For all the people that likes a classic Steal animation, I recreated FF6's Steal Animation. Which is jumping on the enemy and jump back to the user's home location. Only need the two first Action Sequences and, of course, the Steal Plugin.
<setup action>
DISPLAY ACTION
WAIT: 30
</setup action>
<target action>
JUMP user: 200%, 20
MOVE user: target, BASE, 20
WAIT FOR MOVEMENT
ACTION EFFECT
</target action>
<finish action>
JUMP user: 200%, 20
MOVE user: HOME, 20
WAIT FOR MOVEMENT
perform finish
WAIT: 90
CLEAR BATTLE LOG
</finish action>
The WAIT: 90 is to be able to read what you stole, so you can modify it to the delay you want.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Got a new one, noticed that Yeeart mentioned wanting some gun skills so I thought I'd give a shot at it. It's pretty basic, jump up in the air, shoot a guy a lot and then finish with an explosive shot to the enemies chest. It does use two separate animations. The first one is for Shoot Barrage and the second I actually had to make myself, which was a combination of normal shot and parts of the "Gun2" images. Overall pretty simple and could use some improvement, so if anyone wants to take what I've got here and spice it up you're welcome to do so.
Gif preview: http://i.imgur.com/tzpcz1C.gif
Code:
<Target Action>
move user: target, front center, 5
wait for movement
jump user: 300, 35
motion swing: user
action animation
wait for animation
move user: target, front center, 5
face user: target
wait for movement
motion swing: user
animation 121: target
wait for animation
action effect
action effect
</Target Action>
Hey, i changed your animation around a little adding in some zooms and camera changes, thought i'd post here in case anyone wants to use!
Code:<Target Action> hide battle hud camera screen: user, front center, 5 zoom: 120%, 30 wait for zoom camera screen: target, back center, 5 move user: target, front base, 5 wait for movement motion swing: user action animation wait for animation face user: target wait for movement motion swing: user camera pan: up, 30 jump user: 150, 60 animation 112: target action effect action effect action effect action effect action effect wait for animation animation 111: target motion attack: user action effect </Target Action> <follow action> show battle hud zoom: 100%, 60 </follow action> -
Ok, I'm sure there's a much cleaner way to do this, but I like the effect so I figured I'd share. This basically emulates (close enough, anyway) a typical Dragoon Jump from any of the Final Fantasy games.
Here's the Jump effect:
Hidden Content
And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:
Hidden Content
Like I said, I'm sure someone can come up with a much cleaner and shinier way to get this done as this is a Work in Progress, but I love this thread so much I wanted to contribute something.
When I use the Jump sequence, I get a crash that says "object is not a function". Help? I copy-pasted the sequence from the spoiler.
Edit: I got the log data as well.
SpoilerTypeError: object is not a function
at Function.BattleManager.actionSePlay (YEP_X_ActSeqPack1.js:1394)
at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack1.js:794)
at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:517)
at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack3.js:372)
at Function.BattleManager.processActionSequence (YEP_X_BattleSysCTB.js:1180)
at Function.BattleManager.processActionSequence (YEP_DamageCore.js:852)
at Function.BattleManager.processActionSequence (YEP_X_ArmorScaling.js:524)
at Function.BattleManager.processActionSequence (YEP_X_CriticalControl.js:363)
at Function.BattleManager.processActionSequence (YEP_X_SkillCooldowns.js:597)
at Function.BattleManager.processActionSequenceCheck (YEP_BattleEngineCore.js:1808)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update -
Hey there I have a quesiton, do you know a skill called multi-hit and multi-strike form SMT: Devil Survivor 2? Both skills hit 2-7 times,
depending on one of the stats of the user, in the game case AGI, the more Agility the user has the more times he/she would hit.
Is there a way to use the action sequence to repeat the effect in RPGMV?
