I found a weird bug where motion swing: user will not display the weapon in test troop battle, but it display the weapons normally in test play.
It seems to have something to do with having multiple classes on one actor.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Has someone a idea how I can use MOVE user: target, BASE, (frames) but in the same time I would need to change the x or y distance. My enemy has such a form that when he performs a attack that the player is visually save (basically he stands between a sprite gap).
If I use the command MOVE user: target,Back/Front BASE, (frames) then the player isn't still visually hit. So the enemy is way to far in front/back of him due to the enemy sprite size.
So what I need would be the move to target command, but with adjusting x and y distances.
Currently, I use this movement formula:
You would need all three of the Action Sequences PluginsSpoiler<setup action>
Display Action
immortal: targets, true
CAMERA SCREEN: target, front head, 60
zoom: 130%
wait for zoom
se: Collapse3, 80, 100, 0
hide battle hud
</setup action>
<target action>
jump user: 30%, 50
move user: target, head, 40
wait for jump
move user: target, base, 1
wait for movement
motion dead: target
shake screen: 3, 9, 30
motion dead: target
ACTION EFFECT: target
se: Explosion8, 60, 100, 0
motion dead: target
jump user: 200, 20
motion dead: target
shake screen: 3, 9, 60
motion dead: target
wait for jump
motion dead: target
jump user: 100, 10
motion dead: target
ACTION EFFECT: target
se: Explosion8, 60, 100, 0
motion dead: target
wait for jump
wait for animation
motion dead: target
ACTION EFFECT: target
se: Explosion8, 60, 100, 0
motion dead: target
</target action>
<follow action>
immortal: targets, false
wait: 12
show battle hud
</follow action>
<finish action>
clear battle log
perform finish
</finish action>
Edit: removed sounds you don't have and the common events. -
@Alluria can you make a skill script, like a character fast towards to enemy and make a fast multiple slashing animation. thanks in advanced :)
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Here@Alluria can you make a skill script, like a character fast towards to enemy and make a fast multiple slashing animation. thanks in advanced :)
There are 16 slashes in total with a few cinematographic pauses between one or other.
My animation base delay in yanfly battle core is 0 (the default is 8)
and the animation next delay is 0 too (the default is 12)
if yours is a different number increase the Wait in the sequence by a amount you have to test and discover what best applies to your like.
<target action>
motion swing: user
action animation
move user: target, front center, 10
wait: 5
move user: target, back center, 10
wait: 10
opacity user: 0%
wait: 10
opacity user: 20%
wait: 10
opacity user: 40%
wait: 10
opacity user: 70%
wait: 10
motion swing: user
move user: target, front base, 10
face user: backward
wait: 7
jump user: 150%, 15
face user: forward
move user: target, front center, 15
wait: 7
motion swing: user
move user: target, back base, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back head, 5
wait: 7
motion swing: user
face user: forward
move user: target, front base, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front head, 5
wait: 7
motion swing: user
face user: backward
move user: target, back base, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion thrust: user
face user: forward
move user: target, front center, 10
wait: 7
move user: target, back center, 5
wait: 10
opacity user: 40%
wait: 5
opacity user: 20%
face user: forward
wait: 5
opacity user: 0%
wait: 30
opacity user: 30%
wait: 3
opacity user: 60%
motion thrust: user
wait: 5
move user: target, front center, 5
wait: 20
opacity user: 80%
wait: 5
opacity user: 100%
wait for animation
immortal: target, false
action effect
clear battle log
jump user: 100, 40
move user: return, 40
motion escape: user
wait for movement
perform finish
</target action> -
@Alluria Thanks bro for the script :D i will put it in a swordsman job class
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@Alluria i have a question about animation sounds, i was put a sound like shouting character in a slashing animation then the animation i put it in a skill script, why the sound that shouting sound is late to play? ;_;
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Thanks to everyone who's posted sequences and ideas here, I'm loving this thread!
