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

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Started by Blue001 2126 posts Page 18 of 107 View original ↗
  1. @YEEART: Here you go good sir/ma'am.

    Spoiler
    Code:
    <whole action>camera focus: targetzoom: 120%, 20move user: targets, front center, 20wait for movementmotion attack: usermove user: targets, back center, 5attack animation: targetsjump targets: 50%, 30ani wait: 5action effectani wait: 5face user: backwardmotion attack: usermove user: targets, front center, 5attack animation: targets, mirrorjump targets: 50%, 30ani wait: 5force criticalaction effectnormal criticalimmortal: target, falsezoom: 100%, 20wait for animation</whole action><target action></target action>
  2. Works like a charm! Thank you :)

    p.s - sir btw
  3. @YEEART I tinkered around and managed to recreate the "Blade Rush" skill. It may not be perfect, but I got it as close as possible.

    Spoiler
    <setup action>

    IMMORTAL: targets, true

    camera focus: targets

    display action

    opacity not focus: 0%, 10

    wait for opacity

    move user: targets, front center, 30

    zoom: 125%

    wait for movement

    </setup action>

    <whole Action>

    motion swing: user

    animation 147: targets

    FLASH SCREEN: 255, 255, 255, 100, 10

    move user: targets, back center, 2

    wait for movement

    wait for animation

    action effect

    wait for effect

    death break

    wait: 10

    face user: backward

    wait: 10

    motion swing: user

    animation 148: targets

    FLASH SCREEN: 255, 255, 255, 100, 10

    move user: targets, front center, 2

    wait for movement

    wait for animation

    action effect

    wait for effect

    IMMORTAL: targets, false

    wait: 10

    </whole action>

    <target action>

    </target action>

    <follow action>

    </follow action>

    <finish action>

    reset camera

    reset zoom

    wait for camera

    wait for zoom

    clear battle log

    opacity not focus: 100%, 10

    wait for opacity

    perform finish

    wait for movement

    </finish Action>
    From the video and then cross checking with the pre-made animations in the database, I think Yanfly used an edited animation in the skill, so the animation he used is not found in the database (or maybe I didn't search hard enough. Who knows? :p ).

    So, I too edited the "Slash Physical" animation from the database, which is what animation 147 and animation 148 is in the sequence, to make an animation that is close to the one Yanfly used. So you should replace the animation 147 and animation 148 with the animations you plan to use.

    I would suggest you could play around with the frame numbers, flash intensity etc to get the values that you are exactly looking for.

    EDIT: @Fernyfer, looks like you beat me to it :p
  4. Edit, nvm,  I was able to track down someone else's code to accomplish this, and looking at it clarified some of the things i was confused about.  

    Hey guys, I'm so sorry to ask for help with something so simple, but I'm really having trouble figuring out how this language works.  

    All I want is a simple formula for regular attacks that will move the user up to the target, perform whatever skill/weapon animation that would occur normally, and then return to his original position.   

    Much appreciated. :)  /embarrassed
  5. Fernyfer775 said:
    @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.
    Thanks, I'll try it out. Hope it works :)

    Maybe you could help me find another solution to another problem relating to this plugin.

    I'm trying to get an animation to play on the user ( which will be an enemy ) before playing the skill animation on the target. Seems simple enough, but I just can't get it to work.

    Here's what I'm using:

    <target action>

    camera focus: target

    zoom: 120%, 30

    wait for zoom

    motion missile: user

    animation 111: user

    ani wait: 6

    action animation

    ani wait: 2

    action effect

    immortal: target, false

    </target action>

    The help file from the plugin simply says to put "animation x: target"  but that doesn't work. I noticed that the help file says to use "animation wait: x" but the plugin uses "ani wait: x" so I tried "ani x: target" and still nothing happens. Does this work only on actors?
  6. I'm a bit confused on the "user (which will be an enemy)" part. The person using the spell is the USER, and you want the 1st animation to play on the USER of the spell and the 2nd to play on the TARGET of the spell?

