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

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Started by Blue001 2126 posts Page 17 of 107 View original ↗
  1. EDIT: Eeeek I figured my problem out. >_<
  2. Deleting special did indeed fix my problem by the way.
  3. Hey guys, I've been trying to use the Action Sequence Pack for my actor to use a different animation when he uses a skill on himself and another when he uses on his allies. I figured I have to use a "if...else", but how do I check if the target is the user or not?

    Edit: Somebody helped me in another site, I just needed to add "if (target === user)" . How much simpler can that be? Feeling kind of dumb right now...
  4. Okay everyone tell me how i make skills like this guy 





    My jaw is still open at some of those skills. For example that mage girls where the music changed and she cast all those spells beautiful the wolf guys skills amazing omg i have so many questions i need to get on his level for making skills.

    Like i understand what motion means and stuff and i use the same sideview cover battlers he has but how does he make the character dash and vanish and hit and reaper.

    What is the motion command to make the animaed battler dash like the wolf does when it dashes forward dissapears etc. I encourage everyone to watch the whole video i would love to know how to make skills like his.

    Like for the spell casting i would love for my actors to stay in there casting animation until the spell is over but for my spells they will do the casting animation for like the start of the spell then stop. I want them to stay not chanting but in there spell cast state till its over.

    Just wow at his video though.
  5. I wonder too, but for your last question, you need to go in the javascript file rpg_sprites (if i remember well), and change the skill and spell animation for "true" instead of "false" in the loop part.

    It is what i understood from him :/
  6. I am fairly certain I can mimic about 90% of the stuff that's going on in that video. From what I could tell, lots of those sequences involve the custom sprites having certain "stances" that the default MV ones don't, such as the dashing one. He might actually be using the sprites themselves IN the Animations Database editor, such as for when the wolf guy is in that lightning ball shooting through the enemy. 
  7. Fernyfer775 said:
    I am fairly certain I can mimic about 90% of the stuff that's going on in that video. From what I could tell, lots of those sequences involve the custom sprites having certain "stances" that the default MV ones don't, such as the dashing one. He might actually be using the sprites themselves IN the Animations Database editor, such as for when the wolf guy is in that lightning ball shooting through the enemy. 
    Well im going into the java script then i will dig through the plugin and see what i have to do it looks absolutley amazing and i use those sprites for my game as well. If anybody figures out how please share will be digging through the jave script etc and checking back here as i have nothing else to do today lol.
  8. I'm trying to make a skill where the actor throws a stone in the enemy. My idea was that the actor stood somewhere in front of the enemy and did the skill. Thing is, "move user: target, front" is too close, and I wanted he to go further away from the target, so I added a "move user: backward, 100". Only problem is now he goes all the way to the enemy and then he goes back. I tried not adding the "wait for movement" before going backward, but that made my actor ignore the previous command and going only backward from the home position. Any ideas?
  9. I agree with @Fernyfer. The action sequences look doable given you have the patience and creativity to get everything right. However, it does involve custom sprite editing from the bare looks of it. Otherwise, yeah, these are very awesome. I'll try mimicing some of these and see what happens.
  10. I was wondering what can I use to disable damage after the skill animation? (i.e if I set the damage to say, 15, and make the animation hit 5 times, it would hit 6, since the actual "skill" does 15 damage as well). How would I go about removing the skill also doing it's own damage apart from the animation?
  11. I cant seem to open the javascript file i get some type of error message. However I looked through the plugin and I do not see a place where the motion sequences define what line of the sv battlers spritesheet will be used for that particular motion. Like on the actors sv spritesheet there is an attack animation an evade one a front step back step damage any etc.

    theres motion spell motion swing etc but none of those are causing the actors to use there front step or backstep line on there sv spritesheet if anybody could assist with this I would be very grateful.
  12. Hi everyone, I just have a quick question because I'm needing a bit of help. Earlier in the thread, Yanfly posted a script on how to get your guy to run up to the enemy, attack, and return to position. However, I've noticed that if you use this command with the "Attack 2 Enemies" or more, often times, the actor will hit the enemy in the back, run to the enemy in the front, but be facing the wrong way when he attacks. How can I make it to where the actor is always facing the target? I've tried adding in the face target command string but it didn't work, I think it's because of the specialized "attack multiple enemies." If you want to try this yourself, just change the basic attack to "2 random enemies" or more and get in combat with several enemies. Help please!
  13. @KingGodzilla

    I tried, and like you said, it happened the same thing to me. Seems like the actor gets confused and don't know which enemy is the actual target in the moment and skips the face command. I made a follow action too and when the actor hit two different enemies the follow action happened using the coordinates of the first one instead of the last one. I think this might be a bug in the plugin. Try posting your problem in his/her website, it might be easier for him/her to find out about the bug there.
  14. I think this script er um I mean plugin is giving me a hard time because I was so used to doing skills in ace with icon create jump arcs etc that I dont know what is and is not possible in this plugin.

