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

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Started by Blue001 2126 posts Page 27 of 107 View original ↗
  1. DuraLexSedLex said:
    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.

    Try using an else if statement.  Something like this example.


    <Pre-Damage Eval>


    if (user.isStateAffected(45)) {


    var rand = Math.random();


    if (rand < 0.4) {


    user.gainMp(-5);


    }


    else if (rand > 0.6) {     <-------else if....acts like an if statement when there is more then 2 outcomes like an if or else.


    user.gainHp(-100)


    }


    else {


    user.gainHp(-100), user.gainMp(-5);


    }


    }


    </Pre-Damage Eval>
  2. 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 [IMG]//rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif[/IMG]

    Hey emelian65, I tried this and for some reason the skill animation plays BEFORE the attack and DURING the attack. So it plays twice in total for some reason.


    Edit:


    It seems like it only does it for Special Slash 3 oddly enough. Other skill animation work just fine.
  3. Kaelsen said:
    Hey emelian65, I tried this and for some reason the skill animation plays BEFORE the attack and DURING the attack. So it plays twice in total for some reason.


    Edit:


    It seems like it only does it for Special Slash 3 oddly enough. Other skill animation work just fine.



    Sorry is my fault for not give complete instructions, you have to change the animation type from Screen to Center


    .

    View attachment 34573
  4. @emelian65 Thanks for clarifying that! Though I still find it odd that the other skills work just fine with it though. I probably broke my special slash 3 when I was messing with it.


    Edit: Wow, that actually fixed it. Thanks!
  5. Hi Guys. I was hoping if anyone could me figure out if theres a lunatic script that is possible that checks Actor ID?


    So for instance using the basic attack skill Actor 1 would have it zoom in on user/self and rushes to the target while Actor 2 just zooms in on target and does NOT rush in. 


    Thank you.
     
  6. Some one have many trick for learn blue skill more easily , like Control the enemy for place skill on the blue mage ( like make Mistral on the blue mage but it's impossible to use this skill on this character normanly .)
  7. Nina888 said:
    Some one have many trick for learn blue skill more easily , like Control the enemy for place skill on the blue mage ( like make Mistral on the blue mage but it's impossible to use this skill on this character normanly .)

    Um... I don't think you have the right thread...
  8. Well English is not my birth language ...


    I just want a way for my blue mage can learn all the blue magic in my game .


    It's possible to have a trick or tips for have this or i do wait a plugin for it ?
  9. Nina888 said:
    Well English is not my birth language ...


    I just want a way for my blue mage can learn all the blue magic in my game .


    It's possible to have a trick or tips for have this or i do wait a plugin for it ?

    Well, I understand but this has nothing to do with this thread...  :|


    This is a thread exclusively for action sequences so I have no idea why you want to know about Blue Magic here...


    Please don't post in the wrong place in future, but I'll help anyway. Try the stuff in the spoiler below.

  10. I made a little sequence for a backstab! I use it as a skill for my thief, thought I'd share it with you:

    Spoiler
    <target action>


    hide battle hud


    camera focus: user


    zoom: 150%, 30


    wait: 30


    opacity user: 20%, 5


    wait for opacity


    FLASH SCREEN: white (20)


    SE: PLAY ESCAPE


    move user: target, back, 40


    FLASH SCREEN: white (20)


    wait for movement


    opacity user: 100%, 5


    wait for opacity


    face user: target


    wait for movement


    wait: 30


    motion attack: user


    action animation


    FLASH SCREEN: white (20)


    action effect


    wait: 60


    move user: home, 20


    show battle hud


    <\target action>
  11. Yanfly said:
    The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/


    Give those a shot to see if the crashes still happen. It should be removed. :)


    Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:



    <setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>


    Have fun!

    I have been trying just about everything I know to make this work-- I use all of your plugins, and I've tried everything, but regardless of what I do, I cannot seem to get actors that use melee weapons (swords, daggers, ect) to move to the enemy first before attacking, while the ones that use ranged weapons (guns, bows, ect) stay where they are to use their weapon animation. I even tried to make a seperate attack skill for either type, but the newly made one performs the skill animation first. Does anyone have an idea as to what I may be doing wrong?
  12. Is there any guide or ideas on how to display weapon image while casting a skill?
    ...for example display equipped weapon(6th row 3rd index of weapon in the weapons1.png) while casting the meteor skill?
  13. The quick link to the Dragoon Jump doesn't seem to be working. Does anyone have the script for it?
  14. Edit:


    The first one (I figured out after a bit)


    This second one (Figured out as well)


    It took a bit and some studying of some of Yanfly's other scripts but I eventually managed to get both scripts working! The first one was just an animation thing. The second was a Doom spell that now officially works. I'm sure I could've looked one up but it feels better to make it on your own. Here it is for anyone who wants to use it:


    Put this in a state:


    <Custom Apply Effect>


    this._doomCounter = 0


    </Custom Apply Effect>


    <Custom Regeneration Effect>


    var n = this._doomCounter * 1


    var value = user.mhp * -1


    if (n == 3)


      user.gainHp(value)


    else


    this._doomCounter += 1


    </Custom Apply Effect>
  15. I saw there're some new people here and they might interested in this :
  16. Hello hopefully helpful people! I want to do a kind of armor system using the absorption barrier plugin. So my question is: is it possible to somehow set an attack to do "super-effective" damage to the absorption barrier using action sequences or lunatic mode? So I want to have the absorption consistently take about 50% of the damage the charector would take from the attack. So if the attack does 50 damage, the actor takes 25 and the barrier takes 25, But since the attack is of the armor shredding variety, I want it to do 25


    damage to the actor and 50 to the absorption instead, without changing the percentage of damage taken by the shield or the damage of the attack in general. Can someone please help me here?
  17. Chaos17 said:
    I saw there're some new people here and they might interested in this :

    Thanks a bunch for this!
  18. The Strange Man said:
    Hello hopefully helpful people! I want to do a kind of armor system using the absorption barrier plugin. So my question is: is it possible to somehow set an attack to do "super-effective" damage to the absorption barrier using action sequences or lunatic mode? So I want to have the absorption consistently take about 50% of the damage the charector would take from the attack. So if the attack does 50 damage, the actor takes 25 and the barrier takes 25, But since the attack is of the armor shredding variety, I want it to do 25


    damage to the actor and 50 to the absorption instead, without changing the percentage of damage taken by the shield or the damage of the attack in general. Can someone please help me here?

    In my opinion, this concern more the skill than the action sequence itself.


    Action sequence is just there for the "show" (moving your character), it doesn't handle math formula.


    Check the Absortion barrier plugin and this video : https://youtu.be/AQIt8mdpBVE


    I suggest you to open your own thread.
  19. Thanks so much for helping me last time! I had a new question now, like wondering if it was possible to add action sequences to states or only skills? For example, if I wanted to change the opacity of a character while they were in a 'hidden' state, would it be possible to do that?
  20. Hello!


    Anyone actually figured out how many frames of wait is equal to how many frames of animations?


    Let's say there is this one animation with 25 frames, and i want to do something at exactly 10th and 18th frames (can be motions, damage popups, etc). How long wait to put in after the animation started and before the 10th frame action, etc?


    - Riff