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

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Started by Blue001 2126 posts Page 19 of 107 View original ↗
  1. Naveed said:
    @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.
    Hahaha that's going to make my job so much harder. Well, it isn't too much of a setback for me.

    And thanks for the quick reply, I didn't expect one until a few hours later.
  2. So no way to implement the damage avoiding features of the FF Dragoon's jump, using the Action Sequences?
  3. Arrogant McElfpants said:
    So no way to implement the damage avoiding features of the FF Dragoon's jump, using the Action Sequences?
    The only thing I could think of, and its a bit cluttered means of doing so, is to set up a means of the character jumping up off screen, then setting their opacity to 0%. Apply a state that makes them effectively immune to damage, and their target rate to 0%. Of course.. I haven't quite figured out how to get them to automatically 'attack' with the second part of the animation, the target of the first part.

    I'm sure there's a much cleaner way of doing this.
  4. So, I played around with the Jump idea and honestly couldn't come up with a way to make it work. The main problem, as the poster above me stated, is getting the 2nd part of the ability to work. I was able to make the character "jump" off screen, become immortal, not be target-able, and all that jazz, but I couldn't figure out exactly how to make said character do the 2nd part of the ability.

    The only thing I can think of is using Yanfly's Troop Events plugin, do a conditional check every turn to see if the character has the "jump" state, and if they do, do a "force action" to call a second ability, which will be the one that does damage...only issue being that it would either have to hit a random target, or being multi-target damage.
  5. I'll try my hand at achieving this tomorrow (Its really late over here). I'll see if I can come up with something.
  6. Using Yanfly's buff and states core... It might be possible. Here's my idea (without the javascript lines, because I dont know the calls for these. I mean, what exactly is the call required to get the index of the unit in a troop? Or getting the index of the target chosen? I have no idea.)

    This is all theory. I have not tried it out in any way or form. Sorry about that. I'm not even fully sure if it is fully logical.

    When activating, get the user's and target's index and store it in a variable, then apply a state to the user that turns the user untargetable (for single target attacks), both invincible (for AOE attacks) and invisible as well as not usable (cannot move restriction) for the next turn. (I'm not sure if it is possible to do invisibility). The state is removed at the end of the next turn, or, in the beginning of the next turn with a battle event. (Yanfly's common troop events)

    Set the <Custom remove action> to using a skill at a target with the index of the value obtained previously (when casting the skill), or, if the target is dead, a random target that is not dead. 

    For the animation,

    The first part of the skill includes the user jumping up.

    The second part of the skill shows the user falling down and jumping back into position.
  7. Oh I have something I wish to ask as well. I'm not sure if it is the correct place, but it is caused by the Action Sequence Pack.

    I have noticed that if I have multiple hits in my physical skills, my counterattacks do not work properly. Instead of calculating counterattack once, and stopping the skill, the skill will not stop and continue moving, causing in multiple counterattacks in the same skill (and horribly distorted animations thanks to the enemy being knocked away from custom counterattack skills)

    Let's say, my character uses Counter Stance this turn, the enemy uses triple slash. When the enemy hits me, I use Counter Slash at the enemy and remove my own counter attack state, but the enemy continues with his attack nonetheless.

    Is it possible to fix this without adding a massive 'if else' eval code on the beginning every multi hit skill? Or is that my only choice?
  8. Guys I think I managed to pull off the Fly technique! I just need to know the JS code for getting the troop index of the target. Everything else is working fine.

    Anyone know the code?

    Edit: Oh, and I also need the code for the user's actor id ^_^
  9. Naveed said:
    Guys I think I managed to pull off the Fly technique! I just need to know the JS code for getting the troop index of the target. Everything else is working fine.

    Anyone know the code?

    Edit: Oh, and I also need the code for the user's actor id ^_^
    Hmm... I cant help you much with that but I'd suggest maybe checking the code of THIS plugin for some guidance? Maybe something can be learnt from it...
  10. Hi, I came up with a fun little skill, and thought I would share, I know this has nothing to do with the Dragoon jump thing, but thought this was the place to share anyway.