    If that's the case,  I have a few abilities set up like that, let me post an example, and maybe you could play with it to get it to work for you:

    Spoiler
    <setup action>display actionimmortal: targets, truewait: 60hide battle hudopacity not focus: 0%wait: 15</setup action><target action>perform startjump user: 150%, 30move user: targets, front base, 30wait for movementmotion item: usermotion wait: userwait: 10action animation: targetwait for animationaction effectanimation 46: userwait for animationwait: 10immortal: targets, falsedeath breakperform finish</target action><follow action>wait: 25opacity not focus: 100%clear battle logshow battle hud</follow action>
    The only thing I can think of that might be causing issues with your skill is that you're not giving the animations enough time to play, since "ani wait: 6" is literally like 1/10 of a second. I just use the "wait: x" command for my sequences, and they seem to work for me. Try switching to that, and if all else fails, make sure you have the most up to date versions of all his related scripts.
  7. this is my first attempt at using Yanfly Engine so xD its still crappy.

    Ronin Slash - using a pre made animation

    Spoiler
    <setup action>immortal: targets, truecamera focus: userzoom: 200%, 30Hide Battle Hudwait for zoomopacity user: 0, 10wait for opacitycamera focus: targetwait: 30opacity user: 100%, 10</setup action><target action>animation 23: targetmove user: target, back basemotion attack: userwait for movementmove user: target, front headmotion attack: userwait for movementmove user: target, back headwait for movementmotion attack: usermove user: target, front basemotion attack: usermove user: target, back centermotion attack: usermove user: target, front centermotion attack: userwait for movementmove user: target, back centermotion attack: userwait: 10action effectwait: 8action effectwait: 6action effectwait: 5action effectwait: 3action effectShow Battle Hud</target action>
    what it looks like in action:

    https://www.youtube.com/watch?v=GyTcZk5k2PY&feature=youtu.be
  8. Fernyfer775 said:
    I'm a bit confused on the "user (which will be an enemy)" part. The person using the spell is the USER, and you want the 1st animation to play on the USER of the spell and the 2nd to play on the TARGET of the spell?

    If that's the case,  I have a few abilities set up like that, let me post an example, and maybe you could play with it to get it to work for you:

    Spoiler
    <setup action>display actionimmortal: targets, truewait: 60hide battle hudopacity not focus: 0%wait: 15</setup action><target action>perform startjump user: 150%, 30move user: targets, front base, 30wait for movementmotion item: usermotion wait: userwait: 10action animation: targetwait for animationaction effectanimation 46: userwait for animationwait: 10immortal: targets, falsedeath breakperform finish</target action><follow action>wait: 25opacity not focus: 100%clear battle logshow battle hud</follow action>
    Spoiler
    The only thing I can think of that might be causing issues with your skill is that you're not giving the animations enough time to play, since "ani wait: 6" is literally like 1/10 of a second. I just use the "wait: x" command for my sequences, and they seem to work for me. Try switching to that, and if all else fails, make sure you have the most up to date versions of all his related scripts.
    Sorry, I meant that the user of the skill will be an enemy. Tried it out on an actor and it still wont work. Everything else works except the animation thats supposed to play on the user.

    I tried it out on a brand new project ( even though my previous project just had the battle plugins ) and I had the same problem. 

    Maybe there are some updates I'm missing.

    I'm using the plugins in the following order:

    Battle Engine Core v1.26

    ActSeqPack 1 v1.09

    ActSeqPack 2 v.1.07a

    ActSeqPack 3 v.1.02a

    AnimatedSVEnemies v1.03

    If anyone has the time to share a copy of a project using these plugins where the animation on user command works. It would be a great help :)
  9. Are you using any other plugins that deal with the battle system or battle animations? They could be interfering with the action sequences, or you could send me a PM with your project, and I could fiddle around with it to see what's going on and try to solve it for you.
  10. I'm making a skill/item that not only heals all the targets/allies, but also brings back the dead if needed...  How do I check if a target is dead?  Setting the scope of all alies(dead) only allows you to select the dead members not the live one.  The reverse is true for the All Allies scopes.  Help please?
  11. @firestalker

    Try this:

    In your sequence, before setting the action effect (which is the healing), input the following sequence:

    remove state 1: dead friends

    This should revive your fallen allies before the healing is done. Though I haven't tested it, it should work. Let me know what happens.
  12. A little late to the party I can see :D

    But I've just started working on an Assassin Class that gets more and more offensive in nature as the player levels up. Below you see a video of some skill showcasing:




    Though after looking through this thread I can see I need some help making my skills look cooler.. <_<
  13. Hi guys, i have a strange problem. I made this actually really simple looking action sequence but for some reasons once the skill is used the enemy dispersal and does not come back.