I have a number of skills that deal bonus damage or have some additional effect depending on the enemy's health. Ideally they would show different battle animations depending on whether the bonus condition is met. I think I know enough javascript to write the eval for this, but I'm not sure how to access parameters such as the target's HP.
Basically I want to do something like:
if target's HP < target's MHP
animation x: target
else
animation y: target
What do I use for that first line?
Thanks! -
this works great, but I have a character that gets 2 attacks and after the first attack he turns around and punches nothing before going home, any idea how to fix this?The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/
Give those a shot to see if the crashes still happen. It should be removed. :)
Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:
<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>Have fun! -
Try to put the SE shout sound in the skill script so it will play at the moment you called the SE, the animation tab preview plays the animation at the default values@Alluria i have a question about animation sounds, i was put a sound like shouting character in a slashing animation then the animation i put it in a skill script, why the sound that shouting sound is late to play? ;_;
animation base delay in yanfly battle core is 0 (the default in animation tab is 8)
and the animation next delay is 0 too (the default in animation tab is 12)
so when you test the animation in battle it will be faster than in the animation tab test, you have to create animations knowing about these tempo differences or call the animation and sound effect in the skill script so it will be really accurate. -
I think the 16 slash from Alluria was real cool. I modifyed it with a lot of action effects like this. if anyone interested its in spoiler.
Spoiler<target action>
motion swing: user
action animation
move user: target, front center, 10
wait: 5
move user: target, back center, 10
action effect
wait: 10
opacity user: 0%
wait: 10
opacity user: 20%
wait: 10
opacity user: 40%
wait: 10
opacity user: 70%
wait: 10
motion swing: user
move user: target, front base, 10
face user: backward
action effect
wait: 7
jump user: 150%, 15
face user: forward
action effect
move user: target, front center, 15
wait: 7
motion swing: user
move user: target, back base, 5
wait: 7
action effect
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
action effect
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
action effect
motion swing: user
face user: backward
action effect
move user: target, back head, 5
wait: 7
action effect
motion swing: user
face user: forward
move user: target, front base, 5
wait: 7
action effect
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
action effect
motion swing: user
face user: forward
move user: target, front head, 5
wait: 7
action effect
motion swing: user
face user: backward
move user: target, back base, 5
wait: 7
action effect
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
action effect
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
action effect
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
action effect
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
action effect
motion thrust: user
face user: forward
move user: target, front center, 10
wait: 7
action effect
move user: target, back center, 5
wait: 10
opacity user: 40%
wait: 5
opacity user: 20%
face user: forward
wait: 5
opacity user: 0%
wait: 30
opacity user: 30%
wait: 3
opacity user: 60%
motion thrust: user
wait: 5
action effect
move user: target, front center, 5
wait: 20
opacity user: 80%
wait: 5
opacity user: 100%
wait for animation
immortal: target, false
action effect
clear battle log
jump user: 100, 40
move user: return, 40
motion escape: user
wait for movement
perform finish
</target action>
I made it with a long animation like penta slash approximately 3 frames long slashes. -
@Alluria i make the se shout just like this.
but the shout se always delayed, it shouts after all the animation skill are done. how to timing the short se sound is there a setting script for se timing? and why se still playing after battle?Spoiler<target action>motion swing: user
action animation
move user: target, front center, 10
wait: 5
move user: target, back center, 10
wait: 10
opacity user: 0%
wait: 10
opacity user: 20%
wait: 10
opacity user: 40%
wait: 10
opacity user: 70%
wait: 10
motion swing: user
move user: target, front base, 10
face user: backward
wait: 7
jump user: 150%, 15
face user: forward
move user: target, front center, 15
se: shout, 60, 20, 0
wait: 7
motion swing: user
move user: target, back base, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back head, 5
wait: 7
motion swing: user
face user: forward
move user: target, front base, 5
se: shout, 60, 20, 0
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front head, 5
wait: 7
motion swing: user
face user: backward
move user: target, back base, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
se: shout, 60, 20, 0
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion thrust: user
face user: forward
move user: target, front center, 10
wait: 7
move user: target, back center, 5
wait: 10
opacity user: 40%
wait: 5
opacity user: 20%
face user: forward
wait: 5
opacity user: 0%
wait: 30
opacity user: 30%
wait: 3
opacity user: 60%
motion thrust: user
wait: 5
move user: target, front center, 5
se: shout, 60, 20, 0
wait: 20
opacity user: 80%
wait: 5
opacity user: 100%
wait for animation
immortal: target, false
action effect
clear battle log
jump user: 100, 40
move user: return, 40
motion escape: user
wait for movement
perform finish
</target action> -
Thanks to everyone who's posted sequences and ideas here, I'm loving this thread!
