I'm trying to make a triple attack that hits three random enemies with a teleport to and from the enemies. I've got it mostly down however I want the user to teleport to all three targets before going home. as it is he teleports to the enemy, home, enemy, home, enemy, home; instead of enemy, enemy, enemy, home. the other thing I would like is to have it so the enemies don't disappear if killed until the entire attack is finished, currently there is a chance of killing an enemy and then coming back for a second attack and just hitting empty space. any help would be greatly appreciated!
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
opacity user: 0%, 10
wait for opacity
move user: target, front, 5
wait for movement
opacity user: 100%, 10
wait for opacity
motion attack: user
action animation
wait for animation
action effect
immortal: target, false
opacity user: 0%, 10
wait for opacity
move user: home, 10
wait for movement
opacity user: 100%, 10
face user: forward
wait for opacity
wait for animation
wait for movement
</target action>
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Is it possible to darken the area when a skill is ongoing, you know.. to make it look like a very special skill.
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Try this, hope this helps.I'm trying to make a triple attack that hits three random enemies with a teleport to and from the enemies. I've got it mostly down however I want the user to teleport to all three targets before going home. as it is he teleports to the enemy, home, enemy, home, enemy, home; instead of enemy, enemy, enemy, home. the other thing I would like is to have it so the enemies don't disappear if killed until the entire attack is finished, currently there is a chance of killing an enemy and then coming back for a second attack and just hitting empty space. any help would be greatly appreciated!
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
opacity user: 0%, 10
wait for opacity
face user: target
move user: target, front, 5
wait for movement
opacity user: 100%, 10
wait for opacity
motion attack: user
action animation
wait for animation
action effect
immortal: target, false
</target action>
<finish action>
move user: home, 10
opacity user: 100%, 10
</finish action> -
Thank you guys, I managed to make this short but sweet (I'm proud of it LOL) special active because of you!
https://www.youtube.com/watch?v=YwBJDr2sjd0&feature=youtu.be
Special thanks to: Fernyffer775 and dragonhart2! -
That was awesome! ^_^ Good job. *wipes tear from eye* I'm so proud.
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Wow. That was really cool. I gotta step my game up. xDThank you guys, I managed to make this short but sweet (I'm proud of it LOL) special active because of you!
https://www.youtube.com/watch?v=YwBJDr2sjd0&feature=youtu.be
Special thanks to: Fernyffer775 and dragonhart2! -
I love this thread! So many fantastic sequences. :)
I've made a simple sequence too. It imitates using an item in battle.
I used it to make animated Side-view enemies use potions and heal themselves. Made a skill that has the same name and icon as "Potion", set "Scope: User", "Animation: Heal 1", and "Effects: Recover HP 500".
<setup action>
display action
</setup action>
<target action>
move user: forward, 48, 12
wait for movement
MOTION ITEM: user
wait: 20
action animation
wait for animation
action effect
</target action>
<finish action>
move user: home, 20
face user: target
wait for movement
clear battle log
</finish action> -
Here's a quick/simple sequence I made for a gun user. Actor steps back, faces enemy, and rapid fires three times. I'm new to this whole thing so criticism is welcome.
Spoiler<Target Action>
camera focus: target
zoom: 120%, 20
wait for zoom
opacity not focus: 0, 60
wait for opacity
immortal: targets, true
move user: BACKWARD, 100, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 7
action effect
motion attack: user
action animation
ani wait: 7
action effect
motion attack: user
action animation
ani wait: 7
action effect
move user: home, 10
wait for movement
immortal: target, false
<follow action>
zoom: 100%, 20
opacity not focus: 100%, 60
wait for opacity
</follow action> -
Hi everyone, i'm practicing the "Action sequence" plugin, everything is going fine when I'm "coding" for skill which are for one target, but when I'm trying to put some animation to a multi-target skill, the plugin goes crazy. Did I missed something in the plugin notifications? I tried everything...
Thx for your answers. Peace. -
Hi everyone, i'm practicing the "Action sequence" plugin, everything is going fine when I'm "coding" for skill which are for one target, but when I'm trying to put some animation to a multi-target skill, the plugin goes crazy. Did I missed something in the plugin notifications? I tried everything...
Thx for your answers. Peace.
Please post your "coding" here so we can find out where the problem is :)
on a different note, anyone here knows how to shake the camera to make it look like it's shaking? :) -
Ok, so here it is!
