- Joined
- Jan 28, 2013
- Messages
- 776
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- RMMV
Good afternoon.
I am looking for an enterprising individual to provide me with a way to call an action sequence directly from a skill ID, given in the args of the function call.
Specifically, I am looking for a way to use an action sequence when a custom state becomes active. I was trying to dig through the action sequence and battle engine core plugins to see where it actually decides to pull the action sequences from the skill and execute them, but I can't seem to find that information.
Ideally, I'd like to be able to call a function, and have it perform the action sequence of the skill Id, as if the skill had been used, processing every action sequence argument as if it had been used normally. This way, I could animate a state effect as if it were a skill. Specifically for a re-raise type skill, which yanfly has already provided the code for (here). Without this ability, the animation called in this state plays immediately after death occurs, and the HP recovery happens on the exact same frame, without waiting for the animation to finish. If the next action is an enemy, it will also get to act before the animation is even finished as well.
I think this sort of thing is out of the scope of the support yanfly provides for his tips/tricks and lunatic code, so if anyone could help me out, that'd be awesome.
I am looking for an enterprising individual to provide me with a way to call an action sequence directly from a skill ID, given in the args of the function call.
Specifically, I am looking for a way to use an action sequence when a custom state becomes active. I was trying to dig through the action sequence and battle engine core plugins to see where it actually decides to pull the action sequences from the skill and execute them, but I can't seem to find that information.
Ideally, I'd like to be able to call a function, and have it perform the action sequence of the skill Id, as if the skill had been used, processing every action sequence argument as if it had been used normally. This way, I could animate a state effect as if it were a skill. Specifically for a re-raise type skill, which yanfly has already provided the code for (here). Without this ability, the animation called in this state plays immediately after death occurs, and the HP recovery happens on the exact same frame, without waiting for the animation to finish. If the next action is an enemy, it will also get to act before the animation is even finished as well.
I think this sort of thing is out of the scope of the support yanfly provides for his tips/tricks and lunatic code, so if anyone could help me out, that'd be awesome.