I have a number of skills that deal bonus damage or have some additional effect depending on the enemy's health. Ideally they would show different battle animations depending on whether the bonus condition is met. I think I know enough javascript to write the eval for this, but I'm not sure how to access parameters such as the target's HP.
Basically I want to do something like:
if target's HP < target's MHP
animation x: target
else
animation y: target
What do I use for that first line?
Thanks!
For the if else statements you can use Yanfly's built in if/else action found in the ActSeqPack1 help file.
For code to access the object value you are interested in, NoInkling showed me a trick over in the script call topic that can be adopted here using the developer console (F8)
Try adding the action:
eval: blah=target;or
eval: blah=user;Then go to playtest and use the skill in battle. Hit the F8 button and type the code below in the developer console:
blahThe developer console will return the data structure you assigned to blah (in your case the target). You can then type the same variable with a period at the end into the developer console.
blah.A dropdown menu will appear that has all possible functions for the object. Selecting any of these will give you a description of the function. To actually call it make sure to put () after the function with any necessary arguments.
The developer console will even tell you where the function was defined (so you can keep track of which plugins you are relying on if not using the builtin functions). Yanfly has a lot of useful functions already defined to return object variables which I've been calling in my own code.
With this method you should be able to find any game variable you are looking for. Hope this helps! -
@Alluria i make the se shout just like this.
Spoiler<target action>motion swing: user
action animation
move user: target, front center, 10
wait: 5
move user: target, back center, 10
wait: 10
opacity user: 0%
wait: 10
opacity user: 20%
wait: 10
opacity user: 40%
wait: 10
opacity user: 70%
wait: 10
motion swing: user
move user: target, front base, 10
face user: backward
wait: 7
jump user: 150%, 15
face user: forward
move user: target, front center, 15
se: shout, 60, 20, 0
wait: 7
motion swing: user
move user: target, back base, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back head, 5
wait: 7
motion swing: user
face user: forward
move user: target, front base, 5
se: shout, 60, 20, 0
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front head, 5
wait: 7
motion swing: user
face user: backward
move user: target, back base, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion swing: user
face user: forward
move user: target, front center, 5
se: shout, 60, 20, 0
wait: 7
motion swing: user
face user: backward
move user: target, back center, 5
wait: 7
motion thrust: user
face user: forward
move user: target, front center, 10
wait: 7
move user: target, back center, 5
wait: 10
opacity user: 40%
wait: 5
opacity user: 20%
face user: forward
wait: 5
opacity user: 0%
wait: 30
opacity user: 30%
wait: 3
opacity user: 60%
motion thrust: user
wait: 5
move user: target, front center, 5
se: shout, 60, 20, 0
wait: 20
opacity user: 80%
wait: 5
opacity user: 100%
wait for animation
immortal: target, false
action effect
clear battle log
jump user: 100, 40
move user: return, 40
motion escape: user
wait for movement
perform finish
</target action>Your shout command call is really delayed, you called se: shout, 60, 20, 0Spoilerbut the shout se always delayed, it shouts after all the animation skill are done. how to timing the short se sound is there a setting script for se timing? and why se still playing after battle?
Where 60 is volume, 20 is the pitch and 0 is the pan.
