I'm not very Javascript savvy, so I just call a common event and do the math stuff there. :)
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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Hi, i love this topic. I use a lot sequences from this. i will try credit everyone i borrow from.
Right now i am working on my modded powerpunch made by Stratoforce
the sequence is working good but i want the target to get knocked back to show a powerfull punch is made.
I cant make the target move back, should it be in Target action : move target: back 10
Is it wrong command or what am i doing wrong. -
I do that to. But the thing i dislike about that is that i actually have to create Common Events for those skills. Would be alot faster to just be able to type them down with some code. There is nothing wrong with the synthax in my example since it works in a normal Javacript editor. I don't know what i'm doing wrong.I'm not very Javascript savvy, so I just call a common event and do the math stuff there. :)
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Hi guys, I'm having trouble with a skill. Ive got a prototype up and working but cant seem to make it work. Here's the target typing for it.
<setup action>
cast animation
wait for animation
motion wait: user
move user: target, front base
wait for movement
</setup action>
<whole action>
</whole action>
<target action>
motion swing: user
attack animation: target
wait for animation
action effect
jump target: 200%, 80
jump user: 260%, 30
wait for jump
motion swing: user
wait for motion
move target: backwards, 75, 15
face target: user
</target action>
<follow action>
</follow action>
<finish action>
</finish action>
I know its not finished. what I'm trying to do is after the first jump have the actor hit the monster in mid air and knock him back to the ground at almost a 45 degree angle. If any one can help me out it would be very helpful. :) Here is a screen shot of the plugins I'm using in MV. I had posted this in another topic, someone had pointed me here.
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Try to type in move target: backward, 10, 10move target: back 10
I'm not sure but i think inputing wait for movement and move target: home, 10 under this will work if you want the target to return to initial position after the punch. Also adjust the amount of distance and frames to your liking. -
i have a problem that certain animations will make the top part battle background disappear at times, anyone know a fix for this?
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Hi guys I have a question. How would i go about making a skill hit 2 random targets, IE 1 and then another. While making it look right. This is what I have for it right now and it's set to 2 random in the Scope box, but that dont always work, 7 out of 10 its always the same guy that gets it.
<setup action>
cast animation
wait for animation
motion wait: user
move user: target, front base
wait for movement
</setup action>
<whole action>
</whole action>
<target action>
motion swing: user
attack animation: target
wait for animation
move user: target, front base
action effect
move target: backward, 40, 10
face target: user
</target action>
<follow action>
</follow action>
<finish action>
move user: home
face user: target
move target: home
face target: user
</finish action>
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Ok so, do to it being random I will automatically attack enemies at random. It could hit 2 separate or the same twice.Hi guys I have a question. How would i go about making a skill hit 2 random targets, IE 1 and then another. While making it look right. This is what I have for it right now and it's set to 2 random in the Scope box, but that dont always work, 7 out of 10 its always the same guy that gets it.
I just tested your ability one with 4 enemies and one with 8. It wasn't hit the same target every time. -
Good day guys. Is there any way to disable the screen flash when using skills?
Thanks in advance. -
Yes, just disable the screen flash in the skill animation tab on the sound effects of the skill that you want.Good day guys. Is there any way to disable the screen flash when using skills?
Thanks in advance.
specifically go to the animations tab, and then double click the SE and Flash Timing list that the skill have, and then disable the screen flash in the frame that you want. -
Hi Alluria, thanks for the help! I had a string of sequences that flash everytime a skill hits. It lags too much. thanks again for the help.! :D
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Sry i dont know how to make spoiler, but her is what i tried so far. i cant make the enemy move more than regular back on atack i want it to move enemy alot backwards like the uppercut do uppwards. can you see what i am doing wrong her.Try to type in move target: backward, 10, 10
I'm not sure but i think inputing wait for movement and move target: home, 10 under this will work if you want the target to return to initial position after the punch. Also adjust the amount of distance and frames to your liking.
