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

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Started by Blue001 2126 posts Page 26 of 107 View original ↗
  1. LoliSpector said:
    I've spent a lot of time trying to figure out something pretty simple with no luck.


    All I want is a skill to show a certain weapon and attack stance. Nothing fancy. I've found a few scripts in this thread that are supposed to do this. No matter what I try the actor performing the skill will do casting stance and animation then do the attack twice. On the second attack the actor holds the correct weapon but has the wrong stance. I can't figure out why the attack gets performed twice and in different ways.


    I assume the first attack with the casting animation is how it should look by default and the second is my scripted attack. I don't know how to void the original attack and just use the scripted one. I figured such a simple script would be easier to find or maybe I'm just missing something.


    Basically I want a skill attack to look just like a normal attack where the actor shows their weapon, attacks and moves back. I don't want the casting animation.



    <setup action>
    perform start


    display action
    motion walk: user
    wait: 5
    move user: target, FRONT BASE, 40
    wait: 40
    </setup action> 


    <target action>
    MOTION ATTACK: user
    wait: 20
    action effect
    animation 1: target
    wait: 5
    <\target action>


    <finish action>
    motion user: evade
    move user: HOME, 30
    face user: FORWARD


    clear battle log
    wait: 30
    perform finish 
    </finish action>


    This should do the job. Just set the animation number to what ever animation you wonna use for the skill. Its not perfect but usable.
  2. Narugami said:
    This should do the job. Just set the animation number to what ever animation you wonna use for the skill. Its not perfect but usable.



    Thank you. During the time of my post and now I was able to achieve what I wanted and learn the code some. Here's something I put together for a simple triple slash attack with some camera zooming goodness.


    <setup action>


    display action


    camera focus: user


    zoom: 120%, 20


    wait: 25


    camera focus: target


    zoom: 120%, 20


    camera offset: right, 50


    immortal: targets, true


    </setup action>


    <target action>


    move user: target, front, 20


    wait for movement


    wait: 10


    motion attack: user


    attack animation: target


    wait for animation


    action effect


    wait for animation


    motion attack: user


    attack animation: target


    wait for animation


    action effect


    wait for animation


    motion attack: user


    attack animation: target


    wait for animation


    action effect


    wait for animation


    wait for movement


    wait: 5


    </target action>
  3. emelian65 said:
    Ok this should work, the only thing I couldn't get right was the jump at the end so you are free to remove it.


    Well the color is also off but that's because I don't know wich color Yanlfy used so //rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif





    Good job ... nice effect !!!! :D
    Anyway ... you know if you can build skills with the effect "afterimage" ???? ;)
  4. Hi All,


    Finally starting to get my head around this animation stuff and i'm having a lot of fun jazzing up my skills. But one thing I can't see to do is lock "Motion Chant: User".


    What I want is for the Player to use Motion Chant and keep in that animation while he flots up and casts the initial charge skill, then comes out of chat to attack (Motion attack).


    Here is what I have:


    <Whole Action>
    SE: absorb1, 90, 50
    add state 34: user
    tint screen: dark, 30
    wait: 5
    motion chant: user /// Start Chant
    float user: 400%, 60
    move user: forward, 400, 60
    wait for movement
    animation 152: user
    wait for animation
    wait: 30
    Motion Chant: User // That fixed it!
    motion attack: user // End Chant
    wait for animation
    action animation
    wait: 90
    jump target: 400%, 50
    wait: 50
    jump target: 200%, 25
    wait: 40
    float user: 0%, 5
    action effect: target
    remove state 34: user
    tint screen: normal, 15
    perform action
    death break
    perform finish
    </Whole Action>


    Yes it's very messy. It's a work in progress lol.
    Any help would be appreciated!


    EDIT: Nevermind, I figured it out. See the above script!
  5. Hi Guys,


    Got another interesting one. I've made a limit break skill where the user knocks the enemy out of the battle (providing it's not a boss). Basically what I have done is set the enemy to move backwards 500 (out of the screen) and then set it to force collapse. Now my problem is that there are certain enemies that I have set to not vanish when they die as they are smart human types who can resurrect each other. However I'd like this limit break skill to permanently remove these enemies from battle so they cannot be resurrected or targeted again.