Thank you for your time :D -
I made some jumping attacks that aren't too bad. They need some overhauling but I too did the whole Kain from FF4 thing as well. Here is my take at them:
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I tried to recreate a Sword Magic, as seen in FFIX for Steiner and Vivi. Vivi start casting Fire for Steiner's sword. After the cast he deals the damage with the Fire effect and a hit with his sword.
I only wish there were an option to wield the weapon (stop the attack animation at x frame for example) so I could really change the weapon itself. With that and new Yanfly's Weapon Animation plugin this would be a blast. Imagine changing the weapon sprite in the mid of the effect? :) Just a suggestion!
Here's the effect:
This is what I notetagged. Common event 2 is a gab window. Animation 121 is my cast animation, just like the original but a little faster. You can change it to 51 (original). Animation 124 is Animation 8, applied rotation -45 in every frame so it gives the effect that it comes from above. Also changed its sound to Slash12 in Frame 1 and added 8 frames in the beggining, so it doesn't look like I'm being damaged.
Spoiler<setup action>
display action
immortal: targets, true
move user: forward, 10, 20
move actor 2: forward, 10, 20
wait for movement
</setup action>
<target action>
camera focus: actors
zoom: 120%, 30
wait for zoom
common event: 2
wait: 40
motion chant: actor 2
wait: 40
animation 121: actor 2
wait for animation
animation 124: user, mirror
motion attack: user
wait for animation
camera focus: target
zoom: 120%, 30
wait for zoom
move user: targets, front, 10
wait for movement
motion attack: user
wait: 10
animation 8: target
wait: 10
animation 67: target
wait for animation
action effect
</target action>
Hope you like it! -
Anyone have an idea how to implement a changed weapon image and weapon attack animation into a skill already in process?
I have the graphics made I just want my skill at the very end to use a bow or a lance image for final attack vs a sword at the beginning of the skill.
Kind of like Lenneth's Valkyrie Nibelung Valesti.
I missed last thread on last page. Guess that answers my question for the time being. -
I'm having some trouble with a skill setup. The skill is showing the animation multiple times, once before the battle hud is hidden, then dealing damage, then displaying the animation again, once per enemy in the battle.
I've got the skill setup with all enemies as the scope because it should hit all enemies. Here's what I've got in the skill's note section:
<setup action>
display action
move user: forward, 40, 15
wait for move
animation 123: user
wait for animation
</setup action>
<target action>
opacity not focus: 0, 60
wait for opacity
hide battle hud
action animation
wait for animation
action effect
show battle hud
</target action>
How can I make it only play the animation once, but still hit all targets? -
I'm having some trouble with a skill setup. The skill is showing the animation multiple times, once before the battle hud is hidden, then dealing damage, then displaying the animation again, once per enemy in the battle.
I've got the skill setup with all enemies as the scope because it should hit all enemies. Here's what I've got in the skill's note section:
<setup action>
display action
move user: forward, 40, 15
wait for move
animation 123: user
wait for animation
</setup action>
<target action>
opacity not focus: 0, 60
wait for opacity
hide battle hud
action animation
wait for animation
action effect
show battle hud
</target action>
How can I make it only play the animation once, but still hit all targets?
Make the action effect a whole action. -
Thank you!
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Thank you!
Did that also solve the issue of the animation playing before the hud disappears? -
Im sorry but please hot the heck is he doing this? Im talking about the sprite motions I know how to get the animations down but how is he calling the specified sprite motions from the sv characters battle sheets just how please I would give anything to know what code calls what motion like front step backstep side swing or downswing.
Look below just amazing. -
Im sorry but please hot the heck is he doing this? Im talking about the sprite motions I know how to get the animations down but how is he calling the specified sprite motions from the sv characters battle sheets just how please I would give anything to know what code calls what motion like front step backstep side swing or downswing.
Look below just amazing.
I'm not 100% sure how they went about it. But how I would do it is to setup multiple sprite sheets for each Actor. Just because an animation is called 'Chanting' or 'Item' doesn't mean it HAS to be used for such things. For example I could have a default sprite sheet for Actor 1. It has all the normal stuff and the art for the default sprite sheet would match the terms of the animations.