<target action>
se: Wind10
move user: target, center, 5
wait for movement
wait: 10
motion attack: user
action animation
wait: 10
shake screen: 3, 9, 10
move target: backward, 100, 60
wait for movement
move target: home, 10
action effect
move user: home, 5
</target action> -
zoom: 150%, 20
Or anything similar arent working, what I mean by this is any zoom commands are not working.
I might be doing something wrong but this used to work I think...
EDIT: Um... This is embarrassing but I had the battle camera off in the options menu... :headshake: -
i was wondering how would i go about adding a throw item/object type motion, i dont have the object animation, but if you have played Final fantasy tactices, something like the throw commands for the ninja job and the throw item commands for the chemist job
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can i request a skill script :D
can someone make a skill script like a fast multiple slashing combo :) thanks in advanced -
Hey MuteDay,i was wondering how would i go about adding a throw item/object type motion, i dont have the object animation, but if you have played Final fantasy tactices, something like the throw commands for the ninja job and the throw item commands for the chemist job
There very well might be a better way to do this, but the way I achieved a similar effect was creating two different animations and called them one after the other. When making the animations, I just started the object being thrown from the right hand side moving towards the left hand, and then continuing the same flow in the second. The only reason I had to do that was the screen size limitation on creating the animations. As I said, there might be a better way, but that's what I did.
Hope it helps,
Sindaine -
ill do that when i get a person who does graphics, but currently no such luckHey MuteDay,
There very well might be a better way to do this, but the way I achieved a similar effect was creating two different animations and called them one after the other. When making the animations, I just started the object being thrown from the right hand side moving towards the left hand, and then continuing the same flow in the second. The only reason I had to do that was the screen size limitation on creating the animations. As I said, there might be a better way, but that's what I did.
Hope it helps,
Sindaine -
And how do you want it?can i request a skill script :D
can someone make a skill script like a fast multiple slashing combo :) thanks in advanced
Give the many details as you can. -
Hey MuteDay,ill do that when i get a person who does graphics, but currently no such luck
What kind of animation are you looking for? PM me and I'll see what I can do for you if you'd like.
Sindaine -
I FINALLY figured out how air stuff should work... but i've got one weird issue... I can't seem to get the animations to appear like they're hitting the enemy. they appear way too low or something. I have them floating at about 100% with me higher, and even that isn't matching up with the enemy.
did i do something wrong in here with that? and yeah sorry for how junky my sequence is...Spoilerdisplay action
hide battle hud
immortal: targets, true
se: 1herecome
wait: 30
se: Wind4
opacity user: 0%, 20
camera focus: target
zoom: 120%, 30
wait for zoom
motion attack: user
move user: target, back, 20
wait for opacity
opacity user: 100%, 15
se: 1attack4
animation 9: target
wait for animation
wait for opacity
action effect: target
death break
wait: 10
se: Wind4
opacity user: 0%, 20
move user: target, front, 20
motion attack: user
wait for opacity
opacity user: 100%, 15
se: 1onemore
animation 10: target, mirror
wait for animation
wait for opacity
action effect: target
death break
face user: target
wait: 20
motion victory: user
wait: 15
se: 1magic
animation 1: target
action effect: target
death break
wait: 25
motion walk: user
float target: 75%, 5
face user: target
wait: 5
float user: 200%, 5
wait for float
face user: target
motion attack: user
se: 1skill
wait: 15
animation 11: target
wait for animation
action effect: target
death break
wait: 10
motion swing: user
se: 1over
wait: 15
animation 13: target
wait for animation
action effect: target
death break
float target: 0%, 10
wait for float
se: Earth5
shake screen: 5, 10, 15
float user: 0%, 15
wait for float
ani wait: 5
action effect
immortal: targets, false
wait : 30
move user: home, 30
face user: forward
wait for animation
wait for movement
show battle hud
wait: 30
zoom: 100%, 60
clear battle log
change variable 1 -= 5
perform finish
wait for movement