SIXFOOTBLUE'S PROFILE
Hi, I'm Blue. I like pixel art, drawing, voice acting, and messing with game design, despite knowing very little about coding. Maybe someday I'll release something.
Hope we get along!
Hope we get along!
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[Yume RPG Toolkit - Workshop] Game Object Icons
Glad to see you're still making progress on this. I really admire your dedication to this whole project. ^^
Update - February 2019
Update - February 2019
Pre-Kickstarter Test Footage
SakuraRiver.png
Farbtest_ALL_2.jpg
A Sad Outcome
This is really unfortunate news, but more than understandable given the circumstances. Thanks for you guys' dedication to this project all this time. :)
At the end of the day, you still have something solid to show for all the work you've done, and that definitely counts for something too.
At the end of the day, you still have something solid to show for all the work you've done, and that definitely counts for something too.
[YRPG Toolkit] Tutorial - Battle System
GrovesOfPremonition2018.png
[RMMV] (Yanfly) How to stop action sequence from pausing when actor takes damage?
Is there a way to stop an action sequence from pausing briefly when an actor takes damage?
For a bit of context, I'm working on an action sequence that makes the target actor shake if they take damage from a regular attack. It animates properly when the effect plays out on the enemy, but when it plays out on an actor, the sequence pauses to show the damage number + pose first, and then the shake motion plays. I'd like to get rid of the pause while the damage pops up.
(Sample clip)
https://gyazo.com/4aa06225811621ecc02a3f280798c038
Here's my action sequence code:
<target action>
move target: backward, 50, 10
face target: forward
action effect
IF target.result().evaded || target.result().missed
motion evade: target
wait: 10
ELSE
wait : 1
motion damage: target
wait : 10
move target: forward, 100, 10
face target: forward
motion damage: target
wait : 10
move target: backward, 75, 10
face target: forward
motion damage: target
wait : 10
move target: forward, 50, 10
face target: forward
motion damage: target
wait : 10
move target: backward, 25, 10
face target: forward
motion damage: target
wait : 10
END
</target action>
Are there any plugins out there that prevent the battle flow from pausing when damage (or motions in general) play out?
For a bit of context, I'm working on an action sequence that makes the target actor shake if they take damage from a regular attack. It animates properly when the effect plays out on the enemy, but when it plays out on an actor, the sequence pauses to show the damage number + pose first, and then the shake motion plays. I'd like to get rid of the pause while the damage pops up.
(Sample clip)
https://gyazo.com/4aa06225811621ecc02a3f280798c038
Here's my action sequence code:
<target action>
move target: backward, 50, 10
face target: forward
action effect
IF target.result().evaded || target.result().missed
motion evade: target
wait: 10
ELSE
wait : 1
motion damage: target
wait : 10
move target: forward, 100, 10
face target: forward
motion damage: target
wait : 10
move target: backward, 75, 10
face target: forward
motion damage: target
wait : 10
move target: forward, 50, 10
face target: forward
motion damage: target
wait : 10
move target: backward, 25, 10
face target: forward
motion damage: target
wait : 10
END
</target action>
Are there any plugins out there that prevent the battle flow from pausing when damage (or motions in general) play out?