Edit: Maybe my long-winded reply would come across as harsh. I guess I have nothing new to say.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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I have been handed on what to do, they handed me this piece of code and told me just to edit the numbers of "move user". Thanks to them for helping me out!, but this should now be a action sequence that moves the player to the middle
JavaScript:<setup action> display action </setup action> <whole action> </whole action> <target action> Motion chant: user Animation 4: user wait for animation move user: forward, 200, 20 wait for movement motion swing: user wait: 25 animation 7: target animation wait: 4 action effect: target wait for effect </target action> <follow action> wait: 30 </follow action> <finish action> perform finish clear battle log wait for movement </finish action> -
Hey. This is my first attempt at playing around with action sequences. I am trying to create a skill similar to those in Darkest Dungeon, where the actor and the enemy move to the center of the screen, and the camera zooms on them both as the actor uses the skill. I am bad at explaining, so here is a 3 seconds clip showcasing it:
Here is what happens when the character uses the skill with the code below:
Here is the code I have. I don't think the animation even gets past the setup part, but I can't figure out what I am doing wrong. If you have any suggestions on a better way to achieve the effect I am looking for, I am all eyes as well. Thank you!
<setup action>
immortal: enemy 1, true
move enemy 1: forward, 448, 12
wait: 77
move user: backward, 448, 12
wait: 77
motion thrust: enemy 1
camera screen: 400, 300, 60
wait for camera
</setup action>
<target action>
move user: forward, 20, 90
action animation: enemy 1
move enemy 1: backward, 30, 60
wait for movement
wait for animation
</target action>
<follow action>
reset camera: 30
move user: home
move enemy 1: home
immortal: targets, false
</follow action> -
I don't understand what you did to format your post that way :stickytongue: But for future reference, please put code or action sequences in the CODE tag (the </> icon in the edit bar).
Why are you trying to move the user backward? It doesn't look like they have anywhere near 448 pixels between them and the edge of the screen, so there's no place to go. If you want both battlers to move toward the center of the screen, then they would both move forward, right?<setup action>
immortal: enemy 1, true
move enemy 1: forward, 448, 12
wait: 77
move user: backward, 448, 12
Why are you making enemy 1 thrust? Unless you're using side-view battlers, enemies have no attack motions, and wouldn't you want the battler using the skill to be the one swinging?wait: 77
motion thrust: enemy 1
Seems like that should bemotion thrust: user
Same idea here, with moving the user in the wrong direction.<target action>
move user: forward, 20, 90
action animation: enemy 1
move enemy 1: backward, 30, 60
I also don't get why you keep referencing enemy 1. If you have more than one enemy in the troop, enemy 1 is not necessarily the one that the player targeted with the skill.
If you don't have more than one enemy in the troop, there's still no need to type extra things like that - you should always just be usingtarget
So try those modifications. -
@ATT_Turan I was able to make the characters move, and have the camera center and zoom in on the action. However, the player character moves back to the home position immediately. Also, the enemy turns backwards after they finish moving, which is very goofy. It might be for the same reason the enemy starts facing the wrong way when the battle starts.
On top of that, the Window_BattleStatus doesn't disappear during the use of skills, so it looks really janky. I suspect some of my plugins are interfering with the action sequence and are responsible for both issues.
If you have any on how to fix the Window_BattleStatus issue, I am all eyes - though I guess you would need to see all of the plugins I have installed, yes? I will be be adding them to this post. I think instead of having the characters move, I will just have them positioned closer to begin with and have
Code:<setup action> immortal: target, true move target: backward, 448, 5 move user: backward, 448, 5 CAMERA PAN: POINT, 960, 300, 60 zoom: 200%, 45 wait for camera wait for zoom </setup action> <target action> action animation: target wait for animation </target action> <follow action> reset camera: 30 reset zoom move user: home move target: home immortal: target, false </follow action>
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Original post:
Sorry, I don't use forums much, and I knew I had to encapsulate the code somewhere, so I figured quotes was the way to go.
