VE - Battle Motions

Antera

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What you try to say is that I need to choose between [Yanfly plugins+Lib Battle Motion] or [VE plugins included VE Battle Motions] ?
 

Victor Sant

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What you try to say is that I need to choose between [Yanfly plugins+Lib Battle Motion] or [VE plugins included VE Battle Motions] ?
You can't use both Battle Motions at the same time anyway. Although I wouldn't be too general, there are some plugins on either side that don't have compatibility issues.

You should decide wich incompatible plugins are more important to you, and stick with the battle motions that match better with it.
 

JamesRyan

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What you try to say is that I need to choose between [Yanfly plugins+Lib Battle Motion] or [VE plugins included VE Battle Motions] ?
If only about battle motions, i would choose Victor's plugins. Yanfly's ones are also good, but lack of some important things which cannot serve my purpose.
 

Selvalanch

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Hello Victor Sant. I use your Battle Motion and got an error when i use common event to remove party member from party in battle

if i set common event to skill effect it will get a message ' Cannot read property 'requestActionMontion' of undefined '

if i use ' event: x ' to run a common event in motion. it get ' subjects is not defined ' message.
 

Victor Sant

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Hello Victor Sant. I use your Battle Motion and got an error when i use common event to remove party member from party in battle

if i set common event to skill effect it will get a message ' Cannot read property 'requestActionMontion' of undefined '

if i use ' event: x ' to run a common event in motion. it get ' subjects is not defined ' message.
I need a screenshot of the console log message. This message doesn't help much in tracking the error.
 

Selvalanch

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@Victor Sant

like this?

when use skill effect to call common event. no notetag.


If use 'event: x' to call common event
 

Victor Sant

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I used those commands and the event process OK.

So the problem might be with what your event is doing. I will need the event page with the commands being used.

Also, the lines with the errors are a bit different from the ones on the latest version of the plugin. So you could try updating it to see if it solves the issue.
 
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dustyb13@gmx.com

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Thank you for all the scripts having so much fun. I have a question if anyone can answer. I have a skill where the user and a specific party member attack a target at the same time. (through the use of action sequence) My problem is that even if the specific party member was dead he would still attack. I know there must be a way to prevent this but I am unable to figure this out. I am new to RPG maker and Victor's Scripts. I have read over the Help file many times but I still can't figure this out. Thanks in advance for any help.
 

LadyBaskerville

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Hello Victor,
I've encountered the same bug @Selvalanch described above. When I try to remove an actor from the Party with a Common Event called in a skill, the game crashes with the error message "Cannot read property 'requestActionMontion' of undefined". Detailed bug report in the spoiler below.
I'm using RPG Maker MV 1.5.0 with VE_BasicModule v1.23 and VE_BattleMotions v1.04, which should be the currently latest versions. The error occurs in a new project with only these two plugins:
plugins.png
I left all the plugin parameters on default and did not add any notetags.
This is the full console output:
console.png
To replicate the error, simply give one actor a skill that calls a common event:
skill.png
In the common event, use the Event Command "Change Party Member" to remove any member of the starting party.
common_event.png
Then initiate a battle (I did it with an event and the "Battle Processing" command) and use the skill.

The number of party members does not seem to make a difference, nor does it seem to matter whether the actor using the skill is the same actor that is removed in the Common Event or not.

Let me know if you need any additional information.
 

boomy

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Issue: If party member is knocked out while "guarding" the death pose does not activate.

Example:
New project
Install scripts (Victor engine, Battle motions, Battle graphic)
Make Slime attack to 100
Play test with party of 1 (Harold)
Harold uses guard
Slime attacks
Harold "dies" but remains in the guarding pose (opposed to fallen pose)

Issue is not present if i have 2 party members
Issue is not present if Harold is not guarding
Adding Kill: all targets doesn't fix the problem

Otherwise this script is great. I hope to release some "action sequences" to the public in the new future once I get a full grasp of things

EDIT: I found by using the battlergraphicsetup script (also by Victor) and adding a <state motion: ~> tag to the guarding state; the above bug does not occur.
 
