yet another question:
I made a skill that moves enemy battler's closer together (sideview).
But when it's the enemy turn again, they go back to home position.
Is there some code or something I could use to block them from doing that for 1-2 turns?
They should still be able to use skills etc as normal.
You could give them an invisible state, but not sure how to temporarily disable the move back to home behavior.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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This attack lets the player do a cool multi slash vanishing attack. Obviously it
can be changed to cater more to your game and style of play.
<target action>
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: forward, 150, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: backwards, 100, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
Part two
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
move user: target, back head, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation
se: wolf
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
Move User: backwards, 100, 12
opacity user: 0%, 4
Motion item: user
animation 127: user
wait: 20
wait for animation
wait for movement
opacity user: 100%, 4
motion victory: user
wait: 25
tint screen: normal, 60
move user: home, 12
face user: forward
wait for movement
</target action> -
lovely to see this is still done!
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I always thought I could share some of my sequences here, but considering how much custom stuff I have I doubt they would be useful for anyone, haha.
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I want to share my simple action sequence. ^__^
<setup action>
clear battle log
display action
immortal: targets, true
perform start
wait for movement
cast animation
wait for animation
</setup action>
<target action>
move user: target, front center, 5
perform action
motion wait: user
move user: forward, 200, 12
wait for opacity
motion wait: user
face target: backward
action animation
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
move user: backward, 200, 12
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
action effect
shake screen: 3, 9, 30
wait for animation
move user: backward, 200, 12
face target: forward
motion wait: user
wait for animation
death break
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action> -
Good
good choregraphy. for some reason not known to me, I couldn't use it via add skill stype, on actor, skill or class. but it worked, somehow, via add skillThis attack lets the player do a cool multi slash vanishing attack. Obviously it
can be changed to cater more to your game and style of play.
<target action>
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: forward, 150, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: backwards, 100, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
Part two
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
move user: target, back head, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation
se: wolf
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
Move User: backwards, 100, 12
opacity user: 0%, 4
Motion item: user
animation 127: user
wait: 20
wait for animation
wait for movement
opacity user: 100%, 4
motion victory: user
wait: 25
tint screen: normal, 60
move user: home, 12
face user: forward
wait for movement
</target action>
I want to share my simple action sequence. ^__^
<setup action>
clear battle log
display action
immortal: targets, true
perform start
wait for movement
cast animation
wait for animation
</setup action>
<target action>
move user: target, front center, 5
perform action
motion wait: user
move user: forward, 200, 12
wait for opacity
motion wait: user
face target: backward
action animation
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
move user: backward, 200, 12
motion wait: user
action effect
shake screen: 3, 9, 30
motion wait: user
action effect
shake screen: 3, 9, 30
wait for animation
move user: backward, 200, 12
face target: forward
motion wait: user
wait for animation
death break
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>
Same goes to you too, but it worked also -
Does anybody know how to do the basic "jump at an enemy, attack and go back to the group" action sequence?
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it would just be a move to target and a jump command ran consecutively with the same number of frames, an attack motion, animation, and effect, and then a move to home with a jump command, no?
or do you mean something more specific? -
That's it, I just remember the sequence being on Driftwood's site or somwhere and you could copy/Paste, I'm not too good with this stuff, thank you for the replyit would just be a move to target and a jump command ran consecutively with the same number of frames, an attack motion, animation, and effect, and then a move to home with a jump command, no?
or do you mean something more specific? -
Does anybody know how to do the basic "jump at an enemy, attack and go back to the group" action sequence?
Something like this?
Code:<target action> perform start wait for movement move user: target, front base, 20 jump user: 48, 12 wait for movement motion attack: user wait: 10 action animation wait for animation action effect wait: 12 move user: home, 18 wait for movement perform finish </target action> -
I'll have to try that when I get off of work, but, it sounds about right, thank you for the responseSomething like this?
Code:<target action> perform start wait for movement move user: target, front base, 20 jump user: 48, 12 wait for movement motion attack: user wait: 10 action animation wait for animation action effect wait: 12 move user: home, 18 wait for movement perform finish </target action> -
Here's another one for everyone. The gif is blurry for some reason but it's the only way to show you what you want this to look like and obviously you can make this your own and change it up by using different animations and stuff like that. I use all three of Yanfly's Action Sequence plugins and they are free to use. The note tag stuff is below the video clip.
