Question: Is it really impossible to make an Enemy perform a Jump or a Float?
Because it doesn't seem to work for me. Has that been patched into the newer versions, or is it just not there period?
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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@Aegix Drakan: You can totally make them jump or float. What is the notetag you're using?
It should look something like
Jump target: height, frames
Target being WHO you want to make jump, This depends on if the enemy is using the skill or the player's character. If the enemy is using the skill and you want the enemy to jump, then that would be USER. If the player is using the skill and you want the enemy to jump, then that would say TARGET.
Height is pretty obvious :p
Frames is how long you want the jump to be. This includes both the ascending and descending portions of the jump. -
For skills or normal attacks?Question: Is it really impossible to make an Enemy perform a Jump or a Float?
Because it doesn't seem to work for me. Has that been patched into the newer versions, or is it just not there period?
I tried using this tag for normal attacks.
For skills, I believe you can make them jump when you add same tags to the skills they use.Spoiler<setup action>jump user: 30, 20
move user: target, front, 20
wait for movement
face user: target
wait: 20
</setup action> -
Messed around a bit some more, and it seems to be a conflict with the Animated Battlers script I'm using. >_>
When I remove it, my enemy sprites jump like they should.
Sorry for clogging up the thread. -
Aw, custom battlers. Couldn't help much but keep the customization going :D
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I present to you ...my newest masterpieces: COMBO SKILLS! :D
PS: Don't mind the video quality, I messed up the settings on my video capture device...oops.
Part 1:
Part 2: -
I've been alerted of this problem. it appears the plugin in question didn't alias any functions, which causes it to override a lot of things. I'll be making a version of animated enemies that will be compatible with my own plugins.Messed around a bit some more, and it seems to be a conflict with the Animated Battlers script I'm using. >_>
When I remove it, my enemy sprites jump like they should.
Sorry for clogging up the thread. -
When i use the action animation command in the end of all action the animation of the skill still play, giving an impression of duplicate, someone can help me to make the skill animation play just one time?
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@Alluria: I'm not quite sure I understand what you're trying to do.
Is the skill a single target or multiple target ability?
If it's single, then use:
<target action>
</target action>
If it's for multi-targets, then you use:
<whole action>
</whole action>
For your sequences. Do note! IF you are using the <target> sequence, you need to make sure the animation in the database is NOT set to "screen" or it will play multiple times. -
@Fernyfer775: Thank you so much Fernyfer, i did it, now i can complete all of my skills, i am really grateful for your help.
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I wanted to show two of my simple action sequences, they are all fairly simple but look rather nice if I say so myself! :)
First, Jump Shot! (The user jumps then shoots the target mid-air and the knock-back sends them back to the original position while in the air before they land.)
Secondly, Dizzy Spin! (The user spins a bit then falls over and both the target and the user get confused.)Spoiler<whole action>
jump user: 200, 120
motion missile: user
</whole action>
Spoiler<whole action>
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
wait: 6
face user: backward
wait: 6
face user: forward
</whole action>
<target action>
animation 63: user
add state 8: user
motion dead: user
animation 63: target
add state 8: target
motion wait: user
motion victory: user
</target action> -
Has anyone figured out how to make an intro set up?
Like.. maybe having one character jump in from one side, make another run in from another side, maybe have one fall from the sky?
I been having hell wrapping my brain around these plugins. -
What do you specifically want?Has anyone figured out how to make an intro set up?
Like.. maybe having one character jump in from one side, make another run in from another side, maybe have one fall from the sky?
I been having hell wrapping my brain around these plugins. -
At the very beginning of the battle, just having them jump in from the right side off the screen into their proper positions.
If it's something i can do, i'll wrap my brain around it..
I managed to do just fine with sequences in... some specific scripts i used in ace... -
Here's the Jump effect:
Spoiler<target action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
opacity not focus: 0, 20
wait for opacity
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: target, front, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</target action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action>Im trying to import some of the skills of this thread, however appears a message saying: "Object is not a function" and the game closes (only in some skills) what im doing wrong?SpoilerAnd as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:
<whole action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
ani wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action> -
Hey everyone, I've figured out a couple of things, but I was wondering how you guys are getting targets into the air... I basically wanted my melee character to do a simple 3 hit combo on an airborne foe. Like the uppercut earlier, but for then my character to jump up and follow with 3 dashing punches. Basically like the One-Two punch but in the air and starting from the front.
Oh I also took Stratoforce's One-Two and came up with a dash thru sweep/tackle of sorts? Maybe someone will find a use for it as it's simple to do, and uses default Sweep Animation.
<setup action>
display action
immortal: targets, true
se: 1attack3
wait: 30
</setup action>
<target action>
se: Wind4
opacity user: 0%, 20
move user: target, back, 20
wait for opacity
opacity user: 100%, 15
wait for opacity
motion attack: user
face user: target
action animation
wait for animation
action effect: target
death break
wait: 10
move user: target, front base, 5
wait for movement
motion attack: user
face user: target
action animation: target
wait for animation
action effect
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</finish action> -
I'm having trouble with AOE attacks. So they work but the problem is this after the action sequence happens...
It adds another hit to everyone of the enemies.... -
@shiro117: I'm going to assume you're having the same issue that the person about 4-5 posts above was having. I'm going to re-post how I previously answered the other inquiry:
SpoilerIf it's single, then use:
<target action
</target action>
If it's for multi-targets, then you use:
<whole action>
</whole action>
For your sequences. Do note! IF you are using <target action> the sequence, you need to make sure the animation in the database is NOT set to "screen" or it will play multiple times. -
tried whole action but it is still doing the same thing. I know about target and whole action however it just attacks every enemy one time after the attack. What does the scope need to be on or does that matter?
I get the same effect every time which really is frustrating since I can get any other ability to work. Its just the area of effect ones that are the biggest problem.
Update: Fixed the issue it was a little more than just target and whole action but I figured it out and it works perfectly. Thanks for the hint. -
Someone that can help me with writing custom code fore variable values? I'm learning a bit of Javascript to use in action sequences but i can't get this Example to work.
change variable 2 = Math.floor((Math.random() * 10) + 1);I don't know if i'm doing soemthing wrong here. Do i need to input an eval function for this or is it something different with the synthax inside action sequences that i really need to know about? I have for example noticed that if else statements don't require {}() signs at all. You can simply write the text. I REALLY want to figure out the differences so i can use Javascript Math expressions for my variables.