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Hey

A topic by Eleyon created Jan 31, 2020 Views: 524 Replies: 4
Viewing posts 1 to 3
(1 edit)

Thanks for the plugin, works real easy. I'm only looking for some clarity on the functionality with Yans plugin that you mentioned.
The steps of what you're saying was a bit confusing on how to incorporate it and make battlers talk in mid animation or with attacks etc etc. 

Is it possible you can post some sample notes of what compatible tags and how they would look with Yanfly's plugin? 


Additionally,  don't know if there are works and edits still happening for this plugin, but I'm currently using Olivia's Octobattle. There is a clash for the BattleVAManager and Olivia's Victory UI. I'm going to get it's an audio thing, but flipping the two around in order, if BattleVA is above the Victory UI will work perfectly, however BattleVA ceases to work. If flipped the Victory UI does only partial it's stuff and no longer brings up the actual results of the battle but the BattleVA will be working.

it's likely I'll have to try and look for another plugin that can do BattleVA. but they've been surprisingly hard to come by and it's starting to look like the funds put in on RPG maker to get all those voice packs is about to go to waste because they themselves don't even really have ways to use them it would seem. Bummer.

Anywho, if you're still active on this site and can provide some insight, would appreciate it as always.

Cheers,

Eleyon

Developer (2 edits)

I still pop in from time to time and try to answer questions quickly. I have other plugins in the works, but I've been dealing with life.

For making battlers talk during skill animations, you must be using Yanfly's Action Sequences (I presume you are). Let me give you an example from the current build of Jay's Journey.

In Jay's info box, I have the following defined:

<voices>
...
attack|VXJayAttack1
attack|VXJayAttack2
...
</voices>

(If it's unclear, the "..." just means "I'm skipping stuff here.")

Then, in the action sequence for the basic Attack skill, I have an Action Sequence that includes:

<Target Action>
...
FACE user: target
VOICE user: attack
MOTION ATTACK: user
...
</Target Action>

The "VOICE user" is the magic. When it reaches this point in the action sequence, it will look to see if the skill's user has any voice clips labeled "attack". Jay actually has two, as you can see above, so when he attacks it will pick one of the two at random and play either the sound clip "VXJayAttack1" or "VXJayAttack2".

For the spell "Health", I have the following:

<Whole Action>
...
WAIT FOR ANIMATION
VOICE user: target, health
MOTION SPELL: user
...
</Whole Action>

"target" actually looks for an "actor#" or "enemy#" tag, depending on who the target of the skill is. So if Jay was casting Health on Carol (actor 2 in the database), it would collect all voice clips labeled "actor2" (and all voice clips labeled "health") that Jay has defined and play one at random. (And none of what's in the action sequences is unique to Jay. If another character uses basic attacks or the Health spell, their own voice list will be referenced to determine what voice clips play.)

Do you get the basics?

I don't know how Olivia's Victory UI works (I'm using Yanfly's Victory Aftermath instead), but I can guess why they'd interfere with each other where it comes to the ends of battles. I don't know why they'd interfere with each other outside that. If you bring up the debugger (press F9 in "Playtest" mode) do you see any red text while both are active?

Ahh, makes sense now. appreciate the speedy reply and thanks for the clarity. The plugin works like a dream, so I can't express my appreciation enough, that was the only thing stumping me. I'm going to guess I can play with things like skill|VXJaySkill1 (for example) and then do VOICE user: skill and it'll play a voice for skills used?

In regards to the Victory UI, I did a few playtests, even copied my project to do some tinkering that wouldn't mess with the main build if need be and I'm not getting anything coming up red that I can see and that could be because it's not particularly running into an error so much as it seems like it's skipping it for whatever reason. So I'm not getting any cheat sheets as to what's going wrong and would have to deep dive into it.  Not your problem to fix though man, don't worry about it.  All in all, I'll probably just opt to skip that as it looks like I can salvage the entirety of the battle system and drop that Victory UI and return to Yanfly's and it works perfectly fine while not messing with the BattleVA at all so I'll probably just go with that. I'm already trying to do too much with the project as it is.

Again, appreciate it, Jay

Best regards,

Eleyon.

Developer

Yup, you got the right idea with the "skill" example. Really, for action sequences (and responses) your clip's "tag" can be just about any word, though there are some keywords you should avoid ("user", "target", and "none" - and while you can use the other keywords (like "hurt" and "battlevictory") in action sequences, they'll also be used for those tags' normal purposes and thus should be set with caution.)

For the record, if I had to guess what was going on with Victory UI, I'd guess there's a function we're both modifying in conflicting ways. My plugins try to avoid this when possible, but sometimes it isn't. That, or she's completely bypassing the usual "end of battle" functions, which my plugin relies on for the "battlevictory" and "battleend" tags. But without buying her plugin myself I can't look into the specifics.

Yeah, I'm figuring that's the case. but that's fine, I tinkered around it and I'd much rather have your plugin working than that Victory UI so I'll drop it. It's working fine with all the battle mechanics and Yan's VictoryAfterMath. So I'll take that.


Thanks again for the replies Jay,

Greatly appreciate it!