@Miseryfactory77 if you look closely all all the previous action sequences in this thread, you maybe have seen lines like "motion swing: user", "motion missile: user".
Those are the line that determine which pose of the sheet is used :)
motion attack: user --> the pose used for the basic attack.
They are all listed in the Yanfly's plug-in help file ^^
If you choose a thrust, swing, missile or skillpose, by default you'll have the wait pose in the meantime.
If you choose a spell pose, you'lle have the chant pose by default.
@ThePotatoOfFire http://librpg.zatunen.com/mv.html
click the button on the right from the first line of the table (with 戦闘モーション拡張 ) and it'll download the zip file :)
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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@byBibo
Yes I am still awake and I use gimp to tailor the actors spritesheets to be used as animations. So I think im understanding how he did those skills now. My next question is instantly making actors vanish. Since I am using the animations for motions I wnat to know if you can help me.
I want my actor to naturally move to front of enemy then become opacity as the animation motions of have up them play as they return to pacity and head home. Man explaining this is hard but using them as animations meakes alot more you can do.
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I did it tok all night bue i altered the actors battle spritesheets etc to be an animation and made skills just like vibratos by making the actor become opac at the right moment as the animation takes over. However It is a 3 hit skill it hits a single enemy 3 times but im having some trouble with the multi hit parts can anybody help me with that? I have a meteorswarm spell where making it a multi hit skill was not a probem so Im not sure what im doing wrong here but te sklll only hits the enemy one time when its 3 slashes any help would be very much appreciated. Oh and helping me return the character back to visible status at the end lol.
<setup action>
immortal: targets, true
opacity user: 0%
animation 126: user
wait for animation
camera focus: target
zoom: 150%, 30
</setup action>
<target action>
move user: target, front base, 30
wait for movement
action animation: target
wait: 5
action effect: target
wait: 8
action effect target
wait: 9
action effect target
death break
perform finish
</target Action> -
@Miseryfactory77
you forgot the columns for the two last "action effect: target" ^^' maybe that's why the hit occurs only once!
Try add after the death break:
move user: return, 30
opacity user: 255, 30 (or just 100% if it doesn't work)
and erase the perform finish.
Don't forget do dezoom either!
reset zoom: 1
EDIT: ok, i tested it inside my game, here you are:
<setup action>
immortal: targets, true
opacity user: 0%
animation 126: user
wait for animation
camera focus: target
zoom: 150%, 30
</setup action>
<target action>
move user: target, front base, 30
wait for movement
action animation: target
action effect
wait for animation
action animation: target
action effect
wait for animation
action animation: target
action effect
wait for animation
death break
move user: return, 30
opacity user: 255, 30
reset zoom: 30
</target Action> -
@Miseryfactory77 you forgot the columns for the two last "action effect: target" ^^' maybe that's why the hit occurs only once!
Try add after the death break:
move user: return, 30
opacity user: 255, 30 (or just 100% if it doesn't work)
and erase the perform finish.
Don't forget do dezoom either!
reset zoom: 1
OMG I feel so stupid now lol thanks byBibo your the best lemme go adjust brb
Okay so it worked by man timing when to align the hits with the frame where aldos animation sheet slices the enem is hard I wish there was a way to know how long to wait to make the damage correspond with the animation frame you want. -
Okay so it worked by man timing when to align the hits with the frame where aldos animation sheet slices the enem is hard I wish there was a way to know how long to wait to make the damage correspond with the animation frame you want.
Since Aldo is transparent, you don't see the animation frames, so what is the matter? -
Since Aldo is transparent, you don't see the animation frames, so what is the matter?
I wish I knew how to record video of my game to show you what my skill looks like it would explain much better,
I have an animation sheet i set up in animation of aldo slashing the enemy in the face 3 times at the start of the skill that first animation is of aldo dashing away then appearing in front of the enemy with the animation. So there is an animation of aldo attacking the enemy instead of the sv sprite attacking the enemy. if that makes sense the animation aldo slashes the enemy 3 times then he returns to home position.