    This is in conjunction with YEP_AnimatedSVBattlers


    Does anyone know how I could script that. Here is my attack notetag:

    <setup action>
    add state 34: user
    cast animation: user
    motion chant: user
    wait for animation
    immortal: target, true
    </setup action>


    <Target Action>
    if target.isStateAffected(31)
    move user: target, front base, 15
    jump user: 300, 30
    wait: 6
    action animation
    wait for animation
    move target: backward, 500, 15
    wait for movement
    collapse: target, force


     <----------------------------------------------- Vanish / remove from battle
    else
    move user: target, front base, 30
    wait for movement
    motion swing: user
    animation 164: target
    wait: 3
    jump target: 300, 39
    wait: 2
    SE: Absorb1, 100, 150
    jump user: 300, 30
    wait: 2
    motion swing: user
    action animation
    wait: 3
    if !target.isStateAffected(35)
    move target: backward, 500 , 15
    wait for movement
    collapse: target, force


     <----------------------------------------------- Vanish / remove from battle
    else
    immortal: target, true
    action effect: target
    immortal: target, true
    action effect: target
    end
    death break
    perform finish
    </Target Action>


    <finish action>
    remove state 34: user
    immortal target: false
    </finish action>



    Thanks in advance
  6. Hello all, new to this topic. Yanfly linked me here because of this (which might need JavaScript knowledge in order to enact it): I want to make the normal attack command do movements based on the type of weapon characters have equipped. However, when a character deals a critical hit, I want it to zoom into the enemy and maybe like, flash the screen. Is there a way to do that using the Battle Core, and the 3 Action Sequence Packs?
  7. I know this sounds like a stupid question, but I'm really new to this plugin. I'm trying to make a basic animation where the user moves to the target, swings his sword, and then goes back to his normal position. This is what I have so far:


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    action animation: target


    wait for animation


    move user: home, 20


    </target action>


    Everything works so far, but the attack doesn't do any damage. How do I fix this?
  8. Munkee said:
    I know this sounds like a stupid question, but I'm really new to this plugin. I'm trying to make a basic animation where the user moves to the target, swings his sword, and then goes back to his normal position. This is what I have so far:


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    action animation: target


    wait for animation


    move user: home, 20


    </target action>


    Everything works so far, but the attack doesn't do any damage. How do I fix this?

    I'm new to it as well. However, I have a question for you concerning the animation. Is this in the Attack skill command or in a skill like "Dual Attack" that deals damage? or are you creating your own skill? If you're creating your own original skill, do you have the damage type set to HP damage?
  9. Jeysonmcfly said:
    I'm new to it as well. However, I have a question for you concerning the animation. Is this in the Attack skill command or in a skill like "Dual Attack" that deals damage? or are you creating your own skill? If you're creating your own original skill, do you have the damage type set to HP damage?

    For custom skills, you'll want to use "action animation," since that'll make it play the animation that you set for the skill. If you're using the regular Attack, use "attack animation," because that will make it play the animation defined by the user's current weapon. And yes, I have the damage type set to HP damage. I think there's a line I need to put in regarding the damage formula, though, but I can't figure it out :\ I hope I was able to help you. As for how I know this, but not how to make the attack deal damage when using this plugin, let's just say a bit of forum scavenging can go a long way ;)
  10. Munkee said:
    I know this sounds like a stupid question, but I'm really new to this plugin. I'm trying to make a basic animation where the user moves to the target, swings his sword, and then goes back to his normal position. This is what I have so far:


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    action animation: target


    wait for animation


    move user: home, 20


    </target action>


    Everything works so far, but the attack doesn't do any damage. How do I fix this?

    Put an 


    action effect 


    Somewhere in the sequence. That's what will give you the actual hit.
  11. ThePotatoOfFire said:
    Put an 


    action effect 


    Somewhere in the sequence. That's what will give you the actual hit.

