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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 28 of 107 View original ↗
  1. Hey, I was hoping someone might know a script for a move that hits all enemies, one at a time, once.


    Like so, the user runs up to an enemy, hit them with their weapon, then moves to another enemy, hits them, then rinse and repeat until all enemies have been hit . Compared to the rest of the stuff I've seen on this thread, this seems pretty basic, yes?


    If anyone could make a script like that for me, I would greatly appreciate it. In the meantime, I'll study the plugin pages and continue trying to work one up myself.


    Thanks!


    EDIT: Ok, so I've devised a script that ALMOST works. It hits 3 enemies when there are 4 and 2 enemies when there are 3. It also attacks enemies that are already dead.


    Could anyone have a look and see what I'm doing wrong?

    <setup action>


    display action


    wait: 60


    hide battle hud


    perform start


    </setup action>


    <target action>


    move user: enemy 1, front, 20


    wait for movement


    face user: forward


    motion attack: user


    wait: 10


    action effect: enemy 1


    attack animation: enemy 1


    wait for animation


    death break


    move user: enemy 2, front, 20


    wait for movement


    face user: forward


    motion attack: user


    wait: 10


    action effect: enemy 2


    attack animation: enemy 2


    wait for animation


    death break


    move user: enemy 3, front, 20


    wait for movement


    face user: forward


    motion attack: user


    wait: 10


    action effect: enemy 3


    attack animation: enemy 3


    wait for animation


    death break


    move user: enemy 4, front, 20


    wait for movement


    face user: forward


    motion attack: user


    wait: 10


    action effect: enemy 4


    attack animation: enemy 4


    wait for animation


    </target action>


    <finish action>


    perform finish


    wait: 60


    show battle hud


    clear battle log


    </finish action>
  2. Edit : nevermind, I found my mistake
  3. Blue001 said:
    As Yanfly's Battle Engine Core and Action Sequences 1-3 basically add a new type of resource to the game that can be created/shared/requested (in the form of completed action sequences), I thought it would be a cool idea to have a thread where people can share any sequences that they would like, and maybe have people also be able to request to see how certain sequences could be done.


    For example, if someone figures out how to do a omnislash like sequence and would like to share it, they now have a place.


    Be sure to thank/credit whomever created a sequence if you use it in your game.


    Please include a note on if the end user will need to have action sequence plugin 1, 2, 3 or all of them for the shared sequence.


    - For example, User SOC shared the following sequence (in another thread) to make your character swing their weapon when using the skill that contains this notetag.



    SWING WEAPON WHEN USING THIS SKILL<Target Action>motion swing: userperform actionmotion wait: useraction animation: targetwait for animationaction effect: targetdeath breakperform finish</Target Action>


    It seems simple, but to some users, they may look at this an get confused, especially when trying to make it on their own. Having examples they can copy/paste to achieve a desired effect will help a lot.


    A big thank you to Yanfly for creating the plugins!


    -------------------------------------------------------------------


    Quick Jump to Some Specific Attack Type Examples in this thread


    FF7 Deathblow


    Yanfly's Penta Slash


    Yanfly's Detect Weapon Type Conditionals


    Dragoon Jump


    Five Different Hand To Hand Attacks


    Actions For Slash Special 2 Animation


    Actions For Slash Special 3 Animation


    Dual Cast (If State is On)


    Yanfly's Official Steal Animation

    Where on Page 2 is the Dragoon Jump effect?
  4. Kipplentoast said:
    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:


    And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:


    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.

    How can I make the Dragoon have to wait one turn to land when they jump?
  5. Hello can anyone help me with an action sequence for a whip skill that attacks one enemy from front and behind alternatively and then ends with a jump slash attack on the target? Thank you :3
  6. Hey Team!


    I tried using the code in the section below in conjunction with my custom animations but the animation only plays when the sprite returns back to its original place.  The goal was to have it play before the attack (to disappear) then behind the monster, then again at the starting location.  Did I do this wrong?


    - Paw

    Code:
    <setup action>
    animation 121: useropacity user: 0%
    ani wait: 7
    hide battle hud
    </setup action>
    <target action>
    immortal: targets 
    truemove user: target, back, 5
    face user: backward
    wait for movement
    opacity user: 70%
    wait for opacity
    motion attack: user
    ani wait: 4
    action effect
    animation 121: useropacity user: 0%
    ani wait: 7
    wait opacity
    immortal: targets false
    </target action>
    <follow action>
    move user: home, 5
    face user: forward
    wait movement
    animation 121: user
    opacity user: 100%
    ani wait: 7
    wait opacity
    show battle hud
    </follow action>
  7. Orangepaw said:
    Hey Team!


    I tried using the code in the section below in conjunction with my custom animations but the animation only plays when the sprite returns back to its original place.  The goal was to have it play before the attack (to disappear) then behind the monster, then again at the starting location.  Did I do this wrong?


    - Paw

    Code:
    <setup action>
    animation 121: useropacity user: 0%
    ani wait: 7
    hide battle hud
    </setup action>
    <target action>
    immortal: targets 
    truemove user: target, back, 5
    face user: backward
    wait for movement
    opacity user: 70%
    wait for opacity
    motion attack: user
    ani wait: 4
    action effect
    animation 121: useropacity user: 0%
    ani wait: 7
    wait opacity
    immortal: targets false
    </target action>
    <follow action>
    move user: home, 5
    face user: forward
    wait movement
    animation 121: user
    opacity user: 100%
    ani wait: 7
    wait opacity
    show battle hud
    </follow action>



    Check your code properly. I think you can see the mistake on the first line. And another similar line closer below. ;)
  8. Want to know what would be cool? A simulation of the Monk's Kick command, you know from Final Fantasy?
  9. Riff said:
    Check your code properly. I think you can see the mistake on the first line. And another similar line closer below. ;)



    I am sorry, I am really new to this - what am I missing?  I tried referencing the help file as well.  So confuzzled.