So Im trying to get the damage frames to correspine with the animation frame in which each slash occurs
the skill is 25 frames and the frame in which his sword actually cuts the enemy is as follows 6,14,22 the damage i want to appear accordingly so im trying to time the waits correctly. -
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack:
userwait: 10
attack animation: target
wait for animation
action effect
</target action>
so when i'm using this fancy script apparently when a party member attacks more then once it keeps them up close to the enemy makes them turn around and do the attacking animation and then if your say so have them attack 3 times face the enemy again and attack this little note is suppose to make ranged weapons make a character stand in place which it
does but its bugged pls help!
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okay been working on my game like crazy after learning about gimp and adding actors and battlers to the animations from byBibo I have been making so many awsome skills. I have been making summons now with the enemy battlers as I have a character who has the ability to seal enemies and earn them as a summon. SO here is the thing I need help with. Because summon animations I will be changing scenery etc I want a clean way to make ALL actors dissapear even the dead ones as all of the animations play out and then have them reapear at the very end. I was trying and it was getting so messy that I confused myself and then I couldnt do it. Can somebody help me make a clean way for all actors to dissapear even dead ones at the start till its all over and reapear in a clean way?
This is my basic spell template for casting thats for my quake spell but im using it to practice seeing if I can have ALL the targetting properly remove everyone till the end except for the enemys and deal the damage. I also have another summon that heals the party so in that case the enemies would be the ones who needed to dissapear. I know it sounds like alot but I would truly appreciate any and al help.
<setup action>
display action
move user: forward, 40, 15
wait for move
animation 132: user
motion chant: user
wait for animation
</setup action>
<whole action>
motion spell: user
shake screen: 6, 7, 50
action animation: targets
wait for animation
action effect
</whole action>
<Learn Cost: 50 Jp> -
Ok, so I didn't have a 132th animation, so i replaced it with the 52th animation for testing purposes, but make sure to change this!
<Learn Cost: 50 JP>
<setup action>
opacity not focus: 0, 30
opacity dead actors: 0, 30
opacity dead enemies: 0, 30
move user: forward, 40, 15
wait for move
motion chant: user
animation 52: user
wait for movement
wait: 20
</setup action>
<whole action>
wait: 20
motion spell: user
wait for movement
shake screen: 6, 7, 50
action animation: targets
wait for animation
action effect
wait: 30
--------------------
wait: 20
move user: return, 30
opacity not focus: 255, 30
opacity dead actors: 255, 30
opacity dead enemies: 255, 30
</whole action>
<target action>
</target action>
I tested it and it works, you maybe need to change the wait frames to your convinience. Anyway this way, only the user and the target will appear on screen, no dead enemy nor dead actor :) -
Is there any way I can flip the enemy sprite upside down? I want to make a suplex animation, similar to Sabin's Suplex Blitz from Final Fantasy VI.
I made this:
<setup action>
display action
animation 52: user
wait for animation
hide battle hud
immortal: targets, true
</setup action>
<target action>
move user: target, front, 20
wait for movement
move user: forward, 30, 7
wait: 20
se: Wind10, 100, 100, 0
wait: 10
MOTION DAMAGE: target
float user: 1000%, 15
float target: 1000%, 15
wait: 60
wait for float
float user: 0%, 15
float target: 0%, 15
face user: target
wait for float
action animation
MOTION DEAD: target
shake screen: 3, 9, 10
action effect
wait: 30
move user: target, front, 20
face user: target
immortal: target, false
ani wait: 5
wait: 30
move user: home, 20
face user: forward
wait for animation
wait for movement
</target action>
<follow action>
face user: target
wait: 20
clear battle log
show battle hud
</follow action>
I would like to flip the enemy upside down and then make it return back to normal after the skill being used. Is it even possible? -
I have a problem, trying to find a solution by searching not taking me anywhere. So I decide to ask here.
This is the result of me putting Yanfly's Detect Weapon Type Conditionals into skill Attack. How can I fix couter animation to become correct?
Right now, only the weapon that move correctly. Thanks!!
