I mean I've read through alot of your sequences, but I'm still too blonde to understand it perfeclty I guess.
I don't even need all that fancy stuff too, to be fair.
Can anybody create a simple sequence like when characters in suikoden attack?
This would make me happy :D
Edit:
What I mean is an example from Suikoden 2, the character jumps to the enemy, while the camera zooms on to the enemy, the hero attacks, jumps back and the camera turns back to normal.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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I'm not quite sure what you mean but i'd be happy to!Can anybody create a simple sequence like when characters in suikoden attack?
If you mean two people like a unite attack you would probably want Jay's Dueltech Plugin too!
Try this if actor id1 and actor id2 is in the party, and see if this is what you need...
Spoiler( Without the [ ] )
[<target action>]
MOVE char 1: target, FRONT BASE, 25
wait: 20
camera focus: target
zoom: 120%, 30
wait: 20
motion missile: char 2
wait: 10
animation 121: char 1
wait: 20
motion thrust: char 1
wait: 30
action animation
wait: 10
action effect
death break
wait: 10
[<target action>] -
Exactly like this, I think!
Its not working for me, I removed the [] but hero 1 just moves forward and then it is all canceld.. -
Do you have all 4 scripts? Battle core AND action Sequences 1-3?Exactly like this, I think!
Its not working for me, I removed the [] but hero 1 just moves forward and then it is all canceld..
Other than that check that you have animation 121 and that actor with id 2 is in the party, if none of that works, try getting HeroicJay's Dueltech Plugin. -
Yes, I do. Let me try going the Dueltech Plugin. :DDo you have all 4 scripts? Battle core AND action Sequences 1-3?
Other than that check that you have animation 121 and that actor with id 2 is in the party, if none of that works, try getting HeroicJay's Dueltech Plugin. -
Ok, tell me how it goes! I am curious.Yes, I do. Let me try going the Dueltech Plugin. :D
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Weirdly enough, it still does not work.Ok, tell me how it goes! I am curious.
I have both heroes in the fight, im using the skill, do have animation 121, and those plugins.. there nothing else I need to look for right? -
Have you set it up with a <Dual:1,Enraging Poke,2,Fire> tag sorta thing (not those exact details but that tag)?Weirdly enough, it still does not work.
I have both heroes in the fight, im using the skill, do have animation 121, and those plugins.. there nothing else I need to look for right?
Otherwise I have no-idea, although maybe your Battle Core/Action Sequences are outdated? Maybe? -
I'm not really getting this to work, I don't know.Have you set it up with a <Dual:1,Enraging Poke,2,Fire> tag sorta thing (not those exact details but that tag)?
Otherwise I have no-idea, although maybe your Battle Core/Action Sequences are outdated? Maybe?
Do you mind doing that Jump > Zoom > Attack > Jump > Zoom sequence I originally asked for me instead? :D
I wasn't intended to play with duel techs already to be fair! -
I didnt see that, sorry, but yes here that is, I just wrote it:I'm not really getting this to work, I don't know.
Do you mind doing that Jump > Zoom > Attack > Jump > Zoom sequence I originally asked for me instead? :D
I wasn't intended to play with duel techs already to be fair!
( Again Without the [ ] )
Spoiler[<target action>]
camera focus: user
zoom: 130%, 30
wait for zoom
move user: forward, 48, 12
opacity not focus: 0, 20
wait for opacity
float user: 500%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: target, front, 5
wait for movement
camera focus: target
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
[</target action>]
[<follow action>]
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
[</follow action>] -
@Rainfall: Try changing "char 1" to "character 1"
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Would that work? I dont understand since Char 1 works on mine... and it did actually make her char 1 move forward so I'm pretty sure that wouldn't fix it.@Rainfall: Try changing "char 1" to "character 1"
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I personally use "character x" and it works for mine. It could also be that she doesn't have the most up to date versions of each of those plug-ins?
That orrrrrr, she's using something that is causing incompatibility. In this video, I used the aforementioned tags in my sequences to make both characters move. -
I asked her if she had the most up to date versions of each of those plug-ins?I personally use "character x" and it works for mine. It could also be that she doesn't have the most up to date versions of each of those plug-ins?
That orrrrrr, she's using something that is causing incompatibility. In this video, I used the aforementioned tags in my sequences to make both characters move.
I'm pretty sure its that she is she's using something that is causing incompatibility -
2 and 3 are pretty easy.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.
