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

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Started by Blue001 2126 posts Page 16 of 107 View original ↗
  1. lol I derped and realized what i did and I was just about to post the revised version (which is what you posted)-but you beat me to it. But yeah, glad I could be of some assistance.
  2. Hi there. For most of my animations I have had no problem but for some reason this one refuses to face the correct way no matter what I try. I'm sure it is a simple fix but can someone help me out? The animation is simple, the user goes behind the enemy and is supposed to punch them in the back, he just won't turn towards the enemy's back. Any help?

    <setup action>

    Display Action

    immortal: targets true

    Wait: 30

    Hide Battle Hud

    camera focus: user

    zoom: 150%, 20

    Wait: 20

    </setup action>

    <target action>

    move user: target, back, 20

    wait for movement

    Face Target1: Home

    Wait for Movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation

    action effect

    Show Battle Hud

    </target action>
  3. dylankwan said:
    move user: target, back, 20

    wait for movement

    Face Target1: Home

    Wait for Movement

    motion attack: user
    Change the Face Target1: Home to Face User: Home

    So the sequence should be:

    <setup action>

    Display Action

    immortal: targets true

    Wait: 30

    Hide Battle Hud

    camera focus: user

    zoom: 150%, 20

    Wait: 20

    </setup action>

    <target action>

    move user: target, back, 20

    wait for movement

    Face User: Home

    Wait for Movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation

    action effect

    Show Battle Hud

    </target action>
  4. Someone with the same problem? or know how to solve?

    Video below:

    my skill notetag:

    <target action>

    move user: target, front, 30

    wait: 50

    MOTION ATTACK: user

    wait: 50

    action effect

    death break

    animation 122: target

    wait: 50

    <\target action>
    I need change/remove this cast animation and change the sprite when he walk to target... im studying codes for hours... :/
  5. Thank you very much for your help my good humanoid.
  6. @Lucianowi: Try adding this to your your sequence before the <target> portion.

    <setup action>display actionimmortal: targets, truemotion X: usermotion wait: user</setup action>The "X" should be whichever stance you want your character to be in from the following:

    wait

    walk

    standby

    damage

    evade

    skill

    escape

    victory

    guard

    attack

    spell

    item

    chant

    abnormal

    sleep
  7. Fernyfer775 said:
    @Lucianowi: Try adding this to your your sequence before the <target> portion.

    <setup action>display actionimmortal: targets, truemotion X: usermotion wait: user</setup action>The "X" should be whichever stance you want your character to be in from the following:

    wait

    walk

    standby

    damage

    evade

    skill

    escape

    victory

    guard

    attack

    spell

    item

    chant

    abnormal

    sleep
    LOL, the double "motion X: user > motion wait: user" What do i was looking for! Thanks Fernyfer775!
  8. Quick question everyone I am using tsukihimes skill command script which allows a skill to be used as a command. Now I have an actor with a command thats effect is dependant on the weapon he has equipped. So I created the skills but im not sure how I make it so that when he uses his command the skill that comes out is dependent on checking his equipped weapon. 

    I know its more simple than I think help please. There is something im just overlooking I feel theres a simple solution to this im just not thinking of.

    Also as far as this action sequence is concerned is there a way to make it look like my actor flips or evades like the tnkentai sideview where they flip in the air nd jump backwards when they evade. If not does anybody know how I can contact yanfly and beg him to add the ability to change the actors angles with sequences?
  9. Finally finished Whax and Whane's finale for my game, The Long Road.

    https://youtu.be/v09Dn6X0i6U

    The yanfly action sequence is like 300 lines.

