moldy

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You have icon throwing!!!! I....I think I love you.
 

Burns

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Hi victor and other people here. I was bummed with the incompatibility between victor and yanfly scripts but victors scripts have been lag free for me so I chose his. I knew how to move the camera make animations appear multi hit skills everything all from notetagging yanflys symphony style battle system and im trying to learn victors.

I would really love to know how victor did the boomerang skill and the bomb throwing skill as im trying to make a ninja that throws bombs and kunais.

Can anybody help me? Hopefully I can learn this as fast as yanflys symphony stuff but im really trying to learn how to make skills like the bomb and boomerang skills.

I would have used vibratos sprites for my game but to many of the sprites he made fight with swords and it was to repetetive for me. Any help is greatly appreciated.



I also noticed the lag and I thought it cames from my animations being too big or something, gonna start testing Victor's plugin since i'm gonna be using Throwable too, more fun learning new stuff!
 

killerfer

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@Victor Sant


Hello Victor, I would like to report two things


1. YEP - VictoryAftermath is causing a little bug with the victory motion. The actor keeps bugging until the victory aftermath window is closed, then he/she proceeds to make the correct motion.


2. While I was trying to solve number 1, I decided to test victory and defeat motions and run into this error upon defeat. This was tested in a new project with just VE - Basic Module and VE - Battle Motions.


PS: I don't know almost nothing about javascript but by looking in the battle motions plugin I did not see anything about "processVictory", only "processDefeat". Sorry if I'm talking ****, I'm just guessing what might be wrong.


PS2: Thank you very much for all your work, really looking foward to your next plugin.

vebattlemotions.jpg
 

CoolWill1984

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I have a question. I am using this plugin, I have left the attack skills notes blank. So basically the character walks to the enemy and attacks with there weapon and then goes back to the original spot. I notice though when the enemy attacks, after you receive damage they take about 1 to 1 1/2 seconds to return to there original position. Is there anyway to make them go back right away after you receive damage.
 
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Victor Sant

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This is caused by the default damage action sequence, if you want a battler to have a different action sequence for damage, add the notetag to it.

Code:
<action sequence: damage>
# your new action sequence
</action sequence>
 

CoolWill1984

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Thank you that fixes it.


I have one more question. with you ATB plugin there is the notetag for cast speed, but is there a way for me to make the characters do the same things for regular attacks. I want them to wait to make it similar to final fantasy 6. when you select attack the character has to wait a second or so to attack.


I don't know why I asked that on the page for battle motion. Oh well can't erase it.
 
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CoolWill1984

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I am mister questions with this I guess. In the help section for this plugin it says this


effect example.png


This is my effect section


effect example2.png


The move he is doing is supposed to deal damage twice. I use    "effect: all targets, 100%" twice because according to the helps section it says to use this multiple times for multiple hits. My problem is it only hits one instead of twice.
 
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Victor Sant

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For the ATB, you can add cast time to all skills and items, even basic attacks. (remember that the basic attack is still a skill on the database)


About you action, can you post your whole action sequence?
 

CoolWill1984

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<action sequence: prepare>


whiten: user


</action sequence>


<action sequence: movement>


move: user, forward, 0, 0, 0


</action sequence>


<action sequence: execute>


animation: subject, action


wait: subject, animation


</action sequence>


<action sequence: effect>


effect: target, 100%


wait: subject, popup


effect: target, 100%


wait: subject, popup


</action sequence>


<action sequence: return>


motion: user, return


move: user, to home, 12


wait: user, move


motion: user, reset


</action sequence>


<action sequence: finish>


wait: all targets, action


</action sequence>


Here is an action sequence. From my understanding it should hit the target twice.


also if I put a cast speed on a regular attack skill, when waiting they perform the cast animation. is there a way to change the cast animation to a wait animation.
 

Victor Sant

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* ==============================================================================
* IMPORTANT! IMPORTANT! IMPORTANT! IMPORTANT
* If you change the sequence 'Execute' with the notetag <action sequence: execute>,
* the action sequence 'Effect' will be not called automatically. You must add
* the motion 'action: all targets, effect' or call the motion 'effect' for the
* targets (for example, 'effect: all targets, 100%' on the action 'Execute'
* notetag (more details on the motions bellow). If you don't add the motion to
* call the effects on the 'Execute' action sequence, the action damage, states
* and buffs will be applied at the end of the execute, but no animation will
* be displayed on the target.
* ==============================================================================




Your execute action is not calling the effect, Add this to the sequence of the execute action


action: all targets, effect


Also, change your effect sequence subject to 'subjects' rather than 'all targets'.


With something like this it should work:


<action sequence: execute>


animation: subject, action


wait: subject, animation


action: all targets, effect


</action sequence>


<action sequence: effect>


effect: subject, 100%


wait: subject, popup


effect: subject, 100%


wait: subject, popup


</action sequence>
 
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CoolWill1984

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I have a move that has the scope set to hit 2 random targets.


Is there anyway I can make the character move to each individual target one at a time and swing at them. 
 

Victor Sant

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I have a move that has the scope set to hit 2 random targets.


Is there anyway I can make the character move to each individual target one at a time and swing at them. 

Not with the random target scope.


To make both attacks independent, you would need to make it on the action sequence instead, using the random targets options available.
 

Michael Caiola

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The Basic Module works fine with Yanfly's Battle Engine Core, but when I add this plugin and playtest, I get an error message saying BEC and VE Basic Module aren't compatible.
 

Victor Sant

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It is a the message says, this plugin is not compatible with battle engine core.


Anyway, both plugins do, to an extent, the same thing: add action sequence for battlers.


Using two redundant plugins that do basically the same thing in different ways is a recipe for bugs.
 

Fox536

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Is there a compatibility patch to work with Ellye's atb/ctb plugin?
 

kalodyne1

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Is there a way to use a yanfly plugin that will work for battle motions.  VE will not work with Yanfly and I am getting super frustrated.  I want the same functionality as the VE Battle motion but compatible with Yanfly.  Any help would be greatly appreciated.
 

Antera

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Hello, what's the difference between VE Battle Motions plugin and the original Lib Battle Motion ?
Lib Battle Motion download : http://librpg.zatunen.com/mv.html
Video of motions :

Thanks !
 

Victor Sant

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@Antera the features available, how the setup is done, and compatibility.
I say that both can reach similar visual results through different means, and the most decisive factor on wich one you should choose if you are in doubt is the compatibility.
 

Antera

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@Victor Sant Thank you for this answer
About compatibility, I use Yanfly plugins, as everyone else I guess

Is VE something like a Yanfly competitor ?
 

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