Victor Sant

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Is your plugin updated, I got the latest version available for download to test it (since my own version have some changes) and it worked fine. Try redownloading the plugin.
 

StrikerVT

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@Victor Sant
I have updated the plugins. Tested and it worked! :rhappy:
Thanks for the help! You are a freaking genius!


(Fun Fact: the number of version of the plugins are the same for some reason...)
 
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lyons7486

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@Victor Sant
I've tried my best to refrain from posting and looking at guides and watching tutorials but i can't for the life of me figure 2 things out.

1. This action is suppose to move forward a tad and cast a magical attack of sorts, everything works except between the movement and the attack itself the character moves all the way to the target instead of stopping at the step forward. Im stumped.
<action sequence: prepare>

</action prepare>



<action sequence: movement>

motion: user, walk

move: user, forward, 30, 48

wait: user, move

motion: user, reset

</action sequence>



<action sequence: execute>

motion: user, chant

wait: user, 20

se: play use skill

motion: user, spell

wait: user, 10

animation: all targets, weapon

wait: all targets, animation

motion: user, reset

</action sequence>



<action sequence: finish>

</action sequence>



<action sequence: return>

move: user, to home, 10

wait: user, move

</action sequence>

2. In this one the arrow isnt showing visually, it did work but something happened while i was messing with stuff and i cant seem to find the issue.
<throw object: shoot_arrow>

image: picture "arrow"

speed: 10

duration: 10

start: -5, 0

</throw object>



<action sequence: prepare>

</action sequence>



<action sequence: movement>

</action sequence>



<action sequence: execute>

motion: user, attack

wait: user, motion

throw: user to all targets, shoot_arrow

wait: user, throw

animation: all targets, weapon

wait: all targets, animation

</action sequence>



<action sequence: finish>

</action sequence>



<action sequence: return>

move: user, to home, 10

wait: user, move

</action sequence>

Any help would be appreciated, thanks in advance for any replies.
 
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Selvalanch

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@Victor Sant
I've tried my best to refrain from posting and looking at guides and watching tutorials but i can't for the life of me figure 2 things out.

1. This action is suppose to move forward a tad and cast a magical attack of sorts, everything works except between the movement and the attack itself the character moves all the way to the target instead of stopping at the step forward. Im stumped.


2. In this one the arrow isnt showing visually, it did work but something happened while i was messing with stuff and i cant seem to find the issue.


Any help would be appreciated, thanks in advance for any replies.

for (1). delete a prepare sequence and it should work fine.
 

lyons7486

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for (1). delete a prepare sequence and it should work fine.

Thanks that fixed the first one, another thing i noticed for the second one. If i put the same commands in a skill it works perfect but will not work in weapon note tag.
 

newbword

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@Victor Sant
I've tried my best to refrain from posting and looking at guides and watching tutorials but i can't for the life of me figure 2 things out.

1. This action is suppose to move forward a tad and cast a magical attack of sorts, everything works except between the movement and the attack itself the character moves all the way to the target instead of stopping at the step forward. Im stumped.


2. In this one the arrow isnt showing visually, it did work but something happened while i was messing with stuff and i cant seem to find the issue.


Any help would be appreciated, thanks in advance for any replies.

For the second issue, I believe the correct format for <throw tag> note tag is

<throw object: before>
image: picture "arrow"
speed: 10
duration: 10
start: -5, 0
</throw object>

Below is the reference from BattleMotions script:
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* <throw object: timing>
* image: weapon|icon X|animation X|picture 'name'
* speed: X
* duration: X
* animation: X
* delay: X
* spin: X
* arc: X
* start: X Y
* end: X Y
* return
* </throw object>
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* This tag adds a throwable object animation to the skill or item.
* All values except the type are opitional.
* timing : the timing that the thowable object is shown.
* before : the throw is shown before the action battle animation.
* during : the throw is shown at same time as the action battle animation.
* after : the throw is shown after the action battle animation.
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 

Selvalanch

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hello again. i have a question.

how to make target actor not knockback when it get hit by attack skill?
 

Skurge

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I'm currently using the YEP Action sequence pack- will this pluging have compatibility issues with it?
I really like the additional use of throwing seperate graphics or having enemies use moving animations to move around the battle field.
 

J-G

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@Victor Sant
Will you be doing a tutorial on doing the light beam attack? That one seemed real awesome. Almost reminded me of a super Kamehameha
 

fuegofish

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Do I need a separate plugin to make the "tint" command work effectively? I'm using "tint: lower, sunset, 10" and it won't do anything to the background. Using numerical values won't work either. Trying to tint the battlers (using "all targets" or "all friends") works fine, but the background refuses to change.

I don't think I have any plugins which may be affecting the ability of the background to change, but I've tried deactivating a bunch and there's been no change.
 

J-G

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Do I need a separate plugin to make the "tint" command work effectively? I'm using "tint: lower, sunset, 10" and it won't do anything to the background. Using numerical values won't work either. Trying to tint the battlers (using "all targets" or "all friends") works fine, but the background refuses to change.

I don't think I have any plugins which may be affecting the ability of the background to change, but I've tried deactivating a bunch and there's been no change.
Possibly will need a plugin that handles backgrounds which allow that. Though not fully sure
 

Kayss

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Hi,

First of all, nice work on this set of plugins Victor :)
I've been using your scripts for years. And I've always been amazed of your work.

I'm trying to setup this plugin with VE Battler Graphic Setup however whenever I call " move: " in a notetag the motion reset back to idle the time the sprite move across the screen.

I've tried to use the following action sequences (this is a basic melee attack):
<action sequence: movement>
motion: user, walk; (I've tried loop here too)
move: user, to target, 12;
wait: user, move;
motion: user, reset;
</action sequence>
<action sequence: execute>
motion: user, swing, 8;
if: user.isActor()
wait: user, 30;
se: play, Sword4, 100, 120, 0
wait: user, 12
end
motion: user, thrust, 8;
wait: user, 30;
action: all targets, effect;
wait: all targets, action;
</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>
<action sequence: execute>
motion: user, 14, 4, 12, loop;
move: user, to target, 12, front;
wait: all targets, 20;
motion: user, reset;
wait: user, 2;
motion: user, swing, 8;
if: user.isActor()
wait: user, 30;
se: play, Sword4, 100, 120, 0
wait: user, 12
end
motion: user, thrust, 8;
wait: user, 30;
action: all targets, effect;
wait: all targets, action;
</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>

So, the sprite should use the motion walk (index 14), it's just a 4 frames of the character leaning forward, but instead the battler start to lean forward then reset to the "idle" motion while moving towards the target.

In test 2 the Battler leans forward for a few frames, resets to idle move towards the target, leans forward, resets, then attack. So I think the issue is coming from this "move: user, to target, 12, front;" but I can't figure it out.

The Battler anim "walk" is working as when the battler enters the battle it does so and also when it steps forward.

Could somebody tell me what I'm doing wrong please ?
 
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Kayss

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Trihan

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Victor isn't really active in the community any more, Kayss. He hasn't posted here since last November, and the last post on his ******* was in 2017.
 

Kayss

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That's fine, I didn't need Victor to answer this, it would have been better but somebody who's using this plugin on a regular basis could have helped me as well :).
 

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