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

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Started by Blue001 2126 posts Page 15 of 107 View original ↗
  1. oh wow so we cant rotate the actor sprites at all? Not being able to move animations sucks but thats the trade off i guess but ill miss that. So no moving animations and no rotating characters sigh.
  2. What is the code needed to tell if the user is targeting himself?

    ex.

    if user.targetSelf

       perform action

    else

       new action

    end

    Also, can someone make a list of all the commands that can be used with <eval> and make a small description of what that command controls?
  3. I need a little help with a skill I made. The skill is 'Self-Destruct' which an enemy would use after it's HP reach 0. It's supposed to use it upon reaching 0 HP, then after that it would die. But after they use the skill, they remain with 0 HP until they're hit again. Yanfly said something about immortal tags but I don't know what to do? Can anyone help me with this?
  4. So I have a what is probably a very newbish question/issue for action sequences.

    I am trying to make skills for my character, but whenever I set up the action sequence, I can never get the actor to "turn" around. He's always facing forward, no matter what I put in the sequence. So when I want him to dash forward at the enemy, then dash to the front of the enemy, doing two hits, he's always facing forward.

    Am I missing something or is there another plugin I don't have to make it so actors will actually turn and face the other direction for something like that? Even when I try using the already made sequences in this thread, my actors never turn around.

    Any help would be appreciated, thank you.
  5. Ral Kimas said:
    So I have a what is probably a very newbish question/issue for action sequences.

    I am trying to make skills for my character, but whenever I set up the action sequence, I can never get the actor to "turn" around. He's always facing forward, no matter what I put in the sequence. So when I want him to dash forward at the enemy, then dash to the front of the enemy, doing two hits, he's always facing forward.

    Am I missing something or is there another plugin I don't have to make it so actors will actually turn and face the other direction for something like that? Even when I try using the already made sequences in this thread, my actors never turn around.

    Any help would be appreciated, thank you.
    You can use "face user: forward" or "face user: backward"
  6. Kloe said:
    You can use "face user: forward" or "face user: backward"
    *Edited*

    Never mind, I figured it out. It was apparently an incompatible plugin I had. MOG animated enemies plugin is what's not compatible. Swapped it out, all good now. Thanks for the help though.
  7. I'm trying to create a sequence that will display an additional animation if the target is killed. I'll put the whole thing in a spoiler tag, but I know that the problem is in my conditional:

    if target.hp < (4*user.atk*user.atk/target.def)

    animation 122: target

    end

    When this executes, the game crashes with a "Cannot read property 'toUpperCase' of undefined" message. Can anyone help me with how to write this conditional?

    Thanks!
  8. It seems casual targeting of enemies don't work, with the Attack sequence of Yanfly.
    How do I manage it?
  9. Okay, so I'm using the attack sample that yanfly posted and wanted to know about sound effects.

    Case in scenario: A specific sound effect is played depending on the actor performing the attack command.

    Spoiler
    <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>
    What would be the easiest way to put this into the notebox?
  10. I'm having a slight problem with the animation playing in the wrong place.

    What I'm trying to achieve is that the user run up to the target, jump into the air, create a big ball of energy and then come crashing down on the target with it.

    What I'm having problem with is that the animation I'm playing for the energy ball is playing as if my battler is on the ground even though he's in the air. Is this a problem with the script or is it that I'm just not doing it right?

    The sequence:

    Spoiler
    <setup action>

    display action

    camera focus: user

    zoom: 130%, 15

    wait for zoom

    </setup action>

    <target action>

    hide battle hud

    opacity not focus: 0, 20

    wait for opacity

    MOVE user: target, front base, 10

    wait for movement

    motion thrust: user, no weapon

    wait for movement

    animation 1: target

    animation wait: 1

    motion dying: target

    wait for movement

    wait for animation

    MOVE user: target, center, 1

    jump user: 350%, 30

    WAIT: 15

    float user: 350%, 15

    ADD STATE 34: user

    wait for float

    motion guard: user

    animation 135: user

    animation wait: 35

    motion thrust: user, no weapon

    float user: 0%, 10

    wait: 5

    animation 134: target

    wait for animation

    motion walk: user

    MOVE user: target, front base, 1

    REMOVE STATE 34: user

    face user: forward

    action effect

    wait: 20

    immortal: target, false

    Wait 30

    reset camera

    reset zoom

    move user: home, 5

    face user: forward

    wait for movement

    </target action>

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>

    <finish action>

    clear battle log

    perform finish

    wait for movement

    </finish action>
    Here's an image to show what's happening:

    Animation_Problem.png
  11. Yanfly said:
    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!
    Love ya YF!! That's what i needed!