Then I'd have another sprite sheet for special... say melee attacks. And on that sheet would be upper strikes, lower strikes and so on. They might be assigned to swing, thrust, missile, even if they aren't actually used for that. And then maybe another for casting or ranged or two sprite sheets extra.. one for each.
Then when I need to call on that particular animation I would switch which sheet I'm using. Then when the action is completed, I'd call back on the event to switch it back.
Rinse and Repeat for all Actors as required.
Yes.. it'd be a ton of work making multiple sprite sheets for each character.. but it would look cool as hell.
From that particular Game Dev, I think he likes to use the actual sprite in Animations in the database as well. Again, not 100% sure. But that's another alternative if you don't wish to use more sprite sheets. Or need more than three frames. -
Actually, he is using more frames per pose (4 to be exact) so the standard poses are more fluid. And as Taemien said, some default poses aren't drawn the way they are meant to. For example, the missile pose is used for a 3rd kind of swing.
Fore the spells, there are 2 pose sets "pre-spell" and "spell". The spell one is at the normal place, and the pre-spell is in a 4th column, and once the pre-spell is played, it automatically goes on the spell pose.
That's how it's done :) (using a battle motion plug-in) -
okay bibo i know where to adjust the animation frames but first question where can I change the motion pose to 4 frames for one. Secondly I tried taking the sav battler sheets and stuffing them in the animations folder and it doesnt come out right.
I use the same battlers as Vibrato so my thing is I get how to do the animations camera control make characters jump etc but for example look at my attatchment. He has more than the standard poses a defualt sv battlesheet has how would I call his dash forward animation from the sheet or dash backwards etc from the motions.
As far as using yanflys plugins I know the person in that video does the same thing. I know how to control hud and character opacity etc but if I could get these motions down it would make my skills look better please help I really want to do this and know how to adjust the number of frames per pose. Thats the spritesheet of one of the character if anybody can pull it off and demonstrate how id love to know.
That spritesheet was created by vibrato08 who can be found on twitter and per his terms is free for both commercial and non commercial usage. Didnt know if I had to state that so I did lol.
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Peace guys.
I have also a question. Sry for my bad english ^^
I want to make a sequence with two actors. It's a two men combo. But is there a request, if actor 1 is in battle? I can not make a combo without both actors.
There must be a request like "is actor 2 in party, then skill abc is executable".
I hope you know my question:D
Thanks Guys -
@Miseryfactory77 ah ah, i wish i could reproduce vibrato's awesome moves too :') But i can understand he keeps the sequences for him, it's hard work, and it will give his games pretty unique vibe. You'll have to make tests yourself, you can show your progresses here, it's the perfect topic for that :)
As for more frames, you need another character sheet, and another plug-in. But the 4-frame sheets weren't released, only the BattleMotion plug-in is. So you'll have to recreate the sheet by yourself using what Vibrato provided ^^
Your attachment works with the default MV configuration and with Yanfly plug-ins.
@styx92 hum, i don't personally know how to do, but there are some tutorials about that :) -
@byBibo
Its not so much the sequences its the motion. I want to know for example theres motion chant motion spell etc does anybody know how it is decided what rows coloumns or area from the sv battlesheet that I have listed is called by the specific yanfly command.
Like motion swing thats what im trying to figure out. Since I am using these type of spritesheets im trying to determine how I can call the right pose with the right yanfly sequence language if that makes sense.
I can make my own skills etc but I want to know how to call the specified motion from the sheet is all. -
Links to the plugin used for an extended spritesheet like Vibrato's? I've looked, but my efforts are fruitless.
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I would love to be able to do stuff like that. Alas my ability to program or anything like it is very bad.
@Fernyfer775 Do you have nay example setup for combo skills? This is something I'd like to implement, well as soon as I can wrap my head around the plugin and all. But seems I have to make animations for each attack as well.