It is because RPG Maker by default wants the player to be at the right side, and enemies at the left side. I have a small plugin that places them where I want them to be (although you may have noticed the enemy starts the fight facing the wrong direction, something to fix later on). Because of this change, from my experience (with other plugins), if I try to move the player forward, they go backward instead. So since I wanted the player to head towards the middle of the screen, I tried to make them go backward. Dunno if it makes sense.Why are you trying to move the user backward? It doesn't look like they have anywhere near 448 pixels between them and the edge of the screen, so there's no place to go. If you want both battlers to move toward the center of the screen, then they would both move forward, right?
So if the actor/enemy can't move the exact distance typed in the code, they just don't move at all? If so, perhaps I outplayed myself by trying to predict what would happen, so I will try making them move forward instead.
Oh, the 448 pixel is an arbitrary number I typed to see if the character was moving towards the desired direction.
I am using side-view battlers! I drew a bunch of different poses for the enemy, and the thrust motion in the actual sprite sheet is the enemy posing as if they are bracing themselves for the upcoming attack. Though as you pointed out, it seems like I messed up the code itself.Why are you making enemy 1 thrust? Unless you're using side-view battlers, enemies have no attack motions, and wouldn't you want the battler using the skill to be the one swinging?
Seems like that should be motion thrust: user
Okay, thank you. I thought target was a placeholder term to be replaced with user, enemy 1, enemies, and so on.I also don't get why you keep referencing enemy 1. If you have more than one enemy in the troop, enemy 1 is not necessarily the one that the player targeted with the skill.
If you don't have more than one enemy in the troop, there's still no need to type extra things like that - you should always just be using target -
I would suggest you report your posts and ask a mod to split them off into your own thread for support with this - troubleshooting other plugins is outside the scope of this thread for sharing Action Sequences.On top of that, the Window_BattleStatus doesn't disappear during the use of skills, so it looks really janky. I suspect some of my plugins are interfering with the action sequence and are responsible for both issues.
I'd further suggest you start with some basic troubleshooting - if you turn off all your other plugins, do the action sequences work properly? It doesn't make sense to try to fix your action sequence if you don't know whether its commands are being properly followed by your game.
This is something to be explored in your troubleshooting thread. If you change the positions and facing in a way that's compatible with Yanfly's plugins, action sequences know which direction the sprite is facing and should use forward and backward relatively.It is because RPG Maker by default wants the player to be at the right side, and enemies at the left side. I have a small plugin that places them where I want them to be (although you may have noticed the enemy starts the fight facing the wrong direction, something to fix later on). Because of this change, from my experience (with other plugins), if I try to move the player forward, they go backward instead. So since I wanted the player to head towards the middle of the screen, I tried to make them go backward. Dunno if it makes sense.
Regardless, my original point stands - it doesn't make sense that the enemy and actor would be going in different direction labels. If they both need to be going backward because their positions are flipped, then they both go backward. If they both go forward, they both go forward. I don't understand how one could be correctly going forward and the other correctly going backward.
The obvious alternative is to just use themove pointcommand to specify coordinates. Then it doesn't matter whether it's forward or backward. -
Okay, I will post my own thread later. The plugin causing the problem is one created by a redditor who has since deleted their account (I think) so I was worried about asking for help on it. So instead I was trying to workaround the problem with creative use of action sequences.I would suggest you report your posts and ask a mod to split them off into your own thread for support with this - troubleshooting other plugins is outside the scope of this thread for sharing Action Sequences.
I'd further suggest you start with some basic troubleshooting - if you turn off all your other plugins, do the action sequences work properly? It doesn't make sense to try to fix your action sequence if you don't know whether its commands are being properly followed by your game.
This is something to be explored in your troubleshooting thread. If you change the positions and facing in a way that's compatible with Yanfly's plugins, action sequences know which direction the sprite is facing and should use forward and backward relatively.
Regardless, my original point stands - it doesn't make sense that the enemy and actor would be going in different direction labels. If they both need to be going backward because their positions are flipped, then they both go backward. If they both go forward, they both go forward. I don't understand how one could be correctly going forward and the other correctly going backward.
The obvious alternative is to just use themove pointcommand to specify coordinates. Then it doesn't matter whether it's forward or backward. -
Hello! Hopefully someone can direct me on what to do. I have a character use Yanfly's Jump skill. So he jumps up and disappears. Then when I have another character use Yanfly's Penta Slash or other combo techniques, my character that Jumps suddenly pops up at the top of the screen. What could I do to make him stay hidden?
