VE - Battle Motions

Victor Sant

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This plugin allows you to create more elaborated animation sequence for the battle motions. You can control each step of the action motions: the movements, animations, timing, effects… You can completely change how the actions looks.

Download:
Victor Engine - Battle Motions

Credits:
Author: Victor Sant

Terms of Use
 
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jerrypylant

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Oh my! I've been waiting for this!


Amazing job!


Is there or will there be a place to post our custom sequences, or a place to help people learn how to use it?
 
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Victor Sant

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Is there or will there be a place to post our custom sequences, or a place to help people learn how to use it?
I belive the best place to do so would be here, or on the plugin post on my page. Depending on the demand I might open an area on my page only for that.
 

kovak

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By the depth of this plugin you may open it faster than you'd guess...


****'s amazing as frick, GJ.
 
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Victor Sant

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Updated the plugin to fix a small issue with the escape motion showing even when the escape fails.


Anyone who updates it should also update the 'VE - Battler Graphic Setup' if using it
 
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Well,if i dont bad remember Yanfly made a post for his action sequences,maybe you could get some references for creating your own battle motions.


Sorry to bother yourself Victor,it is posible to make the enemies collapse after receiving damage? At least for me,they collapse only if the actor is back to his original position. Excuse me for my bad english.
 
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Victor Sant

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Well,if i dont bad remember Yanfly made a post for his action sequences,maybe you could get some references for creating your own battle motions.
if you're talking about the Pre-made (Yanfly's) Action Sequence Sharing and Discussions, it was actutally made by a group of users, not Yanfly himself, and are the users that kept this active. That's why I said it will depend on the demand, if there are enough interest to keep a topic like this, then sure.

it is posible to make the enemies collapse after receiving damage? At least for me,they collapse only if the actor is back to his original position. Excuse me for my bad english.
Yes, there is the motion 'kill: [subjects]' that kills the subjects that are dealt lethal damage or inflicted with the death state.


Just make sure to place it after the motion 'effect: [subjects]', since it will do nothing if the battler isn't already marked to death.


Although the collapse should be played, at the moment the battler start the return move, not at the end of it. Unless you added the return to home move to the 'execute' action sequence.
 

MikePjr

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Really awesome stuff.


I'm currently wrapping my brain around replicating the stuff i've done already before with your Ace battle engine.
 

jerrypylant

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This is just amazing! I am blown away as to all the customization you can use to make sequences.
I can see a ton of great things coming from this!
 

Lionheart_84

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Amazing !!! but as you create your own motions ???
 

Goldschuss

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I havent tested it yet, is it possible to zoom in and out?


If yes, it might be the most versatile battle animations plugin ever
 

Logan C.

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That's great, now i can set up animations for battlers and use the Throwing plugin. It was an issue for Yanfly Action Sequence.
 

Victor Sant

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I havent tested it yet, is it possible to zoom in and out?


If yes, it might be the most versatile battle animations plugin ever
Camera will be provided by a separated plugin, in a similar way as the throwable objects a standalone plugin that will add extra functions to the battle motions.


I decided to make a separated plugin because the rpg maker zoom functions also zooms the hud, wich i belive to be a issue, so I will make a zoom plugin that zooms only the battlefield.
 

Victor Sant

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For example ... what code should I put on the skill note to recreate as your beautiful "Nibelung Valesti" ????
Err.... for that, you should start looking at the plugin help. Yeah, I know it's huge, but there's not much you can do. First you need at last to read everything until you reach the Motion List.


If you have a specific question about the setup ("how to make the battler jump?", "how to show an animation"?), feel free to ask,


But now asking "how to do everything from zero?" is quite unrealist, For example, the Nibelung Valesti action sequence has 130 lines.


For a full step-by-step explanation on how to do some action sequences, I will make some video tutorials in the future. There is a voting on my website to choose wich actions will be done first.
 

Goldschuss

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I already had fun making action sequences with Yanflys plugin, and I'm going to study the s... out of victors sequences and try to make my own awesome skill sequences.


I might aswell recreate some skills seen in other RPGs, which I will gladly share once I get it done :)
 

Lionheart_84

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Err.... for that, you should start looking at the plugin help. Yeah, I know it's huge, but there's not much you can do. First you need at last to read everything until you reach the Motion List.


If you have a specific question about the setup ("how to make the battler jump?", "how to show an animation"?), feel free to ask,


But now asking "how to do everything from zero?" is quite unrealist, For example, the Nibelung Valesti action sequence has 130 lines.


For a full step-by-step explanation on how to do some action sequences, I will make some video tutorials in the future. There is a voting on my website to choose wich actions will be done first.


ah ... I see ... ok ... and then the Dragoon Jump ??? what it would !!! I'm just creating a Dragoon, and I wish they had precisely the Dragoon Jump skills as FF4 Kain or FF 9 Frejia... !!! what you can post some code to insert into skill note???
 

jerrypylant

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What I did was copy the help file into a new text document.
when you are looking for a certain call 


wait for example just press crtl + f and type Wait and make sure match case is on.


It will take you straight to the note tags for the wait commands.
 
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