Quick Question: What are the defaults [i.E. if nothing was changed] for the Setup Actions?
I can't seem to find this.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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Hey guys, I'm currently using Yanfly's basic attack sequence where if you have a ranged weapon, they don't move towards the enemy, but if you have a melee weapon, they do.
Here:
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
Can anyone add in a zoom function, where the camera slightly zooms in onto the target selected while you're attacking? Thanks. -
Hi there,
Something like below might work for you. Just change the zoom "%" if it's not enough.
Hope it helps,Spoilerif user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10camera focus: target
zoom: 125%
wait for zoom
attack animation: target
wait for animation
action effect
wait: 20
reset camera: 20
reset zoom: 20
Sindaine -
@Sindaine
Your target tags do not show up, I'd recommend replacing them in the future but for now I will edit a version with the target tags there, so people can copy it! :)
EDIT: Sorry if I sound mean... that was not my intention but re-reading this, it sounds rather mean... sorry.Spoiler<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
camera focus: target
zoom: 125%
wait for zoom
attack animation: target
wait for animation
action effect
wait: 20
reset camera: 20
reset zoom: 20
</target action> -
Hello.
Anyone knows how to time the 'action effect' with an animation? Let's say an animation has 15 frames, and i want damage to pop up at frame 3, 9 and 15. Any idea?
I remember reading somewhere that game frame is not equal to animation frame.
Thanks in advanced! -
try doing it this way:Hello.
Anyone knows how to time the 'action effect' with an animation? Let's say an animation has 15 frames, and i want damage to pop up at frame 3, 9 and 15. Any idea?
I remember reading somewhere that game frame is not equal to animation frame.
Thanks in advanced!
the wait values total to 15 frames. it should work or you can make adjustments.Spoileranimation x: targetwait: 3
action effect
wait: 6
action effect
wait: 6
action effect -
i was wondering if someone could design one for a wait command :)
i tried my hand at thse but they just are not my cup of tea -
Hi everyone,
I apologize for this noob question. I'm currently learning java script, so forgive me. I'm making a skill that is stealing a random amount of mana and hp from enemies at the same time, but using the "MP -variable x: target, show" command will take more mana away from an enemy then the enemy actually has. If the enemy has 0, it still takes a random amount because that's what my variable is telling it to do. I know the solution is a simple "If" statement.
I know it needs to read something like:
if $gameTroop.members()[enemyIndex].Mp() = 0
mp -0: target, show
mp +0: user, show
else
mp -variable x: target, show
mp +variable x: user, show
end
But I don't know the right call for the enemy's mp nor how to figure out what the targeted enemy's index is. I know there's a script list out there, but it doesn't tell you how to get these parameters, just how to actually change the mp.
Thanks in advance,
Sindaine -
Hey there! I have a skill in mind similar to FF6 Cyan's quadraslam where it slashes 4 times one on each target but have NO clue how to even begin setting that up.
I get the feeling I would need to use if/else statements like
if targets = > 1
attack target 1,
attack target 2,
so on
else
all 4 slashes target 1
first slash would move to bottom left facing away, second to top right facing home, third to top left facing away, fourth to bottom right facing home finish would jump to center of screen facing targets then jump to home
any help in this regard would be amazing -
I seem to having an issue... everything looks good to me, but for some reason i cant see the animation for my attack at all, all i see is the screen flash's that i added to the animation, then the enemies take damage.
It's a summon, it's all done in one animation (#140), I want the hud to dissapear, the user to step forward and float a little, the party to dissapear, then the user dissapear, then the animation/damage, then everyting returns to normal.
this is what i have so far.
