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

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Started by Blue001 2126 posts Page 13 of 107 View original ↗
  1. 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.
  2. Rainfall said:
    Can anybody create a simple sequence like when characters in suikoden attack?
    I'm not quite sure what you mean but i'd be happy to!

    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>]
  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..
  4. Rainfall said:
    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?

    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.
  5. Kloe said:
    Do 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.
    Yes, I do. Let me try going the Dueltech Plugin. :D
  6. Rainfall said:
    Yes, I do. Let me try going the Dueltech Plugin. :D
    Ok, tell me how it goes! I am curious.
  7. Kloe said:
    Ok, tell me how it goes! I am curious.
    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?
  8. Rainfall said:
    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?
    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?
  9. Kloe said:
    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?
    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!
  10. Rainfall said:
    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!
    I didnt see that, sorry, but yes here that is, I just wrote it:

    ( 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>]
  11. @Rainfall: Try changing "char 1" to "character 1"
  12. Fernyfer775 said:
    @Rainfall: Try changing "char 1" to "character 1"
    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.
  13. 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.
  14. Fernyfer775 said:
    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'm pretty sure its that she is she's using something that is causing incompatibility
  15. dragonhart2 said:
    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.
    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.
  16. AirshipCanon said:
    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.
    HI AirshipCannon,

    Thanks for the tip! Can't wait to try this one, thank you so much.!
  17. 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?
  18. RogdagoR said:
    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! 

    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
  19. 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>
  20. Sophien said:
    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 including

    <target action>

    </target action>

    in your skill notes. Don't put anything inside it.