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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 107 of 107 View original ↗
  1. Social_Knight said:
    Try
    common event: 123
    where 123 is the number, rather than action common event.

    By default, action common event will always play during the follow action.View attachment 362984
    I switched to that command, it was in pack 1, but no matter where I put it in the sequence, including the very first item in setup actions, the event still plays at the very end. I'm guessing there's something else going on with the wait modes.
  2. Rethy said:
    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:
    <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>
    and
    Code:
    <target action> //single target action
    action common event
    perform action
    motion wait: user
    action animation
    wait for animation
    action effect
    death break
    </target action>
    to no effect.
    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.
    Just trying to understand this better. Are you trying to have your character say something at the start of the action sequence and then perform the skill? For example, character saying let me show you my true power! and then the skill/animation activates?
  3. Almost, the idea is that it's a taunt ability so the dialog is the battler actually performing the action and then other characters reacting to it.
    So ideally the whole thing looks like this:
    1. User steps forward
    2. Battlelog displays "User used flirt"
    3. Skill animation plays
    4. Dialog with something like "Come here often?" and reactions play
    5. Battlelog displays "Target is now charmed"

    With the common event playing at the end, the flow doesn't 100% make sense because the battlelog displays that the target is charmed/enraged before the user said the thing that caused them to become charmed/enranged.
    Right now I'm thinking that leaving the state message empty and scripting the battlelog message into the end of the common event might do the trick?
  4. Social_Knight said:
    By default, action common event will always play during the follow action.
    That's not quite correct.

    Despite what the documentation says, action common event is actually a part of the default finish action, not follow - the default follow action is actually empty. And even though the command is a part of the default finish action, it doesn't technically happen then, either.

    Regardless of action sequencing, there are only particular times when the battle scene's event interpreter is checked to see whether it has any triggered events queued up to execute - you can see those timings in the settings for a Troop Event. The follow and finish actions each have their own phase, but events aren't checked until the turn phase.

    Both the action common event and common event: x commands will reserve the specified common events to be played at the next timing opportunity; the only difference I see is that the latter checks to see whether an event is currently running, although I'm not sure under what circumstances that would be the case.

    If you want something like a message window to happen at a specific time, @Rethy, you're better off pulling the sequence of code commands from the MV script list and including them as an eval in the action sequence.
  5. ATT_Turan said:
    Regardless of action sequencing, there are only particular times when the battle scene's event interpreter is checked to see whether it has any triggered events queued up to execute - you can see those timings in the settings for a Troop Event. The follow and finish actions each have their own phase, but events aren't checked until the turn phase.

    Both the action common event and common event: x commands will reserve the specified common events to be played at the next timing opportunity; the only difference I see is that the latter checks to see whether an event is currently running, although I'm not sure under what circumstances that would be the case.
    This makes a lot of sense, it explains some other quirks I was noticing with common events running during troop events.

    I got some success using EVAL: to show messages, but using a colon for the nametag breaks the eval and \ doesn't seem to work as an exit code in this case.
    So eval: $gameMessage.add("Guy: Hello."),eval: $gameMessage.add("Guy\: Hello."),eval: $gameMessage.add("Guy\\: Hello.") all fail to run.

    Is there a different exit code that needs to be used in this case? I'm guessing this is a quirk of how the plugin parses commands.
  6. Rethy said:
    Right now I'm thinking that leaving the state message empty and scripting the battlelog message into the end of the common event might do the trick?
    I ended using this workaround in the end, but am now struggling to implement a different ability.

    The main idea is that it's a guard breaker ability. Curiously enough, the common event dialog does work here. (I'm assuming because everything new is placed after where the common event would normally run?)

    The issue I'm having is getting the sound effect and screen shake that would normally occur when an actor is attacked in FV to complete the illusion.
    SE: PLAY ACTOR DAMAGE works when placed before animation wait: 19, but not after. Adding an additional wait or animation wait at the end doesn't allow it to play either.
    MOTION DAMAGE doesn't seem to have any affect while in Front View.

    Code:
    Skill #2 will be used when you select
    the Guard command.
    
    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log
    perform finish
    wait for movement
    wait for effect
    
    if $gameSwitches.value(55)
      action common event
      ENEMY EFFECT: enemies, whiten
      eval: BattleManager._logWindow.addText("\\c[\\v[6]]\Blood Wizard\\c[0] breaks through the guard!")
      animation 23: user
      animation wait: 19
      HP -VARIABLE 23: target, show
      MOTION DAMAGE: user \\problem here
      SE: PLAY ACTOR DAMAGE \\problem here
    end
    </finish action>