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MV Binding animations to actors using Yanfly's Jump action sequence

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV Binding animations to actors using Yanfly's Jump action sequence
  • Original author: Ricepigeon
  • Original date: July 13, 2025
  • Source thread: https://forums.rpgmakerweb.com/threads/binding-animations-to-actors-using-yanflys-jump-action-sequence.178885/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Just noticed a bit of a bug after updating the plugin to 1.5, but I'm noticeing that trying to apply an animation effect to an actor that's both rotating and jumping seems to have the animation effect bound to what the actor's position would be without the jump sequence as seen below: View attachment 344903 Ideally the flame effect should be centered on the actor's Y position during the jump instead of where it should be without the jump sequence. I've added the relevant code below: eval: $gameMap.QTE(["normal"],150,["right","right","left","right","left","ok"],true)

Archived First Post

Just noticed a bit of a bug after updating the plugin to 1.5, but I'm noticeing that trying to apply an animation effect to an actor that's both rotating and jumping seems to have the animation effect bound to what the actor's position would be without the jump sequence as seen below:

View attachment 344903

Ideally the flame effect should be centered on the actor's Y position during the jump instead of where it should be without the jump sequence. I've added the relevant code below:

<setup action>
eval: $gameMap.QTE(["normal"],150,["right","right","left","right","left","ok"],true)
if eval:$gameMap.getQTEResult() === "failure"
break action
else
display action
immortal: targets, true
end
</setup action>

<whole action>
if eval:$gameMap.getQTEResult() === "failure"
break action
else
perform start

zoom: 125%, 20
camera focus: user, center, 20
wait: 30
wait: 4
move user: targets, center, 60, offset y -20
jump user: 150, 60
animation 278: user
rotate user: 0, left, 20
wait: 20
rotate user: 0, left, 20
wait: 20
rotate user: 0, left, 20
wait: 20

action effect
wait for animation
wait for movement
wait: 5
end
</whole action>

<target action>
</target action>

At first I thought ATTuran's rotation plugin was causing the issues, but removing the rotation sequences doesn't seem to address the issue.

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#039#rpg-maker-archive#js-support

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