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

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Started by Blue001 2126 posts Page 24 of 107 View original ↗
  1. Mjolk said:
    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:



    Is there any way to use that If statement to check if a character stat is >= X number and manipulate the number of times action effect hits, lets say..


    <target action>
    opacity not focus: 0%
    move user: target, front base, 12
    wait for movement
    wait 30
    motion thrust: user
    action animation: target <----- the skill hits 2 times
    action effect
    action effect
    if user.agi() >= 30 <------ if the user agility is more than 30 then t hits 2 more times...
    action effect
    action effect
    else
    wait for effect
    opacity not focus: 100%
    <\target action>


    BTW I tried this one and it doens't work wich is way I'm asking, thbak you all ofr your help
  2. Taemien said:
    Does that work with critical hits as well?

    Yes, is the same.


    If you mean, the animation is also triggered on a critical, is yes.


    Instead if you want animation only on a critical,


    in this case the action is this:


    <target action>


    move user: target,10


    wait for movement


    action animation


    action effect


    if target.result().critical


    animation 1: target


    ani wait: 5


    else


    </target action>


    Here you can find the formulas (Evade / Critical / and other):


    http://forums.rpgmakerweb.com/index.php?/topic/53007-checking-if-a-target-was-hit/

    emelian65 said:
    Is there any way to use that If statement to check if a character stat is >= X number and manipulate the number of times action effect hits, lets say..



    <target action>
    opacity not focus: 0%
    move user: target, front base, 12
    wait for movement
    wait 30
    motion thrust: user
    action animation: target <----- the skill hits 2 times
    action effect
    action effect
    if user.agi() >= 30 <------ if the user agility is more than 30 then t hits 2 more times...
    action effect
    action effect
    else
    wait for effect
    opacity not focus: 100%
    <\target action>


    BTW I tried this one and it doens't work wich is way I'm asking, thbak you all ofr your help

    Work,u need delete () on:  if user.agi()


    So:


    <target action>


    opacity not focus: 0%


    move user: target, front base, 12


    wait for movement wait 30


    motion thrust: user


    action animation: target


    action effect


    action effect


    if user.agi >= 30      <---------"Delete ()"


    action effect


    action effect


    else


    wait for effect


    opacity not focus: 100%


    <\target action>
  3. Mjolk said:
    Yes, is the same.


    If you mean, the animation is also triggered on a critical, is yes.


    Instead if you want animation only on a critical,


    in this case the action is this:


    <target action>


    move user: target,10


    wait for movement


    action animation


    action effect


    if target.result().critical


    animation 1: target


    ani wait: 5


    else


    </target action>


    Here you can find the formulas (Evade / Critical / and other):


    http://forums.rpgmakerweb.com/index.php?/topic/53007-checking-if-a-target-was-hit/


    Work,u need delete () on:  if user.agi()


    So:


    <target action>


    opacity not focus: 0%


    move user: target, front base, 12


    wait for movement wait 30


    motion thrust: user


    action animation: target


    action effect


    action effect


    if user.agi >= 30      <---------"Delete ()"


    action effect


    action effect


    else


    wait for effect


    opacity not focus: 100%


    <\target action>



    Thank you SO much it works perfectly now, if anyone wants the skill I'm using is this.


    Is based in Devil Survivor 2 Skill by the same name.


    Multi-Hit; Physical damage 2 hits. The higher Agi gets the more hits the user perform


    Hit's up to 7 times.

    Spoiler
    <target action>
    opacity not focus: 0%
    move user: target, front base, 12

    wait for movement
    wait: 30

    motion thrust: user
    action animation: target

    action effect
    wait: 5
    action effect
    wait: 5

    if user.agi >= 15
    action effect
    wait: 5

    if user.agi >= 20

    action effect
    wait: 5

    if user.agi >= 25

    action effect
    wait: 5

    if user.agi >= 30

    action effect
    wait: 5

    if user.agi >= 35

    action effect
    wait: 5

    wait for effect
    opacity not focus: 100%
    else

    wait for effect
    opacity not focus: 100%
    else

    wait for effect
    opacity not focus: 100%
    else

    wait for effect
    opacity not focus: 100%
    else

    wait for effect
    opacity not focus: 100%
    <\target action>

    the Opacity not focus is nesesary if you don't want all your characters suddely dissapearing forever :p
  4. Mjolk said:
    Yes, is the same.


    If you mean, the animation is also triggered on a critical, is yes.