    - Paw
  10. Orangepaw said:
    I am sorry, I am really new to this - what am I missing?  I tried referencing the help file as well.  So confuzzled.


    - Paw

    <setup action>


    animation 121: useropacity user: 0%    <-----separate line for "animation 121" and "opacity user: 0%"


    ani wait: 7         <------ Not sure if this is even a script call, so I'll leave it for now.


    hide battle hud


    </setup action>


    <target action> 


    immortal: targets true             <------ comma between "targets" and "true"


    move user: target, back, 5


    face user: backward


    wait for movement


    opacity user: 70%


    wait for opacity


    motion attack: user


    ani wait: 4


    action effect


    animation 121: useropacity user: 0%         <------- Again, separate line for the two script calls


    ani wait: 7


    wait opacity                                              <---------- "Wait for opacity", I believe


    immortal: targets false                              <--------- Again, comma between "targets" and "false"


    </target action>


    <follow action>                                      <------ I'll have to double check this, but I don't think there is a "follow action".                                                                            I know of "finish action" but not this.


    move user: home, 5


    face user: forward


    wait movement                                     <-------- "Wait for movement"


    animation 121: user


    opacity user: 100%


    ani wait: 7


    wait opacity                                            <------- Again, "Wait for opacity"


    show battle hud


    </follow action>
  11. Wow... I have a lot of learning to do. Thanks!
  12. Orangepaw said:
    I am sorry, I am really new to this - what am I missing?  I tried referencing the help file as well.  So confuzzled.


    - Paw



    Try this:

    Code:
    <setup action>
    animation 121: user
    opacity user: 0%
    ani wait: 7
    hide battle hud
    </setup action>
    <target action>
    immortal: targets, true
    move user: target, back, 5
    face user: backward
    wait for movement
    opacity user: 70%
    wait for opacity
    motion attack: user
    ani wait: 4
    action effect
    animation 121: user
    opacity user: 0%
    ani wait: 7
    wait opacity
    immortal: targets false
    </target action>
    <follow action>
    move user: home, 5
    face user: forward
    wait movement
    animation 121: user
    opacity user: 100%
    ani wait: 7
    wait opacity
    show battle hud
    </follow action>
  13. Thanks so much.  I appreciate you.
  14. Sorry ... you know how to can create a skill with animation 24... causing two hits ???
  15. Quick Question.



    Does anyone know the code i need to put in for "If user is equipped with weapon type 3 (not to be confused with weapon ID), then... Sequence"


    My main attack skill works with many different "if's" for different weapon types, but this is just one i cannot figure out. I want my Claw wielding character to hit twice per turn with "Action Effect" rather than the build in "Attack Times +1" as I only want the animation to play once.


    Any help would be greatly appreciated.     
  16. Hello, I am trying to make a Dualltech using 2 custom action sequences. I am using Jay's Dualtech plugin and all of Yanfly's plugins. However I cant get the skill sequences to correctly combine into one smooth sequence. Please help!


    The action sequences to be combined belong to 2 separate actors in the party.


    User's ( Person who initiates and has learnt the Dualtech) sequence -


    The actor rushes at the enemy and punches it with forceful effect.


    <target action>


    hide battle hud


    opacity not focus: 0, 20


    wait for opacity


    opacity user: 0%, 5


    move user: target, front, 5


    wait for opacity


    opacity user: 100%, 5


    wait for opacity


    motion attack: user


    action animation


    shake screen: 3, 5, 10


    ani wait: 5


    action effect


    immortal: target, false


    Wait 15


    move user: home, 5


    face user: forward


    wait for animation


    wait for movement


    </target action>


    <follow action>


    opacity not focus: 100%, 60


    wait for opacity


    show battle hud


    </follow action>


    2nd Actor's sequence ( This is the one who will do the skill with the main user)


    The actor appears behind enemy and casts a spell that damages the enemy.


    <target action>


    hide battle hud


    opacity not focus: 0, 20


    wait for opacity


    opacity user: 0%, 5


    move user: target, back, 5


    wait for opacity


    opacity user: 100%, 5


    wait for opacity


    face user: backward


    motion chant: user


    action animation


    shake screen: 3, 9, 10


    wait for animation


    action effect


    immortal: target, false


    Wait 30


    move user: home, 5


    face user: forward


    wait for movement


    </target action>


    <follow action>


    opacity not focus: 100%, 60


    wait for opacity


    show battle hud


    </follow action>


    ---> I need help to combine both of these into a single sequence where both these actions occur side by side.
  17. Okay so I've ran into a snag kind of thing, see my battle is evented that when an actor drops below a certain HP% the event page activates, how do I make the game ignore it until the sequence is done?
  18. deathsia said:
    Okay so I've ran into a snag kind of thing, see my battle is evented that when an actor drops below a certain HP% the event page activates, how do I make the game ignore it until the sequence is done?

    Use a common event that forces the sequence to be completed before advancing to the event page?
  19. I'm new here and I'm sorry if this has been answered already. I tried to look around the board but didn't find anything.
    I'm having a problem with the CTB icons blocking the battle messages. I noticed in Yanfly's video whenever a battle


    message would pop up the CTB icons moved down automatically so that they didn't block any text.


    How do I go about doing this?


    Thank you Yanfly for all the work you've done btw, these plugins are amazing!!
  20. Banez81 said:
    How do I go about doing this?


    Thank you Yanfly for all the work you've done btw, these plugins are amazing!!

    I'm not quite sure, but you found the wrong Yanfly thread, the right one for what you need is here, also welcome!