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

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Started by Blue001 2126 posts Page 103 of 107 View original ↗
  1. Choraß said:
    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.
    Are you asking for VisuStella or Yanfly? Your profile says you use MZ, and this thread is for Yanfly's Action Sequences.

    You can reorder the layer priorities in MZ with a few JavaScript commands, but it's not so easily done in MV.
  2. ATT_Turan said:
    Are you asking for VisuStella or Yanfly? Your profile says you use MZ, and this thread is for Yanfly's Action Sequences.

    You can reorder the layer priorities in MZ with a few JavaScript commands, but it's not so easily done in MV.
    Actually for Yanfly Action Sequence use in MZ.
  3. @Choraß There have been a few threads about how to reorder sprites in MZ.

    If you have a problem finding them in a Google, I'd personally suggest you make a new thread asking about it - it doesn't really have anything to do with action sequences, the code you'd use is generic, and the question is likely to be overlooked here.
  4. I dind't find anything about it, and my question was to change the users Z-Layer priority per (Yanfly) Action Sequence.
  5. Well the idea was that the skill user always have the highest priority (through Action Sequence), which returns default after. And thanks for the advice of this thread.
  6. Choraß said:
    Well the idea was that the skill user always have the highest priority (through Action Sequence), which returns default after. And thanks for the advice of this thread.
    You should be able to do that. I vaguely recall yanfly having an eval action sequence, which you can use to:

    1. Store the current z-index of the battler somewhere on $gameTemp or something
    2. Change their z-index to something really high (999 or whatever)
    3. Do the rest of the sequence
    4. Revert their z-index to the stored value in #1
  7. Okay so I know I'm missing something simple here, and I've tried so many different ways to get this to work and it's driving me crazy. I'm using MV.

    1709425572401.png
    Basically what I'm trying to do is get an effect where the user of a skill gets stunned for a turn if he misses. I purposely have success rate lowered for testing purposes. I've found several threads on the subject and tried all their different solutions but it's simply not working. State 18 is stun.

    I'm not sure if I have to have it in a pair of notetags and which one to do. I tried putting open closed <target> </target> and when that didn't work I tried <follow></follow> notetags and that didn't make a difference. I also keep seeing different codes put in where it's capitalized or not. Is "Action effect" supposed to be all caps? Is If/then and end all uppercase?

    I feel like I'm close but just missing one little detail that's making this not work.
  8. have you tried "target.result().evaded || target.result().missed", or "!target.result().isHit()"?

    missing and evading are 2 separate things to the engine but look near identical to a person. youve been reducing the success rate of the skill, which would increase the chance of a miss, but not an evade, and an evade cannot happen if the skill was already determined to have missed
  9. Robro33 said:
    have you tried "target.result().evaded || target.result().missed", or "!target.result().isHit()"?

    missing and evading are 2 separate things to the engine but look near identical to a person. youve been reducing the success rate of the skill, which would increase the chance of a miss, but not an evade, and an evade cannot happen if the skill was already determined to have missed
    OH! I didn't know that.

    would it then be
    "target.result().evaded || user.result().missed"

    then since the missing happens on the side of the one doing the skill?

    Okay, so I got some of it to work.

    <target action>
    action effect
    if target.result().missed
    add state 18: user
    END
    </target action>

    The first line does the normal attack. The if then checks if it misses. I think I saw somewhere
    that it doesn't like multiple if/ thens, so I'm going to try adding evade back in to see if it messes up but this works when I have missing turned way up so this is an improvement.
  10. PersistentDreamerGames said:
    Okay so I know I'm missing something simple here
    The Notes field of a Skill is just that - notes for you to type in and reference later.

    Typing JavaScript or any other kind of commands in there by itself will never do anything.

    PersistentDreamerGames said:
    I'm not sure if I have to have it in a pair of notetags
    Yes, per the instructions for the Action Sequences plugin.

    PersistentDreamerGames said:
    I tried putting open closed <target> </target> and when that didn't work I tried <follow></follow> notetags and that didn't make a difference.
    Neither of those are notetags provided by the Action Sequences instructions.