The problem is the pitch, 20 will make the sound delay hard because thats what the pitch do, more pitch more fast and acute, less pitch more slow and ponderous. -
oh i get it now, thanks again :DYour shout command call is really delayed, you called se: shout, 60, 20, 0
Where 60 is volume, 20 is the pitch and 0 is the pan.
The problem is the pitch, 20 will make the sound delay hard because thats what the pitch do, more pitch more fast and acute, less pitch more slow and ponderous. -
Hi guys, I hope you guys can help me with this :/ I just cant get it to work.
Its my first try at an animation sequence so I wanted to start with something easy.
This is want I want to do:
Move to the target, use the attack motion, use the attack animation and then move back.
this is my sequence:
Does anyone can help me?<target action>
perform start
move user : target center
motion wait: user
motion attack: user
motion wait: user
action animation : target
wait for animation
move user : home
action effect: target
death break
</target action> -
Hi guys, I hope you guys can help me with this :/ I just cant get it to work.
Its my first try at an animation sequence so I wanted to start with something easy.
This is want I want to do:
Move to the target, use the attack motion, use the attack animation and then move back.
this is my sequence:
Does anyone can help me?
<target action>
perform start
move user: target, center, 40
wait for movement
motion attack: user
wait for motion
attack animation: target
wait for animation
action effect
move user: return, 40
death break
</target action>
Not sure if this was what you were trying to do, but i edited some of your commands since some of them were the wrong command/purpose. Try it out and see if it works -
I had an idea of trying to do something.
Is it possible to change up some poses to only use 1 frame like casting?
Freeing up some other spots for other animations you could then sort of patch together to form new things?
And for that matter, is a custom victory pose possible?
I'd like to have a victory pose that has like.. a pre pose.. put a weapon away, then do a little repeating dance.
I'm just trying to wrap my brain around what ever i can pull off first. -
Hi again guys! I'd like to ask for help for notetags regarding the following.
1. If a certain state is active, normal attacks(Skill # 1) will consume a percentage of Max HP.
A. The value of the lost HP will add up to the damage of the normal attack.
(This is much like Ragnarok Online's Sacrifice skill of the Paladin. but for normal attacks)
2. If a certain skill is used, it will leave you with 1 HP. The actual value lost will add up to the attack damage of the skill. The more HP the better.
EX: User has 1000 HP. User casts skill, eating away 999 HP, leaving him with 1 HP. The 999 HP lost will add to the base attack value of the skill.
3. If a certain skill is used, it will leave you with 1 MP. The actual value lost will be multiplied by(example) 5 and will add up to the attack damage of the skill. Pretty much the same as the one above except that there will be a multiplier since MP values are lower than HP values.
Thank you so much, please let me know if I should ask this somewhere else. -
Ok, so I think this is possible--
I have a boss that has an attack that fires off 6 attacks.
Each attack is basically just gonna hit for my game's damage [2*a.atk - b.def]
Now the catch:
It's not single target.
These 6 attacks are randomly assigned.
It can drop all 6 on one character, or it could go 3-1-1-1, or 2-1-1-2, etc.
It CANNOT hit dead people, making the boss get deadlier if people go down [less soaking for this attack-- lose one, and 2-2-2 is suddenly happening just a bit more... lose 2 and 3-3, lose 3/4 and the only result is going to be 6 on 1 (turning an otherwise mundane AoE attack into an Execute)]
I want the screen to go black, then action effects are applied. Screen returns to normal.
I can figure out how to do that, but not how to assign the charges of the attack as it were...
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Jup, that works. Seems like I mixed up wait for motion and motion wait.<target action>
perform start
move user: target, center, 40
wait for movement
motion attack: user
wait for motion
attack animation: target
wait for animation
action effect
move user: return, 40
death break
</target action>
Not sure if this was what you were trying to do, but i edited some of your commands since some of them were the wrong command/purpose. Try it out and see if it works
Thank you very much!