay in that pose the whole time beam animation is play. If beam is playing for 6 seconds i want the player to stay in the skill motion that whole time but it doesn't and that's the problem i'm having. hope this helps better to understand lol

 

zerobeat032

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oh like I mentioned, you can change that manually or use a plugin. manually involves going into the coding though. but it's literally changing a false to a true. in the js folder, there's a file called rpg_sprites and in it is this...

Sprite_Actor.MOTIONS = {
walk: { index: 0, loop: true },
wait: { index: 1, loop: true },
chant: { index: 2, loop: true },
guard: { index: 3, loop: true },
damage: { index: 4, loop: false },
evade: { index: 5, loop: false },
thrust: { index: 6, loop: false },
swing: { index: 7, loop: false },
missile: { index: 8, loop: false },
skill: { index: 9, loop: false },
spell: { index: 10, loop: false },
item: { index: 11, loop: false },
escape: { index: 12, loop: true },
victory: { index: 13, loop: true },
dying: { index: 14, loop: true },
abnormal: { index: 15, loop: true },
sleep: { index: 16, loop: true },
dead: { index: 17, loop: true },

you can change spell or skill, whichever one you were using to true. for one, editing the spritesheet won't help unless you're using a plugin that reads more than 3 frames per motion. BUT, if you're really not comfortable with changing any of that, you can use the plugin I mentioned above which literally does the exact same thing.
 

mikewalton206

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oh like I mentioned, you can change that manually or use a plugin. manually involves going into the coding though. but it's literally changing a false to a true. in the js folder, there's a file called rpg_sprites and in it is this...

Sprite_Actor.MOTIONS = {
walk: { index: 0, loop: true },
wait: { index: 1, loop: true },
chant: { index: 2, loop: true },
guard: { index: 3, loop: true },
damage: { index: 4, loop: false },
evade: { index: 5, loop: false },
thrust: { index: 6, loop: false },
swing: { index: 7, loop: false },
missile: { index: 8, loop: false },
skill: { index: 9, loop: false },
spell: { index: 10, loop: false },
item: { index: 11, loop: false },
escape: { index: 12, loop: true },
victory: { index: 13, loop: true },
dying: { index: 14, loop: true },
abnormal: { index: 15, loop: true },
sleep: { index: 16, loop: true },
dead: { index: 17, loop: true },

you can change spell or skill, whichever one you were using to true. for one, editing the spritesheet won't help unless you're using a plugin that reads more than 3 frames per motion. BUT, if you're really not comfortable with changing any of that, you can use the plugin I mentioned above which literally does the exact same thing.
Yeah too much trying to dig into the code lol but yeah I do get errors when i use the VE BattlerGraphicSetup with yanfly so i'll just use yanfly's and see what i can come up with, thanks again
 
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mikewalton206

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oh like I mentioned, you can change that manually or use a plugin. manually involves going into the coding though. but it's literally changing a false to a true. in the js folder, there's a file called rpg_sprites and in it is this...

Sprite_Actor.MOTIONS = {
walk: { index: 0, loop: true },
wait: { index: 1, loop: true },
chant: { index: 2, loop: true },
guard: { index: 3, loop: true },
damage: { index: 4, loop: false },
evade: { index: 5, loop: false },
thrust: { index: 6, loop: false },
swing: { index: 7, loop: false },
missile: { index: 8, loop: false },
skill: { index: 9, loop: false },
spell: { index: 10, loop: false },
item: { index: 11, loop: false },
escape: { index: 12, loop: true },
victory: { index: 13, loop: true },
dying: { index: 14, loop: true },
abnormal: { index: 15, loop: true },
sleep: { index: 16, loop: true },
dead: { index: 17, loop: true },

you can change spell or skill, whichever one you were using to true. for one, editing the spritesheet won't help unless you're using a plugin that reads more than 3 frames per motion. BUT, if you're really not comfortable with changing any of that, you can use the plugin I mentioned above which literally does the exact same thing.
Hey i was able to figure something out. I seen an old post someplace ans another person had the same problem and they had one way of doing it but was looking for another way so i tried the first way and that was to just repeat motion spell over and over like below lol that's just part of it but hey it gets the job done. I'm sure there's other ways to get what i needed done but this is fine for me haha so thanks again for all the help!

shake screen: 9, 9, 10

motion spell: user

animation 192: user, mirror

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user

motion spell: user
 

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