    BUT! Since i wanted enemies in my project to display different attack animations based on what weapon type they use, i wasn't satisfied with just thrust or swing (Axe'd minotaur using the hit animation is just not realistic XD).

    Therefore, since enemy battlers are static and attack animation for them is the same no matter what you equip them with, i managed my way out in order to edit the note's animation:

    I copied the Attack skill and created multiple of them, keeping same name and effect but just using different animations (based off enemies' visual gear).

    Then, on each skill' notes, i took YF's notes and then

    replaced

    attack animation: target

    with

    animation 'X': target

    where X is the animation ID of that specific attack skill.

    (This affects ranged hits aswell so you gotta make up specific animations for melee type and ranged type)

    Tested it multiple times and it works like a charm :)

    Hope this can help people who, like me, feel uncomfortable with having the same attack animation for differently equipped enemies and wish to find a way out of that situation!
  12. Worked on an animation for Slash Special 3
    VIsual link: https://youtu.be/WlgVImCbgpw

    Like it? Wanna have it yourself? Then here's how to!
    Note: All action sequence packs are required. Plus, the skill contains the 'Special12' animation from RMVXA (Rpg maker VX Ace), therefore you're required to be owner of that software aswell.

    Step 1: Create a new Skill Animation and Name it as you wish (avoid Wind Cutter since that's what i selected for my project. Thanks.)

                Set it this way up: http://s11.postimg.org/7dl0wflnn/Skill_Anim.png (Change colour to purple to fit it best)

                Special12 Anim. X,Y = 0,-64

                SlashSpecial3 Anim. X,Y = 0, -192

    Step 2: Create your desired skill! Once you're done setting it, give it these notes:

    <Whole Action>camera focus: userzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacityanimation X: userwait for animationzoom: 100%, 60move user: forward, 500, 20wait for movementjump user: 300, 50motion swing: userperform actionaction animation: targetwait for animationaction effect: targetdeath breakperform finish</Whole Action><follow action>opacity not focus: 100%, 60wait for opacity</follow action>        Where X is the Skill animation ID in your panel.

    Step 3: Enjoy it! :guffaw:
  13. Naveed said:
    I'm having a slight problem with the animation playing in the wrong place.

    What I'm trying to achieve is that the user run up to the target, jump into the air, create a big ball of energy and then come crashing down on the target with it.

    What I'm having problem with is that the animation I'm playing for the energy ball is playing as if my battler is on the ground even though he's in the air. Is this a problem with the script or is it that I'm just not doing it right?

    The sequence:

    Spoiler
    <setup action>

    display action

    camera focus: user

    zoom: 130%, 15

    wait for zoom

    </setup action>

    <target action>

    hide battle hud

    opacity not focus: 0, 20

    wait for opacity

    MOVE user: target, front base, 10

    wait for movement

    motion thrust: user, no weapon

    wait for movement

    animation 1: target

    animation wait: 1

    motion dying: target

    wait for movement

    wait for animation

    MOVE user: target, center, 1

    jump user: 350%, 30

    WAIT: 15

    float user: 350%, 15

    ADD STATE 34: user

    wait for float

    motion guard: user

    animation 135: user

    animation wait: 35

    motion thrust: user, no weapon

    float user: 0%, 10

    wait: 5

    animation 134: target

    wait for animation

    motion walk: user

    MOVE user: target, front base, 1

    REMOVE STATE 34: user

    face user: forward

    action effect

    wait: 20

    immortal: target, false

    Wait 30

    reset camera

    reset zoom

    move user: home, 5

    face user: forward

    wait for movement

    </target action>

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>

    <finish action>

    clear battle log

    perform finish

    wait for movement

    </finish action>
    Hi there,

    Check that your animation "position" in the database is set to center or feet and NOT screen. I have a question for you though, the top half of your picture provided, your sprite is rotated. Is that part of your custom animation or did you figure out a way to do it within the skill notetags?