    PersistentDreamerGames said:
    I also keep seeing different codes put in where it's capitalized or not. Is "Action effect" supposed to be all caps? Is If/then and end all uppercase?
    The case doesn't matter unless you're using an if or eval - the things following those commands are JavaScript, and code is case sensitive.
  11. ATT_Turan said:
    The Notes field of a Skill is just that - notes for you to type in and reference later.

    Typing JavaScript or any other kind of commands in there by itself will never do anything.


    Yes, per the instructions for the Action Sequences plugin.


    Neither of those are notetags provided by the Action Sequences instructions.


    The case doesn't matter unless you're using an if or eval - the things following those commands are JavaScript, and code is case sensitive.
    Yeah, I did a poor job of clarifying some of this. I was confused on the tags because when I researching the problem I kept seeing people posting stuff but they were leaving off the tags and it was making things confusing because I wasn't sure which tag to place it under. When I stated <target> and <follow>
    I meant <target action> and <follow action>. and I didn't realize that you had to tell it "action effect" before it would let you evaluate the code after. I kind of assumed it would automatically do the action if you left it alone.

    Anyway, I think I finally got it to work right.

    For reference the final working code (if this is useful to anyone)


    <target action>

    action effect

    if !target.result().isHit()

    add state 18: user

    END

    </target action>

    Since the state applies after the ability, I kept thinking I needed to add it under the <follow action> tag but I was wrong.

    Thank you both for the help.
  12. PersistentDreamerGames said:
    would it then be
    Code:
    "target.result().evaded || user.result().missed"
    then since the missing happens on the side of the one doing the skill?
    the result object made for the skill is saved onto the target, regardless of if the user missed or the target dodged.

    PersistentDreamerGames said:
    I was confused on the tags because when I researching the problem I kept seeing people posting stuff but they were leaving off the tags and it was making things confusing because I wasn't sure which tag to place it under
    its not mentioned in the help file, but <whole>, <follow>, etc. are processed by the battle core plugin alongside the full <whole action>, <follow action> tags. when in doubt, stick to what the help file says, but in this case, the plugin *was* written to accept them both. youd only really know about the alt tags if you looked into the js file though
  13. Sorry if this one has already been asked before but when I tried to search for it I was just told that HP was too short or common a term,

    so here it goes, I was wondering if there is a way I can make an skill where a character hits with his sword first then casts a spell after as part of the same skill.

    so far I just have it attacking, then performing the animation, but I can't figure out how to make the follow up damage ( if I just have it do the action again it's the damage formula for a physical hit not the spell)

    been trying to figure this out for days but I've only just started and the language is new to me sorry.

    edit // sorry I actually figured this one out after I got some sleep lol, the secret was to have
    the skill see add an invisible state after the first hit, the hit again and remove the state.
    not as elegant as I'd like but it works.
  14. @67WON9T you can execute the script call to do damage with
    Code:
    eval: target.gainHp(-(value))

    You can replace value with anything you'd put in a damage formula.
  15. ATT_Turan said:
    @67WON9T you can execute the script call to do damage with
    Code:
    eval: target.gainHp(-(value))

    You can replace value with anything you'd put in a damage formula.
    ha! hey thanks, I was trying that before but I had missed eval: at the front. that is much more elegant thank you !
  16. @67WON9T The eval is the actual Action Sequence command. Just putting JavaScript into one won't do anything by itself.

    Good luck.
  17. ATT_Turan said:
    @67WON9T The eval is the actual Action Sequence command. Just putting JavaScript into one won't do anything by itself.

    Good luck.
    Thanks, I actually got it working right after your last post but I had to go to work and I forgot to come back and tell you.

    Works like a charm now thanks!
  18. Is it possible to have action sequences play on reaction? Like, if an actor attacks and the enemy dodges it, is there a way to have the enemy play an action sequence? Or say, when an actor lands a critical hit, can I have the actor and the enemy play action sequences?
  19. DrBuni said:
    Is it possible to have action sequences play on reaction? Like, if an actor attacks and the enemy dodges it, is there a way to have the enemy play an action sequence? Or say, when an actor lands a critical hit, can I have the actor and the enemy play action sequences?
    I ... think so.

    I think you can use yanfly's counter control to set a known skill as a counter attack.
    then you just put what ever action sequence you want in that skill you have selected as the counter skill ?

    I haven't tried this so speculation. but I feel like this should do it.