    Instead if you want animation only on a critical,


    in this case the action is this:


    <target action>


    move user: target,10


    wait for movement


    action animation


    action effect


    if target.result().critical


    animation 1: target


    ani wait: 5


    else


    </target action>


    Here you can find the formulas (Evade / Critical / and other):


    http://forums.rpgmakerweb.com/index.php?/topic/53007-checking-if-a-target-was-hit/



    Appreciate it doubly so for the link.
  5. Could someone take a look at this sequence and help me figure out why the camera won't move? I've got all three yanfly battle plug-ins as well as the battle core plug-in... But the camera won't move for any command I give it.


    <Setup Action>


    display action


    immortal: enemies, true


    perform start


    motion skill: user


    wait for motion


    cast animation


    wait for animation


    clear battle log


    </Setup Action>


    <Whole Action>


    camera focus: user


    hide battle hud


    se: Wind7


    jump user: 300, 45


    wait: 25


    action animation


    wait: 80


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    death break


    show battle hud


    </Whole actions>
  6. Sorry, delete this.
  7. Zodiac Dream said:
    Could someone take a look at this sequence and help me figure out why the camera won't move? I've got all three yanfly battle plug-ins as well as the battle core plug-in... But the camera won't move for any command I give it.


    <Setup Action>


    display action


    immortal: enemies, true


    perform start


    motion skill: user


    wait for motion


    cast animation


    wait for animation


    clear battle log


    </Setup Action>


    <Whole Action>


    camera focus: user


    hide battle hud


    se: Wind7


    jump user: 300, 45


    wait: 25


    action animation


    wait: 80


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    death break


    show battle hud


    </Whole actions>

    Hi your problem seem to be the camera clamp what do I mean,


    <Setup Action>


    display action


    immortal: enemies, true


    perform start


    motion skill: user


    wait for motion


    cast animation


    wait for animation


    clear battle log


    </Setup Action>


    <Whole Action>


    camera clamp off <------ this one is used to allow the camera to extend away of the battle screen.


    hide battle hud


    camera focus: user <----- the camera will attept to do that BUT if the camera gets "out" of the battlescreen then the camera comand is nulled


    wait for camera


    se: Wind7


    jump user: 300, 45


    wait: 25


    action animation


    wait: 80


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    wait: 20


    action effect


    death break


    show battle hud


    camera clamp on <------ don't know if nesesary but, better safe than sorry


    </Whole actions>


    thi should fix it, alhougth it looks weird.
  8. Right, I have a problem that is really annoying me cus i cant seem to fix it. basically i've managed to successfully made the skill I wanted to do but for some reason my actor does the chant motion at the beginning of the skill which is not even scripted on the note tag is there a way I can prevent this?  
  9. Yanfly, your scripts are amazing.  Thanks so much for putting so much time and effort into enriching this game maker.


    I like the idea of differing levels of randomnness, so that some completely unintelligent enemy like a slime can be made to act much more randomly than a semi-intelligent enemy like an animal, which can be made to act less intelligently than a human.


    What I was wondering was, have you considered adding support for states which alter the level of randomness in the enemy AI?  I can think of a couple ways this could be used in programming encounters - for example, you could have a "Feeblemind" type spell, the effect of which would be to cripple enemy AI and force foes to behave less intelligently (though not completely predictably a la berserk or confuse).  Alternatively, you could have an encounter in which one opposing battler is a "leader" - say, a fight with two guards and a guard captain.  If the player defeated the guard captain first, an in-battle event could be scripted to apply a state to the remaining guards which lowered their AI number and made them behave slightly less coherently.  Seems like this function could add some interesting functional wrinkles to this plugin.
  10. xeynon said:
    I like the idea of differing levels of randomnness, so that some completely unintelligent enemy like a slime can be made to act much more randomly than a semi-intelligent enemy like an animal, which can be made to act less intelligently than a human... (ect)

    I agree but shouldn't this go in Yanfly's thread NOT here?
  11. Looking to commission an action sequence demo for skills/spells sets for the community we could use as a starting point for our own projects. This is the example of the type of demo I've been looking to commission for those of us new to setting up action sequences. https://youtu.be/bZKvrw8tks8


    My idea is a working demo for those of us that love Yanfly's script to have a pre-made set of 9 action sequences, 3 melee, 3 range, 3 spell (single target, multi target, ultimate) that we can view and use as a basis to model other skills after.  
  12. Hi there forum.
    I am a first time poster but i've been reading the forums since RMXP so please tell me if i should have posted this elsewhere.

