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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 102 of 107 View original ↗
  1. sushibyte said:
    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
    Since the plugin is used to take items from enemies in battle, attempting to utilize it outside of battle, where there would not normally be any enemies to draw from, probably wouldn't work.

    You could use YEP Common Event Menu to set up events that call a menu to handle stealing from NPC's.
  2. trying to make an animation where the sv actor dissapears and has an animation play of them attacking over the targeted enemy, but for some reason, the attack goes twice. is there any reason why its like this?

    Here's the sequence:

    <setup action>

    clear battle log

    display action

    immortal: targets, true

    perform start

    wait for movement

    opacity user: 0%

    wait for animation

    </setup action>



    <whole action>

    perform action

    motion wait: user

    action animation

    wait for animation

    action effect

    death break

    </whole action>



    <finish action>

    opacity user: 255%

    immortal: targets, false

    wait for new line

    clear battle log

    perform finish

    wait for movement

    wait for effect

    action common event

    </finish action>
  3. @Earthboundstar123 You have some odd logic in terms of the commands in there.

    Why is there a wait for animation at the end of your setup action? You haven't played any animation.

    Similarly, you have this random wait for effect way down in your finish action. What's the purpose of that?

    Earthboundstar123 said:
    for some reason, the attack goes twice. is there any reason why its like this?
    If it's a single-target attack, you should be using target action, not whole action. Try that.
  4. ATT_Turan said:
    @Earthboundstar123 You have some odd logic in terms of the commands in there.

    Why is there a wait for animation at the end of your setup action? You haven't played any animation.

    Similarly, you have this random wait for effect way down in your finish action. What's the purpose of that?


    If it's a single-target attack, you should be using target action, not whole action. Try that.
    Putting in target action made it work, thanks!
    Im kinda new to making action sequences so i wast kinda just taking out some commands i thought were causing it to not work and putting commands that i though made it work. So sorry about the logic stuff
  5. How do I make it so a skill repeats up to X times, based on how much TP the actor currently has?
  6. dreamless said:
    How do I make it so a skill repeats up to X times, based on how much TP the actor currently has?
    Put them in if statements. You'd refer to the TP with user.tp
  7. I cannot understand what the problem is.
    Code:
    <target action>
    animation 374: user
    wait: 30
    opacity user: 0%, 10
    action animation
    animation wait: 10
    opacity user: 100%, 10
    action effect
    if !target.result().missed && !target.result().evaded && target.elementRate(2) > 0.01
    animation 3: target
    add state 63: target
    if target.isStateAffected(64)
     add state 65: target
     remove state 63: target
     remove state 64: target
     animation 127: target
    end
    end
    </target action>

    I am using SergeofBIBEK's Nested IF addon. This is an enemy skill. State 63 is obviously meant to be applied only if the attack hits the player, but even if it misses, it still applies the state. Yet if I cause an actor to do the skill, and it misses an enemy, it suddenly works flawlessly and does not actually apply the state. Am I missing something?
  8. dusk_13 said:
    I am using SergeofBIBEK's Nested IF addon.
    Have you tested whether that has anything to do with it? If you cut out the nested if and disable that plugin, does it act any differently?

    dusk_13 said:
    State 63 is obviously meant to be applied only if the attack hits the player, but even if it misses, it still applies the state. Yet if I cause an actor to do the skill, and it misses an enemy, it suddenly works flawlessly and does not actually apply the state. Am I missing something?
    I don't see how any of that could matter whether the user/target is an actor or enemy.

    Are you sure it's actually missing? It's not hitting for 0 damage or being parried by a plugin or something?
  9. It is actually missing, with the usual popup.
    ATT_Turan said:
    Have you tested whether that has anything to do with it? If you cut out the nested if and disable that plugin, does it act any differently?
    Seems that's exactly the case. That's a huge problem since I have several skills that rely on that. The fact that it works as it should when it's actor against enemy yet not when it's enemy against actor is what bewilders me the most.
  10. dusk_13 said:
    Seems that's exactly the case.
    Well, then.

    Since the original author is no longer active, I'll put it on my list of things to poke at if I get some free time.

