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.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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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> -
Change the Face Target1: Home to Face User: Homemove user: target, back, 20
wait for movement
Face Target1: Home
Wait for Movement
motion attack: user
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> -
Someone with the same problem? or know how to solve?
Video below:
my skill notetag:
I need change/remove this cast animation and change the sprite when he walk to target... im studying codes for hours... :/<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> -
Thank you very much for your help my good humanoid.
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@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!@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 -
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? -
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
SpoilerCode:<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> -
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" ? -
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? :) -
@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. -
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 -
@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.
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.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>
Oh btw, the sequence above caused the skill to damage enemies, then damaged whoever you target when you select the skill. -
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. ;) -
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>Well I suggest looking HERESpoilerSry for my bad english! :p -
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.
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.Spoiler
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..)
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.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> -
@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 :) -
@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.
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Correct! I will try this when I get home, sending this from the phone.@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.