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

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Started by Blue001 2126 posts Page 104 of 107 View original ↗
  1. Been at this for a couple of hours trying to get a simple magic casting animation working. I'm trying to achieve two things:

    1. Playing the "Ready/Magical" animation before the its the actor's turn without putting the "Skill Type" into SV [Magic Skills]. Why? Trying to keep all of a class's skills tied to a single Skill Type so that the menu isn't bloated with options.

    2. Casting animation for individual spells that calls "Use Magical Skill" and plays the animation of the actor and action in full.

    Reference Image:
    1722168035527.png

    <Target Action>
    motion spell: user
    perform action
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    perform finish
    </Target Action>

    It only plays the 1st frame of the "Use Magical Skill" skill before switching back to normal "Stabbing" animation and playing all frames of that. I've written several notes trying different combos, but I get the same issue every time. I'm actually going insane.
  2. MateoAkoro said:
    It only plays the 1st frame of the "Use Magical Skill" skill before switching back to normal "Stabbing" animation and playing all frames of that
    have you tried adding in a wait command. not the motion. the actual command
  3. Robro33 said:
    have you tried adding in a wait command. not the motion. the actual command
    Hm... I don't think I have yet. I'll give that a try and report back soon.

    Robro33 said:
    have you tried adding in a wait command. not the motion. the actual command
    Tried it and it still didn't work.
  4. can you show what you did
  5. Robro33 said:
    can you show what you did
    I'm sorry. Very bad habit of mine when it comes to creative stuff.

    <Target Action>
    motion spell: user
    animation wait: 60
    perform action
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    perform finish
    </Target Action>

    Animation Wait is at 60 just for testing reasons. The "Use Magical Skill" animation is playing, but it still calls the swing animation after its done. Only got half the problem solved.
  6. animation wait it a bit different than wait. animation wait frames are longer than the regular wait frames, but if the current wait works theres no need to change it.

    MateoAkoro said:
    but it still calls the swing animation after its done. Only got half the problem solved.
    it does it cause you told it to. thats what perform action does
    1722193832029.png
  7. Robro33 said:
    animation wait it a bit different than wait. animation wait frames are longer than the regular wait frames, but if the current wait works theres no need to change it.


    it does it cause you told it to. thats what perform action does
    View attachment 312944
    Well, crap. That fixed it. Thank you LOL
  8. sorry to have to post this here.
    I am trying to tone down the status removal in my project and i wanted to know if there
    was a way to make Yanfly's Plague touch only removes / add 3 things instead of everything?

    Thank you again for the help so far, really appreciate it

    http://www.yanfly.moe/wiki/Plague_Touch_(MV_Plugin_Tips_&_Tricks)
  9. 67WON9T said:
    sorry to have to post this here.
    I don't know why you did post this here - it has nothing to do with Action Sequences. :stickytongue:

    67WON9T said:
    I am trying to tone down the status removal in my project and i wanted to know if there
    was a way to make Yanfly's Plague touch only removes / add 3 things instead of everything?
    Change the After Eval tag to the following:

    Code:
    <After Eval>
    // Get the states the user is currently affected by.
    let states = user.states();
    // This is the category we want to transfer.
    let category = 'Ailment';
    // Add a limit
    let removed = 0;
    // Create a loop that goes through each state.
    while (states.length > 0 && removed < 3)
    {
      // Get the currently looped state.
      var state = states.shift();
      // Check if the state's categories has the one we want.
      if (state.category.contains(category.toUpperCase())) 
      {
        // Get the number of turns left on the user for the state.
        var turns = user.stateTurns(state.id);
        // Remove the state from the user.
        user.removeState(state.id);
        // Add the state to the target.
        target.addState(state.id);
        // Increment the limit
        removed++;
        // Check if the addition of the state went through.
        if (target.isStateAffected(state.id))
          // Set the number of turns for that state for the target.
          target.setStateTurns(state.id, turns);
      }
    }
    </After Eval>
  10. ATT_Turan said:
    I don't know why you did post this here - it has nothing to do with Action Sequences. :stickytongue:


    Change the After Eval tag to the following:

    Code:
    <After Eval>
    // Get the states the user is currently affected by.
    let states = user.states();
    // This is the category we want to transfer.
    let category = 'Ailment';
    // Add a limit
    let removed = 0;
    // Create a loop that goes through each state.
    while (states.length > 0 && removed < 3)
    {
      // Get the currently looped state.
      var state = states.shift();
      // Check if the state's categories has the one we want.
      if (state.category.contains(category.toUpperCase()))
      {
        // Get the number of turns left on the user for the state.
        var turns = user.stateTurns(state.id);
        // Remove the state from the user.
        user.removeState(state.id);
        // Add the state to the target.
        target.addState(state.id);
        // Increment the limit
        removed++;
        // Check if the addition of the state went through.
        if (target.isStateAffected(state.id))
          // Set the number of turns for that state for the target.
          target.setStateTurns(state.id, turns);
      }
    }
    </After Eval>
    ah, that was easier that my attempt, I tried putting x =0 and x =x + 1 instead of removed I didn't know you could just ++ .

    either way at least I know I was on the right track which means it's another plugin conflict stopping them. I'll have to figure it out the hard way thanks again.
  11. 67WON9T said:
    either way at least I know I was on the right track which means it's another plugin conflict stopping them.
    I'm sorry, I really don't get what you're saying in your reply.