    But for the time being, you know the cause so you can just do some copying and pasting to split it into a regular if/else if.
  11. I think me turning the Nested IF plugin off and then back on did somehow help, because now it just works as it should, even though I did not touch the action sequence itself.
  12. I tried the King of beasts skill and it proved to not be working for me so I tried to tweak it. Just a few things not working really. When my characters floats up, he never reaches the same height as the target he sent flying. Also when I reach step 9 of the combo, my animation 540 freezes mid playing but the several times it plays again, it just works perfectly. Lastly, I have setup animations 199 to play on target but it still plays on user. Any ideas would be wonderful because it is one big Skill that's sure to be eye candy.


    <setup action>
    #King of Beasts
    display action
    wait: 60
    immortal: targets, true
    </setup action>

    <whole action>
    hide battle hud
    camera focus: user
    zoom: 120%, 30
    wait for zoom
    opacity not hidden: 0, 60
    wait for opacity

    motion chant: user
    motion wait: user
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    motion guard: user
    motion wait: user

    </whole action>

    <target action>
    #Moving to Target
    move user: targets, front, 20
    motion standby: user
    wait for movement
    face user: target

    #Knock Enemy Up
    #eval: alert("Attack #1");
    motion attack: user
    animation 6: target
    action effect

    float target: 350%
    face target: user

    motion chant: user
    motion wait: user

    animation 40: user
    wait for animation

    #Pummel them with attacks! (Atk: 2 - 7)
    #2

    #eval: alert("Attack #2");
    float user: 650%
    move user: targets, front, 15

    motion attack: user
    animation 6: target
    action effect

    #3
    #eval: alert("Attack #3");
    wait: 5

    float user: 350%
    wait: 10
    move user: targets, front, 15
    face user: target

    motion attack: user
    animation 7: target
    action effect

    #4
    #eval: alert("Attack #4");
    wait: 5

    float user: 350%
    wait: 10
    move user: targets, front, 15
    face user: target

    motion attack: user
    animation 8: target
    action effect

    #5
    #eval: alert("Attack #5");
    wait: 5

    float user: 350%
    wait: 10
    move user: target, front, 15
    face user: target

    motion attack: user
    animation 9: target
    action effect


    float target: 350%
    face target: user
    wait for movement

    #6
    #eval: alert("Attack #6");
    wait: 5

    float user: 350%
    wait: 10
    move user: targets, front, 15
    face user: target

    motion attack: user
    animation 10: target
    action effect


    float target: 350%
    face target: user
    wait for movement


    #7
    #eval: alert("Attack #7");
    wait: 5

    float user: 350%
    wait: 10
    move user: targets, front, 15
    face user: target

    motion attack: user
    animation 10: target
    action effect


    float target: 350%
    face target: user
    wait for movement

    #8
    #eval: alert("Attack #8");
    wait: 5

    float user: 350%
    wait: 10
    move user: targets, front, 15
    face user: target

    motion attack: user
    force element: fire
    animation 3: target
    action effect
    wait for animation
    clear element
    float target: 350%
    move target: backward, 60, 3
    face target: forward
    wait for movement

    #9 Teleport Attack (1 of 3)
    #eval: alert("Attack #9");
    animation 540: user
    move user: target,back head, 5

    animation 199: target
    opacity user: 0%
    wait for opacity

    float user: 350%
    move user: target, front base, 5
    face user: target

    animation 540: user
    wait for animation
    animation 199: target
    face user: target
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: ice
    animation 4: target
    action effect
    wait for animation
    clear element


    #10 Teleport Attack (2 of 3)
    #eval: alert("Attack #10");
    animation 540: user
    move user: target, back head, 5
    wait for animation
    face user: target
    animation 199: target
    opacity user: 0%
    wait for opacity

    float user: 350%
    move user: target, front base, 5
    face user: target

    animation 540: user
    wait for animation
    animation 199: target
    action effect
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: thunder
    animation 5: target
    action effect
    wait for animation
    clear element


    float target: 350%

    #11 Teleport Attack (3 of 3)
    #eval: alert("Attack #11");
    move user: target, back center, 5
    face user: target

    animation 540: user
    wait for animation
    animation 199: target
    opacity user: 0%
    wait for opacity

    float user: 100%
    move user: target, front base, 5
    face user: target

    animation 540: user
    wait for animation
    animation 199: target
    face user: target
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: fire
    animation 3: target
    action effect
    wait for animation
    clear element


    float target: 350%

    face target: forward
    wait for movement
    wait for animation

    #12 Slam Down to the Ground
    #eval: alert("Attack #12");
    float user: 350%
    move user: target, head, 5
    wait for movement
    animation 540: user
    wait for animation
    animation 199: target
    motion victory: user
    motion wait: user
    wait for animation
    move user: target, head

    wait for movement


    float target: 0%
    face target: forward
    float user: 0%
    wait for float
    animation 40: user
    wait for animation
    wait: 5
    action effect

    wait: 30

    jump user: 100, 40
    move user: return, 40
    motion escape: user
    wait for movement