Edit:: Found an answer on the main thread already. -
Here's a couple i made, let me know if you like them and if you want me to do any I'm happy to help just let me know :D
Triple strike (animation: Hit special 1):
<Target Action>
move user: target, front, 5
wait for movement
motion thrust: user
action animation
action effect
wait: 20
motion thrust: user
move user: target, back, 5
wait for movement
action effect
move user: target, head, 5
wait: 30
wait for movement
move user: target, base, 5
action effect
</Target Action>
Holy Arrows (light one 1):
<target action>
camera focus: user
move user: forward, 48, 12
float user: 20% 10
wait for float
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
motion victory: user
action effect
</target action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action>
Elemental Storm (Neutral All 1):
<whole action>
camera focus: user
move user: forward, 48, 12
float user: 300% 120
wait for float
opacity not focus: 0, 50
wait for opacity
flash screen: RED, 60
wait for flash
motion swing: user
action animation
action effect
wait for animation
wait: 20
flash screen: blue, 60
motion swing: user
wait for flash
action animation
action effect
wait for animation
wait: 20
flash screen: yellow, 60
motion swing: user
wait for flash
action animation
action effect
wait for animation
wait: 20
float user: 0% 120
wait for float
opacity user: 100%, 20
wait for opacity
reset zoom: 10
reset camera: 10
move user: home, 5
face user: forward
wait: 60
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action> -
I'm still new to sequencing...the basics of the skill I want to do is a normal attack x1 on three random targets. I also want user to move from 1 target to the next before doing an attack. Currently the skill will hit 3 random targets at once x3 and then do few extra attacks plus my battleback will be blurry sometimes until the users next turn or enemy uses another skill that changes camera view/focus. Any ideas where I should start fixing these problems? I have tried <target action> as well...similar result as whole action so I left sequence as is.
<setup action>
display action
immortal: opponents, true
</setup action>
<whole action>
camera focus: user
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
wait for opacity
move user: targets, front, 5
wait for movement
face user: targets
motion attack: user
action animation
ani wait: 2
action effect: targets
death break
move user: targets, front, 5
face user: target
motion attack: user
ani wait: 3
action effect: targets
death break
move user: targets, front, 5
face user: target
motion attack: user
ani wait: 3
action effect: targets
death break
immortal: targets, false
jump user: 200%, 10
face user: forward
wait for movement
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
camera reset
</follow action>
never mind solved it -
Hello.
Is there any way to make the animation only if it hits?
For example as in fighting games, starts the animation of a "fire dragon punch" and only if it hits show animation of the "spark".
Another example to be clearer:
<target action>
move user: target
wait for movement
action animation -------> "Fire Dragon Punch" user skill normal animation.
wait for animation
action effect
action animation -------> "Spark Animation" show on target only if action have success.
wait for animation
</target action>
Thanks. -
@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 :)
I really searched on my own in the WWW, but i dont found a tutorial or something else.
Mabye it's impossible to do that ;_; -
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.
The "Jump" state could seal off all abilities and replace Attack and Guard with "Strike" and "Charge" or "Wait". Strike would end the attack and deal damage, and Charge/Wait would increase the power of the final blow (add a new state with Himework's Remove state on action plugin) -
Hello.
Is there any way to make the animation only if it hits?
For example as in fighting games, starts the animation of a "fire dragon punch" and only if it hits show animation of the "spark".
Another example to be clearer:
<target action>
move user: target
wait for movement
action animation -------> "Fire Dragon Punch" user skill normal animation.
wait for animation
action effect
action animation -------> "Spark Animation" show on target only if action have success.
wait for animation
</target action>
Thanks.
Ok,I have solved, if someone can be helpful:
<target action>
move user: target,10
wait for movement
action animation
action effect
if target.result().isHit()
animation 1: target
ani wait: 5
else
</target action>
Result:

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I want to create an effect like this:
Can anyone tell me how to accomplish this and what plugins I may need besides yanfly's? -
Ok,I have solved, if someone can be helpful:
<target action>
move user: target,10
wait for movement
action animation
action effect
if target.result().isHit()
animation 1: target
ani wait: 5
else
</target action>
Result:
Does that work with critical hits as well?