    But do I JUST type "action effect" as the line, or is there something else I have to type? I just need a bit of clarification, you know?
  12. @Munkee


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    action animation: target


    wait for animation


    action effect <------------------ insert it here to affect the target with whatever effect the skill has(i.e. damage, state or element)


    move user: home, 20 <-----------by the way, I don't think you need this lin


    </target action>
  13. DuraLexSedLex said:
    @Munkee


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    action animation: target


    wait for animation


    action effect <------------------ insert it here to affect the target with whatever effect the skill has(i.e. damage, state or element)


    move user: home, 20


    </target action>

    Oh, okay, thanks for the help :)
  14. Hello! I have a quick pair of questions regarding if/else conditional branches within the action sequences.


    To sort of set the scene so you understand what I'm doing - I want to make a skill that, when selected, has the user and an ally act together.  Let's pretend for the sake of this example that the skill is basically the X-Strike combo from Chrono Trigger, except, if the ally is not in the party or is dead, I want it to do a different animation featuring only the user.


    So obviously, I know I need a couple conditional branches - first to check if the character is in the party, second to check if the character is in the KO state.


    The first one I'm entirely stumped on - what do I need to put?  I know that it'll essentially amount to "If Character 2 is in party" sort of command line, but I'm just not sure what to put.


    The second one I've at least halfway narrowed it down, I know the second half of the command needs to be .isStateAffected(1), I just can't figure out what will make that check a specific character.


    Thanks for your time!


    EDIT: Nevermind, figured it was probably easier to just do this via calling a common event that would check whether the character was in a party, alive, and awake, and if all conditions were met, flip a switch on (otherwise, flipping it off) and then doing an if: $gameSwitches.value(3) command to branch off whether he was available to join in the attack or not.  Don't know why I didn't think of that last night, it was so obvious!
  15. Someone know if i can set a specific action sequence to each individual character attack (normal attack) command?


    There is a way do change battle victory pose?
  16. Alluria said:
    Someone know if i can set a specific action sequence to each individual character attack (normal attack) command?


    There is a way do change battle victory pose?

    1. Bind a different Attack command to each actor via Yanfly's Weapon Unleash plugin and give each command a different sequence.


    2. Use and image editing software (i.e. Gimp or Photoshop) and change the victory pose on the sideview actor spritesheet.
  17. Munkee said:
    But do I JUST type "action effect" as the line, or is there something else I have to type? I just need a bit of clarification, you know?

    Yes, type "action effect" as it's own line. 
  18. ThePotatoOfFire said:
    1. Bind a different Attack command to each actor via Yanfly's Weapon Unleash plugin and give each command a different sequence.


    2. Use and image editing software (i.e. Gimp or Photoshop) and change the victory pose on the sideview actor spritesheet.

    Thank you very much Potato, this will be great to end the polishing my game.
  19. Hello everyone, I'm using the action sequence to play SE.


    if target.result().hpAffected


    se: SE_07, 100, 100, 0


    else


    se: SE_21, 100, 100, 0


    end


    The problem is, how do I make if statements within if statements.


    I have tried the following: (All three below does not seem to work)


    if target.result().hpAffected


    se: SE_07, 100, 100, 0


    else


       if Math.randomInt(3)+1 <= 2


       se: SE_12, 100, 100, 0


       else


       se: SE_18, 100, 100, 0


       end


    end


    AND


    if target.result().hpAffected {


    se: SE_07, 100, 100, 0


    }


    else {


       if Math.randomInt(3)+1 <= 2 {


       se: SE_12, 100, 100, 0


       else


       se: SE_18, 100, 100, 0


    }


       end


    }


    end


    AND


    removed the "end" and/or added ";" and/or used a script call to play the SE  (without the qoutes) 


    NOTE: The 1st code works fine. It plays a hurt voice SE if the enemy attack is greater than 0, otherwise if the character evaded or counter attacked or the enemy missed the code will play a snarky laugh SE. I don't want to play the snarky laugh everytime since it gets kind of annoying especially if the character is fighting a low leveled monster, thus the randomizer I'm trying to achieve/make.
  20. Hey guys! New here, and TOTAL noob with everything. I just wanted to ask about the penta slash animation, or damage in general. I can't seem to make the individual numbers for reach strike to show.


    Also, can someone point me in the general direction of a tutorial thread using Yanfly's engine? Specifically, I want to change certain variables like which casting animation to use and whatnot. So anyone who can tell me which thread has these type of things will be greatly appreciated.