1 is a bit tricky.
I don't know the code you need to put into the damage equation to get a Game Variable so find that out and put it where [1] or [2] goes (And obviously change up your Variables as needed).
First set your Damage Equation to be (a.atk <or a.mat? Dunno if Magic.> + [1]) where you'd put "a.atk" in your formula.
Then have a Common Event assigned to the skill.
Have this common event store the USER'S HP as Variable "[1]"
Then Change Variable "[1]" -1
In the Action Sequence: Under Target [or perhaps whole actions]
Action Common Event.
HP -Variable [1]: User
Action Effect
<Follow Action>
Change Variable [1] = 0
</Follow Action>
For MP just use a different variable, and add a ( [Variable goes here] * 5) in your damage equation.
Then change the HP - Variable to MP - Variable. -
HI AirshipCannon,2 and 3 are pretty easy.
1 is a bit tricky.
I don't know the code you need to put into the damage equation to get a Game Variable so find that out and put it where [1] or [2] goes (And obviously change up your Variables as needed).
First set your Damage Equation to be (a.atk <or a.mat? Dunno if Magic.> + [1]) where you'd put "a.atk" in your formula.
Then have a Common Event assigned to the skill.
Have this common event store the USER'S HP as Variable "[1]"
Then Change Variable "[1]" -1
In the Action Sequence: Under Target [or perhaps whole actions]
Action Common Event.
HP -Variable [1]: User
Action Effect
<Follow Action>
Change Variable [1] = 0
</Follow Action>
For MP just use a different variable, and add a ( [Variable goes here] * 5) in your damage equation.
Then change the HP - Variable to MP - Variable.
Thanks for the tip! Can't wait to try this one, thank you so much.! -
Hey guys, do you know how to set a skill to deal aoe damage and then heal my party and put a status that give immunity to status ailment for 3-4 turns?
I have to use 2 common event or is everything doable within the skill note? -
HI!Hey guys, do you know how to set a skill to deal aoe damage and then heal my party and put a status that give immunity to status ailment for 3-4 turns?
I have to use 2 common event or is everything doable within the skill note?
Try using the tags inside Yanflys ActSequencePack 1. First make a skill that is set to "All Enemies", then include this in the <whole action></whole action> sequence.
HP +(amount of Heal): actors, show
ADD STATE (state ID): actors
You can toggle show to visually display the amount of heal.
EX:
Spoiler<whole action>action effect
HP +1000: actors, show
ADD STATE 20: actors
</whole action>
This sequence will heal the party with 1000 HP and add state '20' to all actors.
However, custom heal formula may require something entirely different which I haven't figured out yet. Someone else may know how to do so. :D -
Hey Guys :D I got a Question, it dont work how i actually want ^^ But i got the problem, that my aoe hits all enemys twice instead of one. Here is my code:
what i am doing wrong? The Setup in the database? I chose only 1 attack, and as target all enemies.
<whole Action>
motion walk: user
move user: point, 780, 60
wait for motion
wait for movement
wait: 40
motion attack: user
move user: point, 40, 600
animation 122: target
wait for movement
wait for animation
wait for motion
wait: 40
move user: point, 40, 60
wait for movement
wait: 40
motion attack: user
move user: point, 780, 600
animation 123: target
wait for movement
wait for animation
animation 126: target
wait for motion
wait for movement
wait for animation
wait: 40
action effect: target
death break
clear battle log
</whole Action>
<follow action>
wait: 20
show battle hud
</follow action> -
Maybe the same issue i had before. I got some help from Yanfly and Sindaine.Try includingHey Guys :D I got a Question, it dont work how i actually want ^^ But i got the problem, that my aoe hits all enemys twice instead of one. Here is my code:
what i am doing wrong? The Setup in the database? I chose only 1 attack, and as target all enemies.
<whole Action>
motion walk: user
move user: point, 780, 60
wait for motion
wait for movement
wait: 40
motion attack: user
move user: point, 40, 600
animation 122: target
wait for movement
wait for animation
wait for motion
wait: 40
move user: point, 40, 60
wait for movement
wait: 40
motion attack: user
move user: point, 780, 600
animation 123: target
wait for movement
wait for animation
animation 126: target
wait for motion
wait for movement
wait for animation
wait: 40
action effect: target
death break
clear battle log
</whole Action>
<follow action>
wait: 20
show battle hud
</follow action>
<target action>
</target action>
in your skill notes. Don't put anything inside it.