Pre-made (Yanfly's) Action Sequence Sharing and Discussions

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Started by Blue001 2126 posts Page 100 of 107 View original ↗
  1. mobiusclimber said:
    I'm using MZ.

    mobiusclimber said:
    I just tried MOTION: Motion Type and set it to "user," "thrust" and "true" (for "show weapon?") but that didn't work.
    Just to point out, per the title, this thread is for Yanfly's action sequences. Most of the people subscribed to it or clicking into it won't necessarily be familiar with VisuStella action sequences for MZ, as they're done in a completely different way. (I know I'm certainly not :stickytongue:)

    You may get better responses in a new thread (or if there's something like this for VisuStella, I'm not sure).
  2. @ATT_Turan I believe this thread is older than MZ and since I didn't see a comparable MZ thread, I figured they were combined in one. Sorry if that's not the case. It seems very odd that there's this thread, but not one for MZ.
  3. mobiusclimber said:
    I believe this thread is older than MZ and since I didn't see a comparable MZ thread, I figured they were combined in one.
    Well, yes, it is older than MZ and specifically titled for Yanfly's plugins. The problem with that presumption is that the Yanfly and VisuStella action sequences are very different.

    A combined thread wouldn't be terribly useful - while the end result in the game is the same, the way you create it is not. That's why they have separate forums for Ruby and JavaScript coding :wink:

    mobiusclimber said:
    It seems very odd that there's this thread, but not one for MZ.
    Well, you can create one! Either everyone using VisuStella action sequences has been able to figure out how to do what they want, or gotten help in individual threads without trying to start a centralized one.

    There are threads for implementing Yanfly's Tips & Tricks in MZ and for VisuStella note tag help, so if you think it's useful, go for it!

    Also, since I just noticed this:
    mobiusclimber said:
    The staff still has a downward arc but the character is acting like it's thrusting or firing a bow (I tried missile as well). The character's actions are in line with how those motions should look, but the weapon has the same original animation.]
    You know that every weapon has its own 3-frame animation, right? You can look at them in your system folder - that is the only staff animation that there is, and it has the swinging motion blur drawn into it. There is no such thing as an animation for thrusting with a staff.

    Your changing the character motion will only change the motion that's referenced on the SV battler spritesheet. It can't change the weapon animation. So the best that you can do with what you're trying to do is make a situation where your character's graphics don't match up with their weapon.

    In order to achieve what you're trying, you would have to make alternate versions of the animation for a weapon, then activate a state or something to set that weapon animation to the battler before activating the attack motion.
  4. ATT_Turan said:
    You know that every weapon has its own 3-frame animation, right? You can look at them in your system folder - that is the only staff animation that there is, and it has the swinging motion blur drawn into it. There is no such thing as an animation for thrusting with a staff.

    Your changing the character motion will only change the motion that's referenced on the SV battler spritesheet. It can't change the weapon animation. So the best that you can do with what you're trying to do is make a situation where your character's graphics don't match up with their weapon.

    In order to achieve what you're trying, you would have to make alternate versions of the animation for a weapon, then activate a state or something to set that weapon animation to the battler before activating the attack motion.
    This is really interesting. I've never tried to change the motion through the database, but that option exists. Apparently tho simply changing it in the database is useless unless you also change the sprites? That's... very weird. I get it, but I know if I had messed with the database and then tested it out, I'd think there was something wrong with MZ itself and never once think the issue was with the weapon sprite.
  5. mobiusclimber said:
    Apparently tho simply changing it in the database is useless unless you also change the sprites?
    Correct - more to the point, that option is in the database because you can change the sprites. You can edit the weapon animations to look like anything you want, and the editor/game has no way to know.

    So you choosing the weapon image is just a user-friendly way of specifying the index of the animation to use, and then you choosing the motion is telling the game which motion goes with it, not selecting from additional options.
  6. Hi hi, I hope this kind of thread doesn't count as necro-posting... but I'm having a doubt with the plugin that's somewhat eating at me today.
    I'm trying to make a sort of Dual Attack-like skill using this, which should be really simple, but one thing is messing me up: if I use the "Wait" command (or animation wait) to wait for even 1 frame, it will always wait AT LEAST until the end of the whole animation, until I can do another animation.

    Is this intended or am I doing something wrong?
  7. SkipTheWave said:
    if I use the "Wait" command (or animation wait) to wait for even 1 frame, it will always wait AT LEAST until the end of the whole animation
    It always makes sense for you to post what you're using so other people can read/try your action sequence and see the problem.

    I believe you should be able to get multiple animations displaying at the same time.
  8. ATT_Turan said:
    It always makes sense for you to post what you're using so other people can read/try your action sequence and see the problem.