    I fixed the dual attack that comes with the game to work like the basic attack yanfly made earlier in this thread, except i am having a small issue.
    This is what it currently looks like:

     

    Spoiler
    <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: user


    wait: 10


    attack animation: target


    wait for animation


    action effect


    motion attack: user


    wait: 10


    attack animation: target


    wait for animation


    action effect


    </target action>



    It works just fine as a dual attack in regular fights, but i have a boss fight that runs an event mid-fight whenever the boss gets to 75,50 or 25% hp.
    What the event does is simply display a basic textbox.

    The problem here is that if the first hit of the dual attack brings the boss below one of these thresholds the text box appears and the second hit is interrupted.

    I am not a native english speaker so please just tell me if my explanation is poor or the formatting of this post doesn't look good. Thanks in advance for any help :)
  13. Quick question... how do i make is so if the user under a certain state, that targeting changes from one enemy, to all? Or would that be a custom thing with Yanfly's targeting core?
  14. Hi guys. I need help with something that should be easy. I want to use normal shooting animation with skills and without the casting animation. And a possibility for animated sideview enemys that use human battler sprites to do the same. So in short a way to have shooting skills in a fight between two human with guns. Any idea or help? 
  15. So many on here, I kind of just wanted to add one based on (that's probably on this forum somewhere so apologies if this was done earlier). This should launch an enemy into the air and attack while both characters are floating. 


    Animation using Wind One 1

    Code:
    <target action>
    camera focus: target
    zoom: 120%, 30
    wait for zoom
    opacity not focus: 0, 60
    wait for opacity
    move user: targets, front base, 5
    face user: target
    animation wait: 2
    action effect
    float target: 100%
    float user: 100%
    move user: targets, base, 5
    wait for movement
    face user: target
    motion attack: user
    action animation
    animation wait: 2
    action effect
    move user: targets, front head, 5
    face user: target
    motion attack: user
    animation wait: 3
    action effect
    move user: targets, front, 5
    face user: target
    motion attack: user
    animation wait: 3
    action effect
    float target: 0%
    float user: 0%
    wait for animation
    wait for movement
    move user: targets, front, 10
    immortal: target, false
    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 action>
  16. Hey guys. Firstly thanks for this thread it's really helpful. But I have a bit of a problem with my "Attack" skill.


    As I have a character that has a gun I'd like his attack to work differently to the other actors i have. So basically every moves to the enemy, swings and then moves back. I'd like my gun wielder to just step forward and "swing/shoot" rather than moving to the enemy. Is it possible to set up 1 skill that reacts differently for different characters/weapons?


    Any assistance on this matter would be very much appreciated.
  17. If want skill to make different animation for just that char you could try yanfly weapon unleash plugin and make a skill for you custom attack, or try putting


    <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: user


    wait: 10


    attack animation: target


    wait for animation


    action effect


    death break


    </target action>


    in the attack skill which is probably what you are asking for and much simpler.
  18. I can't quite get the link to the "Dragoon Jump" linked at the top to work, and I've been looking hard to find a skill exactly like that, specifically one doable within the plugin provided by Yanfly. Maybe I'm missing it completely, but as a beginner to the RPG Maker MV world, I'd appreciate any and all help.


    Thanks a bunch.
  19. Hello,


    I was hoping to get some help, with an action sequence:

    Spoiler

    1. <Setup Action>

    2. display action

    3. immortal: targets, true

    4. </Setup Action>

    5. <Target Action>

    6. if (user.equips()[0].wtypeId === 7)

    7. perform start

    8. motion attack: user

    9. animation 124: target

    10. wait for animation

    11. else

    12. move user: target, front, 15

    13. wait for movement

    14. zoom: 150%, 10

    15. camera screen: target, front center, 15

    16. camera focus: target, front center, 15

    17. wait for movement

    18. perform action

    19. motion attack: user

    20. action animation: target

    21. wait for animation

    22. end

    23. action effect: target

    24. death break

    25. </Target Action>

    26. <Finish Action>

    27. immortal: targets, false

    28. clear battle log

    29. perform finish

    30. wait for movement

    31. </Finish Action>


    this sequence is suppose to check if the user has a bow, and if it doesn't it just goes up to the opponent and attacks. However for some reason if an actor who is not equipped with a weapon at all does it the game crashes. Anyone know how I can correct it?