    Spoiler
    <Target Action>Move User: Target, Front, 20

    Wait for Movement

    Motion Attack: User

    Wait: 5

    Float Target: 50, 10

    Wait: 8

    Move target: User, back base, 10

    Face user: Backward

    Motion Attack: User

    Wait: 8

    Face Target: Backward

    Float Target: 0%, 1

    Action Animation: Target

    Wait: 10

    action effect

    Motion Attack: User

    Wait: 5

    Float Target: 50, 10

    Wait: 8

    Move target: User, Front Base, 10

    Face user: Forward

    Motion Attack: User

    Wait: 8

    Face Target: Forward

    Float Target: 0%, 1

    Action Animation: Target

    Wait: 10

    action effect

    Motion Attack: User

    Wait: 5

    Float Target: 50, 10

    Wait: 8

    Move target: User, back base, 10

    Face user: Backward

    Motion Attack: User

    Wait: 8

    Face Target: Backward

    Float Target: 0%, 1

    Action Animation: Target

    Wait: 10

    action effect

    Motion Attack: User

    Wait: 5

    Float Target: 50, 10

    Wait: 8

    Move target: User, front base, 10

    Face user: Forward

    Motion Attack: User

    Wait: 8

    Face Target: Forward

    Float Target: 0%, 1

    Action Animation: Target

    Wait: 10

    action effect

    </Target Action>
    It works best on Whip wielding characters. The Animation is just a simple landing impact.
  11. Naveed said:
    @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 :)
    So I tried to make dialogue in the MIDDLE of my sequence, made the common event, called on it, but the dialogue shows at the end of the sequence, instead of when being called on.  :( Any ideas? 
  12. Decided to go ahead and post my cutscene anyway. It's not much, but I'm just learning and trying my best. The command script is in the Youtube description. Be easy!
  13. @KingGodzilla: That was actually pretty impressive. Good job.
  14. KingGodzilla said:
    Decided to go ahead and post my cutscene anyway. It's not much, but I'm just learning and trying my best. The command script is in the Youtube description. Be easy!
    Woah, that battle scene is amazing!! I have no idea how you managed to get it that cool looking!!
  15. Is there any possibility to change the damage midway?

    I'd like the first hit to deal something with a.atk and the second with a.mat.
  16. Hey guys! I've been meaning to do this for quite a while, but I was feeling too lazy to do the recording :p

    But, I decided to do it in the end ^_^. Here's some of my action sequences that I've been practising. Let me know what you think ^_^




    *Note: Some sequences are still WIP. So if something seems off, its a good chance I know of it and will fix later, but let me know anyways :)

    P.S: My favourite is the Crimson Slash, which starts at 2:30.
  17. Crimson Slash was pretty sweet, great job :D
  18. Not sure if anyone's posted something like this yet, but I made it so a single target buff will target all allies if you have a certain accessory equipped.

    <Target Action>if user.isEquipped($dataArmors[171]) == true animation 12: actors, existing actors wait for animation action effect: actors, existing actorselse action animation wait for animation action effectend</Target Action>Just change where it says $dataArmors[171] to have the ID number of the accessory of choice, instead of 171. And I recommend making a duplicate animation for the skill that's quieter, since they all occur at the same time. That's why I have animation 12: actors, existing actors instead of action animation: actors, existing actors. And if you think that needs some balancing and are using Yanfly's Skill Core you can make the skills cost more by using this, in the skill's notetag, obviously outside of the action sequence.

    Code:
    <custom mp cost>if (user.isEquipped($dataArmors[171]) == true)   {cost = cost * 3;}</custom mp cost>
  19. Jetan said:
    I've been working on an animation for Slash Special 1 (Animation). It looks like the penta slash used in the Yanfly video and I think I've got something pretty similar down. However at the time my character doesn't disappear. I have the action effect set to five times (One for each slash)

    Gif of animation preview: 

    http://i60.tinypic.com/300yzgp.jpg

    The noteline code is as follows:

    (Fixed it!)

    <Target Action>

    move user: target, front head, 5

    wait for movement

    motion swing: user

    action animation

    move user: target, back, 5

    motion swing: user

    wait for movement

    move user: target, back center, 5

    motion swing: user

    wait for movement

    move user: target, front head, 5

    motion swing: user

    wait for movement

    move user: target, back head, 5

    motion swing: user

    wait for movement

    move user: target, front center, 5

    motion swing: user

    wait for movement

    move user: target, front, 5

    motion swing: user

    wait for movement

    move user: target, back center, 5

    motion swing: user

    wait for movement

    move user: target, front center, 5

    motion swing: user

    wait for movement

    wait: 20

    move user: target, back center, 5

    motion swing: user

    action effect

    action effect

    action effect

    action effect

    action effect

    </Target Action>
    I loved this action combo. But the damage popup after the combo bugged me so I've tried it like this:

    <Target Action>

    move user: target, front head, 5

    wait for movement

    motion swing: user

    action animation

    action effect

    move user: target, back, 5

    motion swing: user

    wait for movement

    move user: target, back center, 5

    motion swing: user

    wait for movement

    move user: target, front head, 5

    motion swing: user

    wait for movement

    move user: target, back head, 5

    motion swing: user

    wait for movement

    move user: target, front center, 5

    motion swing: user

    wait for movement

    move user: target, front, 5

    action effect

    motion swing: user

    wait for movement

    move user: target, back center, 5

    action effect

    motion swing: user

    wait for movement

    move user: target, front center, 5

    motion swing: user

    wait for movement

    wait: 20

    move user: target, back center, 5

    motion swing: user

    action effect

    action effect

    </Target Action>
  20. So I was using Yanfly's Pentaslash, and the character seems to permanently disappear after using the attack. Is there something I did wrong?

    Code posted for clarification.

    <target action>

    camera focus: target

    zoom: 120%, 30

    wait for zoom

    opacity not focus: 0, 60

    wait for opacity

    move user: targets, back, 5

    wait for movement

    face user: target

    motion attack: user

    action animation

    ani wait: 2

    action effect

    move user: targets, front center, 5

    face user: target

    motion attack: user

    ani wait: 3

    action effect

    move user: targets, back top 5

    face user: target

    motion attack: user

    ani wait: 3

    action effect

    move user: targets, back center 5

    face user: target

    motion attack: user

    ani wait: 5

    action effect

    move user: targets, front, 10

    immortal: target, false

    jump user: 200%, 10

    face user: forward

    wait for animation

    wait for movement

    </target action>

    <follow action>

    zoom: 100%, 60

    opacity not focus: 100%, 60

    wait for opacity

    </follow ation>