Spoiler<target action>hide battle hud
</target action>
<whole action>
move user: forward, 48, 12
wait for movement
motion chant: user
float user: 50%, 60
wait for float
action animation
opacity not focus: 0%, 60
wait for opacity
opacity user: 0%, 60
wait for opacity
ani wait: 20
animation 140: enemies
ani wait: 60
action effect
action effect
action effect
immortal: target, false
Wait 30
</whole action>
<follow action>
opacity not focus: 100%, 60
wait for opacity
opacity user: 100%, 60
wait for opacity
float user: 0%, 60
wait for float
show battle hud
</follow action> -
Here's one for my wild fighter character
It damages the ally as well, hence the animation
<whole action>
motion guard: user
move user: forward, 700, 10
motion attack: user
wait for movement
shake screen: 8, 8, 30
action animation
action effect
float user: 155%, 60
wait for float
face user: backward
move user: backward, 650, 10
motion swing: user
action animation: all actors
motion escape: user
wait: 60
motion dying: all actors
wait: 60
wait for movement
float user: 0, 20
move user: home, 20
wait for movement
</whole action>
Here's one where she injures herself too
<whole action>
motion guard: user
move user: forward, 600, 20
motion attack: user
wait for movement
action animation
action effect
face user: backward
move user: backward, 300, 40
motion dying: user
wait for movement
move user: backward, 350, 20
motion dead: user
wait for movement
move user: home, 20
</whole action> -
hey so either i'm missing something or i've run into a bug. I have 1 skill that uses opacity to make the user disappear and the very next skill i built doesn't yet on every test the user disappears with the new skill....
heres the one that causes user to disappear... i called it "phantom blade"
and heres the new skill that SHOULDN'T make the user disappear, called "frozen dive"Spoiler<setup action>
perform start
move user: targets, front center
wait for movement
animation 3: user
ani wait: 10
immortal: targets true
</setup action>
<target action>
camera focus: target
opacity not focus: 0%
zoom: 120%, 3
tint screen: night, 1
wait for zoom
move user: target, front center
wait for movement
opacity user: 0%
wait for opacity
animation 32: target
ani wait: 20
move user: target, back center
wait for movement
opacity user: 100%
wait for opacity
</target action>
<whole action>
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%
tint screen: normal, 2
move user: targets, front center
wait for movement
immortal: targets false
action effect
</follow action>
<finish action>
perform finish
</finish action>
i went over the new one in notepad to make sure that opacity tags had been removed (i copy/pasted from phantom blade) and have saved the game file since the changes but every test of the skill makes the actor go invisible and doesn't return at skill end.Spoiler<setup action>
perform start
move user: targets, front center
wait for movement
animation 3: user
ani wait: 10
immortal: targets true
</setup action>
<target action>
camera focus: target
zoom: 120%, 3
tint screen: -50, -50, 50, 0, 1
wait for zoom
move user: target, base
wait for movement
jump user: 300, 20
motion attack: user
motion wait: user
animation 33: target
ani wait: 20
</target action>
<whole action>
</whole action>
<follow action>
zoom: 100%, 60
tint screen: normal, 2
move user: targets, front center
wait for movement
immortal: targets false
action effect
</follow action>
<finish action>
perform finish
</finish action>
Edit: nevermind, i figured out the issue which was more of user-error than anything. I've updated the motions in case anyone wants to use them as a base. -
So ive been trying to make a basic special attack and im getting close but having 1 slight problem.
<Target Action>
move user: backward, 200, 20
action animation
motion missile: user
wait for movement
face user: forward
motion missile: user
wait for movement
face user: forward
motion missile: user
wait for movement
face user: forward
motion missile: user
wait for movement
face user: forward
motion missile: user
wait for movement
face user: forward
action effect
perform finish
wait 200
</Target Action>
This is doing almost everything i want but the charcter keeps turning back and forth after every attack instead of facing forward.. I though using the face user: forward would work but that didnt do anything to help.
Essentially this skill is supposed to have the archer move back and shoot 5 times then move back. Another problem i was having besides the charcter turning back and forth was as this attack was ending the next charcter would already be attacking which is why i have the wait 200 there. If anyone can either point me in the right direction or help me out it would be greatly appreaciated. -
@Pavillion5097
You don't need to add the wait if you also use the tags
<follow action>
Action effect
</Follow action>
<Finish action>
Perform finish
</Finish action>
Instead of having everything in target action
As far as the facing issue... maybe instead of forward try target? I wish i could be more helpful but unfortunately on phone at work. Hopefully someone else can help youget your build right -
Thank you i ended up figuring it out with your bit of advice and looking at others attacks they have made so i think im starting to get the hang of the attack animations ^_^
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I'm trying to make the user of a healing Item move to the target of the Healing Item, but no matter what I do all the user does is spins in place really fast once or twice and then uses the item and the battle continues. What am I doing wrong?