    I believe you should be able to get multiple animations displaying at the same time.
    Sorry, just felt like a general enough issue, but this is an example:
    Note
    <target action>
    action animation
    action effect
    wait: 5
    action animation
    action effect
    </target action>

    It's a very simple dual attack kind of thing; but as long as I have any kind of wait (or animation wait) above 0 frames, it seems to always wait for the previous animation to finish before it starts the next one.
    If it changes anything, I'm actually using Front View battles. But I started using Action Sequences exactly to customize this kind of thing.
  9. SkipTheWave said:
    It's a very simple dual attack kind of thing; but as long as I have any kind of wait (or animation wait) above 0 frames, it seems to always wait for the previous animation to finish before it starts the next one.
    Okay, so I don't think you can have more than one animation playing on the same target at a time.

    For a situation like this, you should just create a unique animation for this skill in the animation editor. You can paste more than one animation cel into each frame so that it's a single, longer animation that overlaps.
  10. Okay, that's fair enough.
    In this case I guess I'm fine with just waiting for the 1st animation, since it's using normal attack animation. Was just annoyed from thinking I was missing something.
    Thank you!
  11. SkipTheWave said:
    Okay, that's fair enough.
    You may also be interested in Ramza's dual wield plugins. They allow you to show different weapons for the two hands and separate out the stats and such.
  12. Can anyone help me with a basic sequence to do the main attack and then immediately follow it with another attack?
  13. Redleg said:
    Can anyone help me with a basic sequence to do the main attack and then immediately follow it with another attack?
    As you've described it, this is really basic. You'd copy the provided sequence for a regular attack and just copy and paste a few lines to do a second hit.

    Please share what you've tried to do that didn't work...and if that's not what you mean, you'll need to give more accurate details in your request.
  14. Hello! Can someone help me create a action where the enemies and the players both go to the middle to attack instead of staying far away, I don't want them to go up to the enemy. I feel like I can have less compatibility issues in the middle
  15. @TheRealFame Please share what work you've already done, and explain which parts don't do what you want.
  16. ATT_Turan said:
    @TheRealFame Please share what work you've already done, and explain which parts don't do what you want.
    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>


    This doesn't put them into the middle. It more or less just has the up close to the enemy. Which when the enemy attacks it then has the enemy up close to the player possibly overlapping the player all together
  17. @TheRealFame That doesn't look like it would be a fully functional action sequence - you make the target immortal, but then never turn it off (maybe the default finish action does that?). I also don't see any reason for them to be made immortal in the first place.

    TheRealFame said:
    when the enemy attacks it then has the enemy up close to the player possibly overlapping the player all together
    Huh - that shouldn't be the case, I have sprites of different sizes and their hitboxes are correctly calculated. But, then, you are adding an offset to move the sprites closer together.

    Anyhow, all of the instructions for the move command are in the documentation for Action Sequence Pack 2. You can give it a smaller offset, or even an offset that puts the sprites further away from each other.

    Or you can use it with specific coordinates and move both of the battlers to a central area as you described.
  18. ATT_Turan said:
    @TheRealFame That doesn't look like it would be a fully functional action sequence - you make the target immortal, but then never turn it off (maybe the default finish action does that?). I also don't see any reason for them to be made immortal in the first place.


    Huh - that shouldn't be the case, I have sprites of different sizes and their hitboxes are correctly calculated. But, then, you are adding an offset to move the sprites closer together.

    Anyhow, all of the instructions for the move command are in the documentation for Action Sequence Pack 2. You can give it a smaller offset, or even an offset that puts the sprites further away from each other.

    Or you can use it with specific coordinates and move both of the battlers to a central area as you described.
    I- yeah I definitely need help still with all this..
  19. @TheRealFame I'm sorry, but that's not a helpful response for anyone to be able to assist you. To just say "I need help with everything" doesn't mean much, because what are we supposed to say except "everything is in the instructions"?

    If there's a specific word or line or something that you don't understand, saying specifically what that is will allow someone to explain it to you.

    Sorry I wasn't able to help, maybe someone else will know better what you mean.
  20. ATT_Turan said:
    @TheRealFame I'm sorry, but that's not a helpful response for anyone to be able to assist you. To just say "I need help with everything" doesn't mean much, because what are we supposed to say except "everything is in the instructions"?

    If there's a specific word or line or something that you don't understand, saying specifically what that is will allow someone to explain it to you.

    Sorry I wasn't able to help, maybe someone else will know better what you mean.
    Errr- I don't understand the plugin in general, how it makes the players move, rotate or jump, I came to this thread hoping people would provide note tags for this plugin, and the one I was looking for because I can't understand it myself, but I know it works if the proper note tag is set to that skill