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SixFootBlue

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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.
Sorry to be a bother, but are you still working on this additional plugin? I'd love to be able to incorporate some camera movement into animation sequences (ie zooming in on an actor when casting a spell). There doesn't seem to be any compatible alternative plugins out there that offer that level of control.
 

Landazar

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Only one reaction is proper for this plugin
 

StrikerVT

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I'm having a little problem understanding how the plugin works ... for example. I tried to make a skill that the user goes toward the target, from a "cross cut" that makes him go behind the target, turn and cut the target from the back again before returning to the original position.

Just where the character should turn to the other side is where everything goes wrong.

I already managed to do this in the yanfly plugin, but it does not allow the creation of cooperative skills.
 

Victor Sant

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@StrikerVT
Can you post your action sequence so I can check what might be wrong with it?
 

StrikerVT

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@Victor Sant
<hide name display>

<action sequence: prepare>

battlelog: text, \i[82]Mach Slash

</action sequence>



<action sequence: movement>

move: user, to target, 5, 100, 0

wait: user, 25

</action sequence>



<action sequence: execute>

motion: user, attack

wait: user, 5

animation: target, 6

move: user, forward, 5, 200, 0

</action sequence>



<action sequence: return>

move: user, to home, 10

jump: user, 100, movement

</action sequence>

I did not create the whole scene completely yet, but it was to be just after this action, where the character should turn to the other side, like a mirror image, and attack the enemy again from behind.
 

Victor Sant

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@StrikerVT
Well, your action sequence simply don't include any instruction for the second part of the action

Code:
<action sequence: execute>
motion: user, attack
wait: user, 5
animation: target, 6
move: user, forward, 5, 200, 0
</action sequence>
This is the part of the "execute" action. Let's breakdown what you're telling the unit:

motion: user, attack #>>> tells the use to use the attack motion (weapon swing)
wait: user, 5 #>>> tells the user to wait 5 frames.
animation: target, 6 #>>> display animation on the target
move: user, forward, 5, 200, 0 #>>> makes the user move forward

then the execute part of your action ends (since you didn't call the "effect" motion the damage is displayed after the execute ends) and the actor procced to return to his position.

If you want the actor to do more things you need to give further instructions, each step should be added.

First, you must call the damage manually, since it happens before the action end using the "effect" motion.
wait: user, 20 #>>> small wait added to sync the damage with the movement
effect: all targets, 50% #>>> since the action will have 2 hits, I used 50%, so the two hits deals the full damage.

After the movement, you must make the user turn to the opposite direction
wait: user, movement #>>> wait the user to end the first move before turing back
wait: user, 5 #>>> delay added between the two moves, you can change or remove it
direction: user, behind #>>> delay added between the two moves, you can change or remove it
wait: user, 5 #>>> another delay, change or remove it as you see fit

Then, after turning back, reproduce the same action sequence for the first hit:
motion: user, attack
wait: user, 5
animation: all targets, 6
move: user, forward, 5, 200, 0
wait: user, 20
effect: all targets, 50%
wait: user, movement
wait: user, 5
direction: user, behind



The final action sequece for the 'execute' should be something like this:
Code:
<action sequence: execute>
motion: user, attack
wait: user, 5
animation: all targets, 6
move: user, forward, 5, 200, 0
wait: user, 20
effect: all targets, 50%
wait: user, movement
wait: user, 5
direction: user, behind
wait: user, 5
motion: user, attack
wait: user, 5
animation: all targets, 6
move: user, forward, 5, 200, 0
wait: user, 20
effect: all targets, 50%
wait: user, movement
wait: user, 5
direction: user, behind
</action sequence>

Adjust the wait times as you see fit.
 

StrikerVT

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So @Victor Sant ... this may sound strange, but I did exactly what you said, but it still does not have the desired effect. I'm using the following plugins:
VE_BasicModule
VE_BattleMotions
I'm forgetting something?
Also, just to be sure, I * copied * the complete command you made so you do not get error.
(Idon't even know more how to english at this point..)
 

Victor Sant

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What part exactly did not happen as you expected?
 

StrikerVT

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Belive it or not....this part:

direction: user, behind

I even created a new project to be sure.
My character do not flip and just walk backwards. :rswt
 

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