<target action>
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: forward, 150, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
Move User: backwards, 100, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
se: absorb1
opacity user: 0%, 4
move user: target, base, 12
Jump: user, 50, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation 177: target
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
se: magic3
move user: target, back head, 12
opacity user: 100%, 4
Motion thrust: user
wait for animation
wait for movement
wait: 20
opacity user: 0%, 4
move user: target, front base, 12
Jump: user, 30, 12
motion item: user
wait for movement
wait: 20
flash screen: white, 40
animation
se: wolf
wait: 8
action effect
wait: 8
action effect
wait: 8
action effect
flash screen: white, 20
shake screen: 9, 9, 10
Move User: backwards, 100, 12
opacity user: 0%, 4
Motion item: user
animation 92: target
wait: 20
wait for animation
wait for movement
opacity user: 100%, 4
motion victory: user
wait: 25
tint screen: normal, 60
move user: home, 12
face user: forward
wait for movement
</target action> -
Quick Action Sequence question: Is it not possible to overlay two animations on the same target at once so they play over one another?
I basically have an axe swing, and a bone break anim, and I've been trying:
<target action>
se: DL-CamWhoosh, 80, 100, 0
camera focus: target
zoom: 150%, 15
animation 87: target, mirror
wait: 12
action 57: target
wait for animation
action effect
</target action>
With the hope that after 12 frames, the second animation gets played, but the second seems to just be ignored. -
You can do that because I just tested it. You shouldn't put for the second animation action 57: instead do animation 57: but i put my own animations in this example pic but they activated at the same timeQuick Action Sequence question: Is it not possible to overlay two animations on the same target at once so they play over one another?
I basically have an axe swing, and a bone break anim, and I've been trying:
<target action>
se: DL-CamWhoosh, 80, 100, 0
camera focus: target
zoom: 150%, 15
animation 87: target, mirror
wait: 12
action 57: target
wait for animation
action effect
</target action>
With the hope that after 12 frames, the second animation gets played, but the second seems to just be ignored.
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Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.
However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second. -
Well, if you put wait: 12 it's going to wait 12 seconds before it plays the other animation so just remove the wait and it should work.Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.
However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second. -
and for me even keeping the wait: 12 both animations play at the same time. As you can see from this image there's the blue Ice spell and yellow slash attack at the same time so maybe you could also switch the order of the animations and have 87 play first then 57.Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.
However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second.
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Supposed to be 12 frames (i.e. around 1/6th of a second), as per Yanfly site.
But even both at once would be acceptable, I could add blank frames to account for that. But nope, it always waits for me.=============================================================================
WAIT: frames
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Makes the game wait a certain amount of frames before going on to the
next action in the action sequence.
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Usage Example: wait: 60
=============================================================================
Hmmm... perhaps one of my plugins is doing something to action sequences or anims to prevent this. Probably because I'm allowing large size anims with Coolies Anim Dimensions and altering anim framerates on the fly too. Or perhaps one of the battle plugins.
Guess we'll have to just use both spritesheets together. -
I've been trying to insert some dialog (just Show Text + a conditional) after the battle message shows up and the animation is played in a particular skill, but before the effects of the skill actually take effect and the result is printed to the battlelog.
Completely new to action sequences, I dunno if trying to use common events in them makes them kinda weird, but so far I've tried both
Code:and<setup action> clear battle log display action immortal: targets, true perform start wait for movement cast animation wait for animation action common event </setup action>
Code:to no effect.<target action> //single target action action common event perform action motion wait: user action animation wait for animation action effect death break </target action>
Looking at it now those were both probably too early to have it play after the skill animation, but in both cases the common event still played at the very end of the action. -
TryI've been trying to insert some dialog (just Show Text + a conditional) after the battle message shows up and the animation is played in a particular skill, but before the effects of the skill actually take effect and the result is printed to the battlelog.
Completely new to action sequences, I dunno if trying to use common events in them makes them kinda weird, but so far I've tried both
Code:and<setup action> clear battle log display action immortal: targets, true perform start wait for movement cast animation wait for animation action common event </setup action>
Code:to no effect.<target action> //single target action action common event perform action motion wait: user action animation wait for animation action effect death break </target action>
Looking at it now those were both probably too early to have it play after the skill animation, but in both cases the common event still played at the very end of the action.
common event: 123
where 123 is the number, rather than action common event.
By default,action common eventwill always play during the follow action.