    </target action>


    <follow action>
    wait: 15
    opacity not hidden: 100%
    show battle hud
    immortal: targets, false
    death break

    </follow action>
  13. @sushibyte It might not be actively harming anything, but it doesn't make much sense to be using both a whole action and a target action.

    whole action is executed on multiple targets of a skill simultaneously, whereas target action is executed on one or more targets individually. If your skill only hits one enemy, there's no reason not to have everything in the target action.

    Also, I don't understand what your intention is in putting death break at the end of the action sequence. It's already the end of the sequence, what are you breaking out of?

    I don't know what your enemy sprites are formatted like, but the obvious suspect for the discrepancy in floating is that you're using percentages. Most enemy sprites are larger than SV actors, so floating a given percentage for them will go up higher than the same percentage for an actor.

    If that's the case, simply changing it to use a pixel value will fix it.

    I don't have any immediate thoughts about the animation issues.
  14. I am having multiple troubles with Action Sequences, and no amount of trial and error is leading me toward any solution. Put simply, all of the Action Sequences I have made work out just fine until both Skills and Magic that target all battlers of one type(Either Enemy or Friend) ceased to perform specific motions and certain animations repeated instead of playing just once.

    JavaScript:
    <whole action>
    motion spell: user
    </whole action>

    This is no more and no less than the Notetags I have used for All-Hitting Magic, and the animation-no matter wheter it is set to "Screen" or not-will repeat for each Battler involved. Were I to remove the Notetags, it would work just fine-but the "Spell" Motion would not play for the Spell's Caster.

    Any assistance and insight would be greatly appreciated. Thank you!
  15. @NoelArdiens Per the descriptions in the Action Sequence instructions, whole action is done once for all targets and target action is done for each target.

    So if you don't want the skill's animation to play for each target, you need to define the target action as empty:
    Code:
    <target action>
    </target action>

    then put the playing of the animation, action effect, and whatever else you want into the whole action.

    Your user's spell motion is more appropriately placed in the setup action as it has nothing to do with the resolution of the skill.
  16. ATT_Turan said:
    Per the descriptions in the Action Sequence instructions, whole action is done once for all targets and target action is done for each target.

    So if you don't want the skill's animation to play for each target, you need to define the target action as empty:
    Code:
    <target action>
    </target action>

    then put the playing of the animation, action effect, and whatever else you want into the whole action.

    Your user's spell motion is more appropriately placed in the setup action as it has nothing to do with the resolution of the skill.

    I knew I was missing something obvious. I knew about Target Action doing everything for each target hence the name, but it completely wheezed right past my brain. The same applies for the concept of outright removing everything from the Target Action itself, I had not thought of it and it absolutely fixes the issue I was having.

    Now that I have gained some actual understanding of how to set these notetags for Skills and Spells, everything has been resolved and I have learned yet another valuable lesson, my thanks to thee.:hhappy:
  17. Is it possible to make a skill visually do nothing and take no or little time?
    I have a skill that just needs to run a common even which just runs a script for enemy "logic". I don't need the player to even know it's running. My battle system is Yanflys STB and I'm having trouble making things run at the start of each enemy turn.

    edit: No idea why it wasn't working but it is now...
  18. Hello @All,

    i need a standard action sequence for the normal attack to the opponent and jump back for sideview battle please. Unfortunately I overwrote my save game and it is not saved in the current one. Unfortunately I don't remember where I found the old action sequence.

    Can someone help me please?

    Thanx :)

    Volker
  19. @volker027 It's on the very first page of this thread, post 16.
  20. Is it possible in the Action Sequence to change the Skill users Z-Layer priority? Like if a Battler attack, the battler sprite draws above his target.