The Help file is confusing... though I have managed to interpret it a little bit, there is still a crap load of other stuff that makes no sense to me.
Here is the Notetag I'm using for my "Potion" Item:
The camera portion does exactly what it's meant to do, but that's it... everything else doesn't seem to do anything except the action effect and animation. Help?<setup action>
CAMERA FOCUS: user, CENTER
ZOOM: 150%, 30
wait for zoom
wait for camera
display action
</setup action>
<target action>
move user:targets, front center, 40
wait for movement
motion item: user
wait: 5
action animation
wait for animation
action effect
</target action>
<finish action>
move user: home
wait for movement
face user: forward
reset zoom
wait for zoom
</finish action> -
Change this line:I'm trying to make the user of a healing Item move to the target of the Healing Item, but no matter what I do all the user does is spins in place really fast once or twice and then uses the item and the battle continues. What am I doing wrong?
The Help file is confusing... though I have managed to interpret it a little bit, there is still a crap load of other stuff that makes no sense to me.
Here is the Notetag I'm using for my "Potion" Item:
The camera portion does exactly what it's meant to do, but that's it... everything else doesn't seem to do anything except the action effect and animation. Help?
move user:targets, front center, 40
To this:
move user: targets, front center, 40
Dont forget the spacing. :) -
I'm going to slap my own face if it's something as simple as a spacing error... :headshake:Change this line:
move user:targets, front center, 40
To this:
move user: targets, front center, 40
Dont forget the spacing. :)
*SLAP!* I spent hours last night trying to get that to work and you fixed it with a simple spacing catch... :guffaw: God, I feel stupid! -
Okay I use to use the english tenkentai in vx ace and I had some really cool skills I made on there and would like help replicating them if anybody knows how. first off my actor would swing theire swords and a slicing cut would travel from them to the target and bam it would cut through the target and damage them.
So I understand somewhat how to move the target and what not but my question is can i move animations the same way i move sprites? Like i want to throw fireballs and objects and etc whats a list of commands for that. I also had a blaze kick attack that i made in tankentai where my actor ran up to the target and did a backflip just as the blow fire animation played out it looked awsome. Then last but not least I made one where My actor jumped from his starting postion while spinning tucked into a ball in the center of the screen and comes down punching the ground creating an earthquake that damaged all enemies.
But im like how can i make those skills with these whole actions etc.
Is there a list of code language i can put in the notebox like rotate actor ect. I think if i could figure out how to replicate those skills I would be able to prt over others. So if anybody could help at least get me started or confirm if I can have the animation moves like a projectile rather than just appear that would be great as well.
Im hoping I can I like mv more but i worked hard making those skills and trying to figure how to make them happen in this version. -
I dont think moving animations or rotational is currently possible but you can make animations which APPEAR to move by drawing the animation moving left on the actual animation, if that makes any sence?Okay I use to use the english tenkentai in vx ace and I had some really cool skills I made on there and would like help replicating them if anybody knows how. first off my actor would swing theire swords and a slicing cut would travel from them to the target and bam it would cut through the target and damage them.
So I understand somewhat how to move the target and what not but my question is can i move animations the same way i move sprites? Like i want to throw fireballs and objects and etc whats a list of commands for that. I also had a blaze kick attack that i made in tankentai where my actor ran up to the target and did a backflip just as the blow fire animation played out it looked awsome. Then last but not least I made one where My actor jumped from his starting postion while spinning tucked into a ball in the center of the screen and comes down punching the ground creating an earthquake that damaged all enemies.
But im like how can i make those skills with these whole actions etc.
Is there a list of code language i can put in the notebox like rotate actor ect. I think if i could figure out how to replicate those skills I would be able to prt over others. So if anybody could help at least get me started or confirm if I can have the animation moves like a projectile rather than just appear that would be great as well.
Im hoping I can I like mv more but i worked hard making those skills and trying to figure how to make them happen in this version.