<Setup Action>
display action
immortal: targets, true
perform start
wait for movement
camera focus: user <------------ The entire part "Setup Action" works perfectly.
zoom: 140%, 70
wait: 10
animation 99: user
wait for animation
reset zoom: 30
wait for zoom
</Setup Action>
<Target Action>
motion spell: user
wait: 25
motion missile: user
action animation: target <-------- during the battle, the animation AND effect will be played THREE
wait: 25 times, i don't know why.
motion missile: user
wait: 25
action effect: target
wait: 25
</Target Action>
I precise that i didn't put "repeat" action in the edit skill, and i put "all allies" in scope.
By the way, if some can teach me how to FREEZE a motion sprite, that would be cool, thank you! -
@Tohisu
The effect is being played three times possibly because of this:
<Target Action>
try changing it to <Whole Action> ending with </Whole Action>
that should display only 1 animation and effect. -
It works! Thx dude.
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I'm having a problem with the bow showing up on my missile attacks. Can anyone help with this?
This was the script I was using but it looks super weird when my character doesn't use their bow. The normal attack works fine and shows the melee.
<setup action>
display action
if user.attackMotion()!=='missile'
camera focus: target
zoom:150%, 20
camera offset: right, 50
else
camera focus: user
zoom: 250%, 20
wait: 50
camera focus: target
zoom: 150%, 20
camera offset: right, 50
end
immortal: targets, true
</setup action>
<target action>
if user.attackMotion()!=='missile'
move user: targets, front, 20
else
preform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait for animation
wait for movement
wait: 5
</target action> -
Does anyone have an idea how I could prevent a skill that's set to "2 random enemies" from hitting the same enemy twice? However if there is no other enemy than the enemy that was hit first it should be hit twice.
Help is appreciated :3 -
Not sure if anyone did this one or not but I made a half decent backstab after altering it from here https://www.youtube.com/watch?v=4mtL5kq1LAQ .
Had an issue with him not showing the thrusting animation though. Also any tips would be awesome.
<setup action>
display action
if user.attackMotion() !== 'attack'
camera focus: target
zoom: 150%, 20
camera offset: right, 50
else
camera focus: user
zoom: 250%, 20
wait: 20
camera focus: target
zoom: 150%, 20
camera offset: right, 50
end
immortal: targets, true
</setup action>
<Target Action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
se: Wind2, 75,100, 0
opacity user: 0%, 30
wait for movement
wait: 2
move user: target, back center, 10
opacity user: 100%, 30
face user: backward
wait for movement
motion thrust: user
wait: 2
animation 0011: target
wait for animation
flash screen: red, 60, 1
wait for animation
action effect
wait for animation
wait for movement
wait: 5
</Target Action> -
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>
Hate to make a super long post because of the quote. But I took what you got and used it on a character but instead I used missiles because she uses guns.
The damage needs to be tweaked a bit because it seems to do wayyyy too much damage as is. lol
<Target Action>
move user: target, front head, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, back, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, back center, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, front head, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, back head, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, front center, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, front, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, back center, 5
wait for movement
motion missile: target
action animation
wait for movement
move user: target, front center, 5
wait for movement
motion missile: target
action animation
wait for movement
wait: 20
move user: target, back center, 5
motion missile: target
action effect
action effect
action effect
action effect
action effect
</Target Action>
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Does anyone have an idea how I could prevent a skill that's set to "2 random enemies" from hitting the same enemy twice? However if there is no other enemy than the enemy that was hit first it should be hit twice.
Help is appreciated :3
I would like to know how to do this as well.... -
Hey, guys! I just came up with a very simple backstab attack. I just had a little problem with my actor facing the opposite direction. Already did face user: target, face user: backward but I just can't get it to work. Here's what I did.
<Target Action>
move user: target, back base
wait for movement
face target: backward
wait: 60
motion thrust: user
action animation: target
wait for animation
action effect
perform finish
</Target Action> -
Hey, guys! I just came up with a very simple backstab attack. I just had a little problem with my actor facing the opposite direction. Already did face user: target, face user: backward but I just can't get it to work. Here's what I did.
<Target Action>
move user: target, back base
wait for movement
face target: backward
wait: 60
motion thrust: user
action animation: target
wait for animation
action effect
perform finish
</Target Action>
I had issues with mine as well but I managed to have him face the front.