    If you want to see it... click the spoiler

    Spoiler
    Code:
    <target action>camera focus: targetmove enemies not user: point, 340, 225, 100motion guard: enemies not userse: Heavywalk, 90, 110, 0se: Heavywalk, 90, 80, 0move user: target, back base, 90motion guard: userwait for movementmotion standby: usermotion standby: enemies not usermove user: backward, 25, 10wait for movementcamera focus: targetmotion thrust: userani wait: 5se: Punch3, 90, 100, 0ani wait: 3action effectjump target: 25%, 15se: Leap, 90, 100, 0move target: point, 420, 225, 15motion guard: targetwait for movementface target: backwardani wait: 5action effectse: Hardgroundthud, 90, 100, 0shake screen: 3, 9, 30ani wait: 10jump user: 100%, 15se: Leap, 90, 80, 0move user: point, 520, 230, 15motion standby: userwait for movementse: Hardgroundthud, 90, 130, 0shake screen: 3, 9, 30motion victory: userhide battle hudcommon event: 11zoom: 135%, 30move enemies not user: forward, 35, 10wait for movementani wait: 10motion damage: enemies not userse: Crunch, 90, 110, 0float target: 25%, 10ani wait: 5move user: backward, 30, 10ani wait: 5motion thrust: userani wait: 5se: Punch3, 90, 100, 0ani wait: 5action effectshake screen: 3, 3, 10ani wait: 5motion thrust: userani wait: 5se: Punch3, 90, 100, 0ani wait: 5action effectshake screen: 3, 3, 10ani wait: 10move user: forward, 50, 30motion escape: userse: Leap, 90, 100, 0jump enemies not user: 25%, 15ani wait: 2se: Wrap, 90, 140, 0move target: point, 420, 120, 15float target: 0%, 1ani wait: 5motion item: enemies not userwait for movementmotion victory: userani wait: 10motion item: enemies not userse: Leap, 90, 80, 0move user: target, base, 10se: Wolfgrowl3, 90, 130, 0wait for movementmotion item: enemies not usermove user: point, 260, 225, 15action effectanimation 6: targetwait for movementmotion standby: usermotion item: enemies not userse: Hardgroundthud, 90, 130, 0shake screen: 3, 9, 30ani wait: 10motion item: enemies not userse: Leap, 90, 80, 0move user: target, base, 10se: Wolfgrowl3, 90, 130, 0wait for movementmotion item: enemies not usermove user: point, 520, 225, 15action effectanimation 6: targetwait for movementmotion victory: usermotion item: enemies not userse: Hardgroundthud, 90, 130, 0shake screen: 3, 9, 30ani wait: 10motion item: enemies not userse: Leap, 90, 80, 0move user: target, base, 10se: Wolfgrowl3, 90, 130, 0wait for movementmotion item: enemies not usermove user: point, 260, 225, 15action effectanimation 6: targetwait for movementse: Hardgroundthud, 90, 130, 0shake screen: 3, 9, 30ani wait: 10se: Bird Fall, 90, 110, 0motion standby: usermotion item: enemies not usermove target: point, 450, 200, 60move user: point, 525, 210, 60move enemies not user: backward, 50, 15motion item: enemies not userse: Whaxtalk, 100, 100, 0ani wait: 3se: Whaxtalk, 100, 100, 0ani wait: 3se: Whaxtalk, 100, 100, 0ani wait: 9move target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: point, 450, 200, 20motion thrust: userwait for movementmove target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: point, 450, 200, 20motion thrust: userwait for movementmove target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: point, 450, 200, 20motion thrust: userwait for movementmove target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: point, 450, 200, 20motion thrust: userwait for movementmove target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: point, 450, 200, 20motion thrust: userwait for movementmove target: point, 365, 200, 20motion swing: enemies not useraction effectshake screen: 3, 9, 30wait for movementmove target: home, 30wait for movementaction effectse: Hardgroundthud, 90, 100, 0shake screen: 3, 9, 30face target: forwardmotion walk: targetface user: homese: Heavywalk, 90, 80, 0motion escape: usermove user: home, 100motion escape: userse: Heavywalk, 90, 110, 0motion escape: enemies not usermove enemies not user: home, 80motion escape: enemies not userzoom: 100%, 30wait for movementmotion standby: usermotion standby: enemies not userani wait: 5show battle hud</target action>
  10. Is there a way for a skill that makes an enemy "float" if it only hits? because it's weird for an enemy to float even if the attack misses..

    and is there a way to check if an enemy has a state? like "if target.state == Poison" ?
  11. Is there a way to check 2 conditions on if...else statement?

    I have a skill that check if the user has a certain state then if the target is actor or enemy (I'm using Yami Invert target plugin to switch target)

    I can only do it if its only one condition.

    So please if anyone know how to do it, let me know? :)
  12. @Reaxus The first part, to my knowledge, isn't possible. However, you should be able to check state using "if b.isStateAffected(x)" without the quotes where x is the I'd of the state.

    P.S This works in the damage formula box. Not sure if it works on Yanfly's action sequences

    @Emje you could try

    If (check state)

    If (check target)

    Action

    end

    end

    Or

    If (check state)

    Action

    elsif (check target)

    Action

    end

    Depending on what you want. Could be more helpful if you posted your sequence.
  13. Target doesn't float, is there a problem in my sequence?

    <setup action>

    display action

    immortal: targets, true

    </setup action>

    <target action>

    move user: target, front base, 20

    wait for movement

    motion attack: user

    wait: 10

    Jump User: 100%, 20

    action effect

    Animation 122: target

    float target: 80%,

    </target action>

    i want the enemy to float after the action effect and animation... but it doesnt work.. O_O
  14. @Naveed: It's a Final Fantasy-like targeting system, where you can target single or multiple target, which in my skill is when the character has a "multicast" state then s/he can cast the skill to multiple targets.

    Spoiler
    <target action>
    perform action: user
    motion wait: user

    if user.isStateAffected(12)

    if target.isActor()
    action animation: actors
    wait for animation
    action effect: actors
    else if target.isEnemy()
    action animation: enemies
    wait for animation
    action effect: enemies
    end

    else if !user.isStateAffected(12)
    perform action: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    end

    death break
    </target action>
    the reason I need to check if the target are actors or enemies since "targets" is not working, only valid if I use actors or Enemies.