    Hope it helps,

    Sindaine
  14. My animation position is set on center. In fact, I tried with every position setting, but the code seems to act as if my character is still on the ground. I tried by keeping my actor far from the target to see where the animation played, and surely enough it played directly vertically below my actor, on the empty ground.

    As for the sprite being rotated, its a simple workaround I came up with using Guruman's Graphic Changer Plugin. I edited my character's sv sprite and rotated each sprite 90 degrees. I then made a state (state 34 in the action sequence) which changed my battler sv sprite to the rotated one. Its a good workaround till Yanfly decides to add rotating sprites to his action sequences :)
  15. Never mind, I figured it out. For some reason when using the perform attack sample, it prevented the BattleVoice plugin from performing the sound effect for the actor performing the attack. For those of you who wish to use that plugin with that sample, or just want your characters to make noises when they attack here ya go :p  :

    Spoiler
    display action
    immortal: targets, true



    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    if user.isActor() && user._actorId === 1
    SE: (audio filename here), 90, 100, 0
    motion attack: user
    else
    if user.isActor() && user._actorId === 2
    SE: (audio filename here), 90, 100, 0
    motion attack: user
    else
    if user.isActor() && user._actorId === 3
    SE: (audio filename here), 90, 100, 0
    motion attack: user
    else
    if user.isActor() && user._actorId === 4
    SE: (audio filename here), 90, 100, 0
    motion attack: user
    else
    if user.isActor() && user._actorId === 5
    SE: (audio filename here), 90, 100, 0
    motion attack: user
    else
    motion attack: user
    end
    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
    I've added the first five actors, but you can change it to whatever actor id by changing where it says if user.isActor() && user._actorId === (actorid here) without parentheses. 
  16. Okay, another question. Would it be possible to change the actor graphic mid-sequence? I know this could probably be done through common events.
  17. Is there a way to display the weapon without using slash, thrust, or missile animations? Like having it display with the chant animation?
  18. I've been trying to figure this out for a while but can't get this to work, would appreciate any help I can get:

    I'm trying to make a skill that, after dealing damage, gives the user a certain State depending on whether they already have a particular state.

    If the user has State 32, then add State 33.

       else if the user has State 33, then add State 34.

            else if the user has State 34, then nothing happens.

    else (if the user doesn't have any of 32, 33, or 34), then add State 32.

    And this is what I have so far, but it doesn't work:

    <finish action>

    if user.states()[32]

       add State 33: user

    else if user.states()[33]

       add State 34: user

    else if user.states()[34]

    else

       add State 32: user

    end

    </finish action> 

    thanks! =)
  19. hadecynn said:
    I've been trying to figure this out for a while but can't get this to work, would appreciate any help I can get:

    I'm trying to make a skill that, after dealing damage, gives the user a certain State depending on whether they already have a particular state.

    If the user has State 32, then add State 33.

       else if the user has State 33, then add State 34.

            else if the user has State 34, then nothing happens.

    else (if the user doesn't have any of 32, 33, or 34), then add State 32.

    And this is what I have so far, but it doesn't work:

    <finish action>

    if user.states()[32]

       add State 33: user

    else if user.states()[33]

       add State 34: user

    else if user.states()[34]

    else

       add State 32: user

    end

    </finish action> 

    thanks! =)
    Okay, so the easiest way for me to replicate what you asked was to apply state 32 or 33 prior with a skill affecting the user, then to use this skill-and this is what I got.

    Spoiler
    if user.isStateAffected(32)

    add State 33: user

    else

    if user.isStateAffected(33)

    add State 34: user

    end
    Hope this helps.
  20. @nakopi

    Thank you for your help!

    I took your input and modified it a little because it kept jumping to state 34 from state 32 and I realized that I needed to put the higher states towards the start of the code, otherwise (for some reason) it will read through all the "if" even though its only suppose to run under the "else" case.

    Ultimately, I was able to get the effect I want like this:

    if user.isStateAffected(34)

       add State 34: user

    else

    if user.isStateAffected(33)

       add State 34: user

    else

    if user.isStateAffected(32)

       add State 33: user

    else

       add State 32: user

    end

    I also had State 34 setup to resist 32 and 33, and State 33 to resist 32, so that you can remove the preceding one just by adding on the new one. There's probably a cleaner/simpler way to do this, but if anyone else is doing something similar, feel free to use this!

    Thanks again! =)