    How do i have my character jump at an angle like horizantaly down and slash?
  15. @Miseryfactory77: That is currently impossible with the plug-in. The only way you'd be able to do that is with custom-made side-view battler sheets (you can change them mid-sequence I believe), or do your animations all within the actual "Animations" tab of the Database.

    For the second one, you'd manually port over sprite sheets into Animation format and then do all the movements, angles, etc there. To accomplish this, you'd have to make sure to set your character's opacity to "0%" within the action sequence. 
  16. Fernyfer775 said:
    @Miseryfactory77: That is currently impossible with the plug-in. The only way you'd be able to do that is with custom-made side-view battler sheets (you can change them mid-sequence I believe), or do your animations all within the actual "Animations" tab of the Database.

    For the second one, you'd manually port over sprite sheets into Animation format and then do all the movements, angles, etc there. To accomplish this, you'd have to make sure to set your character's opacity to "0%" within the action sequence. 
    Hmmm very creative i never thought about using the sprites in the actual animations hmm let me give that a try. Do you know how i can make my characters sprite stay in spell casting animation until the entire spells animations are complete. Thats what im currently struggling with.

    Just tried it even modifying the resolutions did not work hmm how the hell did he do that I have the same sprites as him and cant figure out what hes doing that im not. Like the dashing forward vanishing just how.

    The sv template for those battlers is 9 coloumns and 6 rows. Im just trying to figure out how he made his actor dash forward. What location on the spritesheet is linked to the motion command. Since everything is plugin based now its not like ace where I could peek around in the script code to see it.

    I just wanna know how I can figure what motion command call for what line or location of the spritesheet to be referenced for said command ugh why. Im no coding genius but I should be able to understand this wugh.
  17. Thanks a lot for this topic...Couldn't get my stuff to work until I took a look at the examples in this topic. !

    Do these animations work on weapons? I tried adding the note tags into weapons but it didn't work. Answer is probably no since it worked on my potion. 

    I hope the ability to use this plugin on weapons will be added soon.
  18. @ImperiousRex: It does not work with weapons, since it's a SKILL sequence plug-in. There are workarounds though. For example, you could use a plug-in that changes a character's normal "Attack" to another ability based off the weapon they have equipped, and then alter the "Attack" skill in the database to do what you want.

    For example, in my game, I have a caster who uses a staff. That user's default "Attack" is still called "Attack" but within the skill's database itself, it's skill ID #3 (whereas the default Attack skill is #1), and instead of running up to the target and whacking it with the staff, the character stays in place, swings his staff, and then a magical attack hits the enemy.

    Here's the script I'm referring to: http://yanfly.moe/2015/12/26/yep-51-weapon-unleash/

    Here's an example of how I have the notetag set up for the staff:

    <Custom Replace Attack>if (user.hpRate() > 0.20) {id = 3;} else {id = 56;}</Custom Replace Attack>What the above does is make it so that the character's "Attack" command is skill #3, but when his HP reaches less than 20%, it automatically changes to skill ID #56, which is a brand new ability that replaces the "Attack" command.
  19. Hey guys I am working on a summon using some of other users code and it is looking pretty sweet but I cant figure out why it is not doing damage. Any help would be appreciated.

    this is the setup in skills

    https://onedrive.live.com/?cid=74C4449E8BEC0E64&id=74C4449E8BEC0E64%211336&parId=74C4449E8BEC0E64%211335&o=OneUp

    and this is the code

    SOLVED: I selected MP damage by accident.

    Code:
    <whole action>move user: forward, 48, 12wait for movementmotion chant: useraction animationopacity not focus: 0%, 60wait for opacityopacity user: 0%, 60wait for opacityani wait: 20animation 140: enemiesaction effectimmortal: target, falseWait 10</whole action> <follow action>opacity not focus: 100%, 60wait for opacityopacity user: 100%, 60wait for opacity</follow action>
  20. Could anyone try help me recreate the skill yanfly does @ 3:20?

    Thanks in advance.