    Oh btw, the sequence above caused the skill to damage enemies, then damaged whoever you target when you select the skill.
  15. I need use this notetag for my archer, but! if he are using a bow, dont move, stay and attack. Anyone know how?

    Default attack:

    Spoiler
    <setup action>

    display action

    immortal: targets, true

    cast animation 0: user

    wait for animation

    </setup action>

    <target action>

    wait: 10

    motion walk: user

    move user: target, front base, 30  "have any options to "if he using bow=stay? (something like this)"

    wait for movement

    motion attack: user

    wait: 20

    action animation

    wait for animation

    action effect: target

    death break

    </target action>

    <finish action>

    wait: 20

    immortal: targets, false

    wait: 20

    motion walk: user

    move user: home, 30

    clear battle log

    wait: 30

    perform finish

    wait for movement

    </finish action>


    @EDIT: Solved, i will read more in forum.

    Ty Kloe for answer.  ;)
  16. lucianowi said:
    I need use this notetag for my archer, but! if he are using a bow, dont move, stay and attack. Anyone know how?

    Default attack:

    Spoiler
    <setup action>

    display action

    immortal: targets, true

    cast animation 0: user

    wait for animation

    </setup action>

    <target action>

    wait: 10

    motion walk: user

    move user: target, front base, 30  "have any options to "if he using bow=stay? (something like this)"

    wait for movement

    motion attack: user

    wait: 20

    action animation

    wait for animation

    action effect: target

    death break

    </target action>

    <finish action>

    wait: 20

    immortal: targets, false

    wait: 20

    motion walk: user

    move user: home, 30

    clear battle log

    wait: 30

    perform finish

    wait for movement

    </finish action>
    Spoiler
    Sry for my bad english!  :p
    Well I suggest looking HERE
  17. Hey guys, I got a computer that will actually let me get back to attempting to figure out more about this. Everything was going fine, until suddenly this started happening between my wait for animations.

    Spoiler
     
    I didn't think much of it for my dark-knight-esque class cause he does a slash and casts a spell (so the chant fits perfectly.) but this is happening for a good portion of my skills I have recently started trying when I do wait for animation. Secondly, if I try to add any other motion x: User things it completely ignores the shooting of the motion attack for the rest of the animation despite it being in the skill note tag.

    Here is the skill in question in the screenshot (Trick Shots, feel free to give it a spin, it is highly unfinished as I haven't figured out how to make user attack animations faster (IE: Swinging of weapon, shooting of gun) But that is for another time Solving one thing at a time here..)

    Spoiler
    <setup action>display action

    wait for action

    immortal: targets, true

    hide battle hud

    wait for animation

    opacity not focus: 0, 20

    wait for opacity

    opacity user: 0%, 5

    move user: target, front, 5

    wait for animation

    wait 10

    wait for opacity

    opacity user: 100%, 5

    wait for opacity

    </setup action>

    <target action>

    motion attack: user

    motion wait: user

    attack animation: target

    wait for animation

    action effect

    wait for effect

    death break

    motion attack: user

    motion wait: user

    attack animation: target

    wait for animation

    action effect

    wait for effect

    jump user: 500%, 30

    motion attack: user

    motion wait: user

    attack animation: target

    wait for animation

    action effect

    wait for effect

    jump user: 500%, 30

    move user: target, back, 30

    face user: backward

    wait for movement

    motion attack: user

    motion wait: user

    attack animation: target

    wait for animation

    action effect

    wait for effect

    wait 10

    immortal: target, false

    move user: home, 5

    face user: forward

    wait for animation

    wait for movement

    </target action>

    <finish action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    clear battle log

    </finish action>
    I'm trying to get it to not do the casting chant while waiting for skill animation -and- continue to use the motion attack for each time I have it in the skill.
  18. @Stratoforce I noticed in your action sequence that every 'motion attack' is immediately followed by a 'motion wait'. So, the sequence is not showing the motion attack as it is not told to wait for the motion to follow through, and immediately moves on to motion wait.

    Add a 'wait for movement' after every 'motion attack'. If that doesnt work, remove the 'motion wait' commands (I'd recommend trying the first solution first). Let me know what happens then :)
  19. @Naveed: The "motion wait: user" is actually required there, otherwise the action is clipped. To fix the problem Stratoforce is having, he has to go into his "Systems" tab and in the top right corner, he needs to remove the "Skill Type" from the list so that the character stops the "chanting" stance. At least, if I understand what the request is correctly.
  20. Fernyfer775 said:
    @Naveed: The "motion wait: user" is actually required there, otherwise the action is clipped. To fix the problem Stratoforce is having, he has to go into his "Systems" tab and in the top right corner, he needs to remove the "Skill Type" from the list so that the character stops the "chanting" stance. At least, if I understand what the request is correctly.
    Correct! I will try this when I get home, sending this from the phone.