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

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Started by Blue001 2126 posts Page 14 of 107 View original ↗
  1. Quick Question: What are the defaults [i.E. if nothing was changed] for the Setup Actions?
    I can't seem to find this.
  2. 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.
  3. Hi there,

    Something like below might work for you. Just change the zoom "%" if it's not enough.

    Spoiler
    if 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
    Hope it helps,

    Sindaine
  4. @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!  :)

    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>
    EDIT: Sorry if I sound mean... that was not my intention but re-reading this, it sounds rather mean... sorry.
  5. 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!
  6. Riff said:
    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:

    Spoiler
    animation x: targetwait: 3

    action effect

    wait: 6

    action effect

    wait: 6

    action effect
    the wait values total to 15 frames. it should work or you can make adjustments.
  7. 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
  8. 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
  9. 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
  10. 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>
  11. 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>
  12. 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"

    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>
    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

    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>
    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.

    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.
  13. 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.
  14. @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
  15. 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 ^_^
  16. 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:

    <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>
     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?
  17. firestalker said:
    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?
    Change this line:

    move user:targets, front center, 40

    To this:

    move user: targets, front center, 40

    Dont forget the spacing. :)
  18. Riff said:
    Change this line:

    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:

    *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!
  19. 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.
  20. Miseryfactory77 said:
    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?