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hmm... is there a hid actor function that you can set to activate once actor is out of view? aka jumped sort of like the girl from FF : ) which im sure you got that idea from xD then turn actor one before returning to spot?
actor jumps, turn actor image to zero wait till after set time or skill is used
turn actor to on then return actor to previous position -
It would help if you either supplied the action sequence code you're using, or if you're just copying from someplace else, provided a link to that. No one can help you troubleshoot something if they can't see how it's working.I have a character use Yanfly's Jump skill. So he jumps up and disappears. Then when I have another character use Yanfly's Penta Slash or other combo techniques, my character that Jumps suddenly pops up at the top of the screen.
If you're copying the Yanfly Jump Tip & Trick, what you're describing shouldn't be happening because that sets the sprite's opacity to 0% - e.g. invisible. So whether or not they're on the screen, they shouldn't be visible. -
I was a patreon for Yanfly when it came out. I copy pasted the skills into my own project, I haven't touched anything but I will try to add it when I am back from workIt would help if you either supplied the action sequence code you're using, or if you're just copying from someplace else, provided a link to that. No one can help you troubleshoot something if they can't see how it's working.
If you're copying the Yanfly Jump Tip & Trick, what you're describing shouldn't be happening because that sets the sprite's opacity to 0% - e.g. invisible. So whether or not they're on the screen, they shouldn't be visible. -
@sushibyte Then I guess check you have the plugins correct.
The opacity command is from Action Sequences pack 2, so make sure that's installed in your project. Then check your plugin manager against the list on the Yanfly Engine Web site - if they're not in the same order, random weird things can go wrong. -
it's really a copy paste from Yanfly's project. I guess I will try with opacity, that's a good lead -
I don't understand. Above, you said you copy/pasted the Jump Tip & Trick.it's really a copy paste from Yanfly's project. I guess I will try with opacity, that's a good lead
The action sequence for Jump already includes commands to change opacity, as I said in post #2,011.
So I don't know what else to say until you actually post your code. -
have you tried getting a character to jump and another to use penta slash?
the combo sequence before penta slash is 4 hits, and that dosen't make my character that's up in the air appear on screen, so I believe that it has something to do with how Penta Slash is actually programmed.
the sequence starts with zoom 120 percent , and then at the end you see opacity not focus 100 percent, could any of this be related ??
EDIT : I truly believe that I have figured out what is going on, it has nothing to do with how I setup my own project. it's in the code for the Penta Slash
See, the opacity in the <target action> is set to O , so that everyone onscreen disappears, BUT at the end of the code of you have a FOLLOW ACTION and it says : opacity not focus 100, to make everyone appear again, INCLUDING my guy that jumped and is up there. IS there anyways to bypass this?? The only way so far, would be to remove the lines for opacity completely, have no one disappear and reappear but I would love to keep it in too
<target action>
camera focus: target
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
wait for opacity
move user: targets, back, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 2
action effect
move user: targets, front center, 5
face user: target
motion attack: user
ani wait: 3
action effect
move user: targets, back top, 5
face user: target
ani wait: 3
action effect
move user: targets, front, 5
face user: target
motion attack: user
ani wait: 3
action effect
move user: targets, back center, 5
face user: target
motion attack: user
ani wait: 5
force critical
action effect
normal critical
move user: targets, front, 10
immortal: target, false
jump user: 200%, 10
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> -
That's normal. A lot of action sequence make all the allies disappear and then re appear at the end of the sequence. This would obviously also make the ones who used jump previously to appear.
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@sushibyte You can use an eval to reset the opacity of any battlers under the Jump state.
You should also be able to change the code of the Jump skill so they hover higher up, off the screen.
Or change the battler image to something blank instead of editing opacity. -
I just tested it with Float 895% instead of 495%, and it works. Hopefully I am not mistaken or the problem won't ...jump back at my face.thanks.
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Would there be a way to use Yanflys Steal and Snatch plugin to create a world map pickpocket chance event when approaching NPCS? either with Yanflys or not
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That has nothing to do with action sequences. You should make a new thread.Would there be a way to use Yanflys Steal and Snatch plugin to create a world map pickpocket chance event when approaching NPCS? either with Yanflys or not