    If you're saying this notetag does not work, and more than 3 states are removed, that would have nothing to do with another plugin.

    If you need more help, please start a thread in Plugin Support, post what you currently have in the notetags, and describe what's going wrong.
  12. ATT_Turan said:
    I'm sorry, I really don't get what you're saying in your reply.

    If you're saying this notetag does not work, and more than 3 states are removed, that would have nothing to do with another plugin.

    If you need more help, please start a thread in Plugin Support, post what you currently have in the notetags, and describe what's going wrong.
    no I got it working, sorry my english isn't my best let me try again.

    I had an attempt similar to your code ( but more ugly) it wasn't working.
    I assumed I was on the wrong path, but your code should do the same as mine just more eligantly, so it let me feel the issue wasn't the code but another plugin conflict.

    had a quick round of turning everything off and on again and found that the script does work as intended if I turn off a TP edditor plugin which was some how conflicting with the state catagories plugin (?) don't know if this helps ??

    I got it working anyway thank you.
  13. 67WON9T said:
    no I got it working, sorry my english isn't my best let me try again.
    Your profile claims that English is your first language:
    1724159274227.png
    If that's not correct, you should edit your profile - you can put your correct native language there, or just leave it blank. It will help with other people's expectations and how they explain things.

    I'm glad you got it working.
  14. I'm trying to make an action sequence for a skill like Iris from Golden Sun that deals damage to the entire enemy group, then heals the whole party. I've seen several HP drain effects, but these tend to heal only the user. I've been trying to make an action sequence that encompasses both of these effects (damage all foes THEN heal all allies), but I'm having trouble making the skill change targets like that. Tends to damage the foe, and then heal them without touching the party. Has anyone seen something similar implemented before?
  15. You could try and slip an eval line in the <finish action> portion of the skill that has something like
    Code:
    user.friendsUnit().aliveMembers().forEach(member => member.gainHp(5))
    Then youd just leave the skill's scope to all enemies and it should heal all allies too at the end after it deals the damage
  16. Robro33 said:
    user.friendsUnit().aliveMembers().forEach(member => member.gainHp(5))
    That might work. I'll give it a try.
  17. SOC said:
    This is a great thread, I was gonna' make one my self once I got some more examples up. I'll edit this post and reply (if not double post) when I come up with more cool stuff. Right now, I'm trying to mimic the "Deathblow" FF7 skill Yanfly shows in one of their videos where you jump and swing back down. I got the jump I think but I need to get the actor movement working better.

    FF7 Deathblow:

    <Target Action>

    move user: target, front base, 30

    wait for movement

    jump user: 200, 20

    motion swing: user

    perform action

    action animation: target

    wait for animation

    action effect: target

    death break

    perform finish

    </Target Action>

    For jump user, the first number is the height, the second number is how many frames (time) it takes for the jump animation. The higher the first number, the further up your character will jump. The higher the second number, the slower their jump animation will be.
    dude, I know you may be will not respond on my post, but I just wanted to say thank you very much, because that code made my dream to reality, thx a lot
  18. Yanfly said:
    Here's the version I made for Penta Slash:

    <target action>camera focus: targetzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacitymove user: targets, back, 5wait for movementface user: targetmotion attack: useraction animationani wait: 2action effectmove user: targets, front center, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back top, 5face user: targetani wait: 3action effectmove user: targets, front, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back center, 5face user: targetmotion attack: userani wait: 5action effectmove user: targets, front, 10immortal: target, falsejump user: 200%, 10face user: forwardwait for animationwait for movement</target action><follow action>zoom: 100%, 60opacity not focus: 100%, 60wait for opacity</follow action>I think, after a few days, once I manage to get together some time, I'll put together a small Action Sequence demo project for you guys to download~
    I am confused on the break order of the setup like where do the lines end? How do i set it up to be in script format?
  19. Azazer85 said:
    I am confused on the break order of the setup like where do the lines end?
    If you're new to action sequences, you may just need to look up each command and see where it's supposed to end. But as a rule of thumb, anyplace you see two words connected without a space (or a number and word connected without a space) that's where a line break was supposed to be.

    I've seen some number of very old posts like this and I don't know what happened, perhaps a change in the forum software ate some of the formatting or something.

    Azazer85 said:
    How do i set it up to be in script format?
    It's not any kind of script, it's action sequence commands.
  20. ATT_Turan said:
    If you're new to action sequences, you may just need to look up each command and see where it's supposed to end. But as a rule of thumb, anyplace you see two words connected without a space (or a number and word connected without a space) that's where a line break was supposed to be.

    I've seen some number of very old posts like this and I don't know what happened, perhaps a change in the forum software ate some of the formatting or something.


    It's not any kind of script, it's action sequence commands.
    Thank you!! I figured it out :)