    It is no where to been seen even after the skill if finished and i cant attack it but it can attack me.

    Can someone help me?

    <Target Action>

    move user: target, back base,10

    face user: home

    wait for movement

    motion swing: user

    action effect

    move user: home

    wait for movement

    common event: 7

    </Target Action>

    Also, originally i had it so that the user would disappear and then reappear  behind the target using the opacity thingy, but i thought that that was the reason it did not work and took it out.

    If possible can you help me adding that again`? 
  14. @Iliketea The problem is on the first line of your action sequence.

    You wrote move user: target, back base,10.

    There should be a space between the comma and the 10.

    Change the line to move user: target, back base, 10.

    This should fix the disappearing problem :)
  15. Naveed said:
    @Iliketea The problem is on the first line of your action sequence.

    You wrote move user: target, back base,10.

    There should be a space between the comma and the 10.

    Change the line to move user: target, back base, 10.

    This should fix the disappearing problem :)

    Jup, that works :D  

    Man, you really need to be careful huh :/ 

    Any way, thank you very much ^^
  16. I have a few questions to ask now....

    1. How do you tell if an atk misses?  So I can make an if-else statement with different animations for a miss or hit.  I think earlier versions of RPGMaker had this feature standard.
    2. Is there a way to add a script call or Plugin call while in the skill?  I tried using Common Events but they didn't do what i wanted.
    3. Is there a way to add messages to a skill?  For like a beginning shout.  Enemy Yells: "Die, human!" or something before they unleash their final, trump card skill or something like that.
  17. @firestalker

    1. I think the game only runs through whether an attack hits or misses when its about to deal damage. So, before you input "Action Effect", the game won't know if the attack is a hit or a miss. I may be wrong though.

    I'm not sure about this, but I think if your skill is hp damaging, you could have your sequence record the target's hp to a variable before the action effect, then after the action effect, then in an if-else statement check if the target's current hp is less than it was before. If true, it means the attack landed, otherwise its false, and continue your sequence accordingly.

    I am not sure of this method as I did not test it yet. Just a thought that came in my head. Someone else might be able to answer this better.

    2. You can run script calls using the "eval" sequence. Not sure about plugin commands.

    3, You can add messages using a common event. Just set the common event to show whatever text you wanted to show and have the sequence call the event.

    Alternatively, you could, if you wish to, show the text in the troop events. Create the messages in the troop event and set the condition to a switch and the span to moment. Then, use the eval sequence eval: $gameSwitches.setValue(x, true); where x is the switch id to activate the event. This will cause the troop event to activate and show the message. Just remember to turn the switch off after the messages so that the event closes and does not keep repeating.

    I would recommend the first method though. Much less hassle :)
  18. So I was looking for a way to implement the classic Dragoon's Jump command into my game, and I found this thread, and this action.

    http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/page-2#entry471779

    Unfortunately, I couldn't find, for the life of me, a way to implement the classic hide off the battlefield for a turn (or more) and then strike at the foe, not without turning the ability into a random target attack.

    Is there something I'm missing, or how would one add in the hiding turns?
  19. Is it possible to move to a fixed amount of pixels in front of the enemy directly? (Example: Moving to 200 pixels in front of the enemy)

    I have an animation which includes multiple swords flying forwards from the user, and exploding on the enemy, but it looks bad when the user is too close

    to the enemy. (And I can't make the animation of the sword rotate and fly straight from the user to the target)
  20. @duskaco sadly that isn't possible. The only way to do that would be to move to the enemy and then move back your desired amount of pixels.

    To make it look less awkward, you could have the user run up to the target, punch the target, and then move back your desired amount of pixels and continue with the sequence.