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captainproton

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So, i'm trying to implement a Final Fantasy Dragoon-style Jump attack, and i'm following the instructions listed out here:
http://yanfly.moe/2016/07/02/tips-tricks-jump-final-fantasy-4-rpg-maker-mv/

I have followed every instruction, installed every plugin, and put in every code into the correct note boxes.

AND YET.

When i have my monk use the Jump skill, the camera does its thing and the sprite does indeed jump off the screen
Monk is unselectable the next turn, still off the screen. Good.
Same thing next turn.
Then, the Jump state expires on the 3rd turn, and Monk just...doesn't come down. He's still up there, the Land skill never gets used, and he is still selectable. I can even make him use Jump again! While he's still up in the air!

Help!

EDIT: Someone in another forum suggested also including the Target Core script from yanfly, but when i have that installed and On, I get this error when it comes around to the "jump"ing Monk's turn:
Capture.PNG
 
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Aloe Guvner

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EDIT: Someone in another forum suggested also including the Target Core script from yanfly, but when i have that installed and On, I get this error when it comes around to the "jump"ing Monk's turn:
Whenever you get an error message, please include a screenshot of the full error message from the Console. You can open the Console by pressing F8 during playtest.

That being said, the "require(...).Window.get(...).isDevToolsOpen is not a function" error is explained by Yanfly here.
 

captainproton

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Whenever you get an error message, please include a screenshot of the full error message from the Console. You can open the Console by pressing F8 during playtest.
Tried this, and it doesn't work. All that shows up is a window asking if i want to connect my computer to a projector or a second monitor.

That being said, the "require(...).Window.get(...).isDevToolsOpen is not a function" error is explained by Yanfly here.
After going through and making sure all the scripts were updated, it finally functions properly.
Thank you!

EDIT: Wellp! It DID work when i did a battle test in the troop tab, but when i tried it in a proper playtest, I keep getting a "There was no effect" message in battle when i select the skill. It doesn't even go through the animation and say it misses, it just "has no effect."
I've tried it with multiple enemies with no resistances or immunities, and just the same message.
Help me, I'm dying.
 
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CCCreations

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I have a similar problem. My character goes flying up... but seems to defy gravity.
I wasnt sure what to show... if you need more let me know. TYIA!!
Capture5.PNG Capture6.PNGCapture7.PNG Capture8.PNG
 

Magusalfador

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Did you pay attention to this note?:

** NOTE ** If you are using ATB or CTB, make sure under Battle Engine Core, you have Timed States and Timed Buffs set to true. This effect should work fine with DTB or any other turn based system.

I remember having problems similar to yours(battler not coming down and stuff) I set those option to true and fixed it for me.
 

Engr. Adiktuzmiko

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Tried this, and it doesn't work. All that shows up is a window asking if i want to connect my computer to a projector or a second monitor.

Your pc is probably configured to use the secondary functions of the F keys rather than the F keys themselves.. Try to use Fn+F8 and see if the window finally shows up
 

Johnboy

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@gothicvoid from your screenshot of your plugin manager you are clearly missing target core which is required for selection control to work.
 

Engr. Adiktuzmiko

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Wellp! It DID work when i did a battle test in the troop tab, but when i tried it in a proper playtest, I keep getting a "There was no effect" message in battle when i select the skill. It doesn't even go through the animation and say it misses, it just "has no effect."
I've tried it with multiple enemies with no resistances or immunities, and just the same message.
Help me, I'm dying.

That's weird, normally its the other way around, it works on playtest but not on battle test...

BTW, did you do your playtest using New Game, or using Load Game? If you used load game, try it with new game. Some plugins save the note data they first obtained when you played the game into the savefile and as such wont be updated even if you change things in the database if you load a saved file.
 

CCCreations

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@gothicvoid from your screenshot of your plugin manager you are clearly missing target core which is required for selection control to work.
i looked back through the plugins... while i DID have a dbl target core installed... and took the repeated entry out... it did not help my sprite find his way back to earth. im about to give up. Im having issues with this skill and weather plug in from Mog. between the two im about fed up with my incompitance.:kaoeh:
 

Johnboy

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@gothicvoid Not that it should make any difference but....
try putting you Yanfly plugins above the Moghunter ones. In my experience they work best this way.

Also show me your notetags for both your jump and land skills.
 

CCCreations

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Jump Skill:
Code:
// Action Sequences

// Setup: Jump animation.

<Setup Action>

display action

camera focus: user

zoom: 150%

perform start

wait: 60

se: Wind1, 80, 150

float user: 495%, 20

opacity user: 0%, 20

wait for float

</Setup Action>



// Whole: Ensure nothing happens.

<Whole Action>

</Whole Action>



// Target: Flag the target.

<Target Action>

action effect

</Target Action>



// Follow: Apply Jump state to user.

<Follow Action>

add state 11: user

</Follow Action>



// Finish: Without landing.

<Finish Action>

clear battle log

reset camera

reset zoom

wait for camera

wait for zoom

</Finish Action>
Jump State:
Code:
// Selection Control

<Cannot Select: All>



// Buffs & States Core

<Custom Leave Effect>

// Get the landing skill.

var skill = 0050;

// Get the last targeted index.

var target = -2;

// Queue the forced action.

BattleManager.queueForceAction(user, skill, target);

</Custom Leave Effect>
Land Skill:
Code:
// Action Sequence

// Setup: Setup landing spot.

<Setup Action>

clear battle log

display action

immortal: targets, true

move user: target, base, 1

</Setup Action>



// Whole: Land and deal damage to all targets.

<Whole Action>

camera focus: target

zoom: 150%

wait: 60

motion attack: user

opacity user: 100%, 1

float user: 0, 20

wait: 10

animation 2: targets

action effect

shake screen: 5, 5, 5

wait for animation

</Whole Action>



// Target: Ensure nothing happens.

<Target Action>

</Target Action>



// Follow: Reset everything.

<Follow Action>

reset camera

reset zoom

jump user: 200%, 30

move user: return, 30

wait for movement

</Follow Action>
Jump skill is #49, Land skill is #50, Jump State is #11
@gothicvoid Not that it should make any difference but....
try putting you Yanfly plugins above the Moghunter ones. In my experience they work best this way.
I originally had it with YEP at the top and Mogs & ect. on bottom... i kept getting error after error... now i dont have any that i can see but he just wont come down when the timer runs out. and i have YEP all under the other plug ins.
 

Johnboy

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Try removing the extra 00 in your skill ID from your state.
 

CCCreations

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Try removing the extra 00 in your skill ID from your state.
OMG! THANK YOU THANK YOU!!!! YAYAYAYAYAY!!!! You have made my day Johnboy!!! if i could i would kiss you lol. settle for a virtual hug!:kaoluv:
 

Johnboy

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Hey no problem. Generally Yanfly's plugins don't like leading zeros in anything (personal experience lol).

If you need help with Mog's weather plugin, you can DM me and I can try to help. I spent some time recently getting it set up.
 

assasinlas

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Anyone can help? When my hero use jump skill, the enemy can still target and damage my hero.
 

MushroomCake28

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@assasinlas , please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


Please start a new thread if you have any further questions. Thank you.

Closing this thread.

 
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