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

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Started by Blue001 2126 posts Page 29 of 107 View original ↗
  1. Hi guys,  can you help me?


    Every time my actor makes an action during battle, he steps back, make the animation to cast and then he returns to place.


    like this:


    I want him to guard (this skill is not magic, is the other thing that uses TP)


    He steps back, he does the cast animations (ready/magical ) , he returns back home, and then stays in guard position (guard animation). Turn ends.


    I don't want him to step back and to cast animations. I just want him to put in his guard position and stay in place.


    My rpg maker mv is in Portuguese :S


    thank you

    1.png
  2. Hello,


    Is there a way to make a character start a new move from somewhere besides the home position?


    Like for instance, they do a move that makes them run up to an enemy, the attack is made, they jump back a little bit and when they do their next move they do it from that position rather than their home position?


    Thanks in advance for any help.
  3. I'm having a frustrating problem with an action sequence that otherwise works. It's an AoE attack, and I do "attack effect: enemies" to damage everyone. However, if I kill anyone, the game plays the collapse sound at least twice. For example, if there are three bats, and I kill all three bats, it plays the collapse sound once for everybody (the desired behavior), and then the battle log shows Bat A, then Bat A dies and it plays the collapse sound, then log shows Bat B, Bat B dies, plays the collapse sound, then the same with Bat C, so that for three enemies it plays the collapse sound four times, when I only want it to happen once. Why is this second set of collapse effects playing, where the game goes through each bat individually?
  4. Can someone help me that will detect if actor1 uses the skill[id], it will perform different action.

    i've tried putting this on skills note


    <setup action>
    if user.isActor(1)    // <- Not working


    action sequences codes etc..
    end


    </setup action>

    if user.isActor() == 1 // <- Also not working
    if $dataActors[1] // <- working but if other actor uses the same skill[id], the statement will trigger :/
    any idea?

    ----
    lol, just figured out...
    if you want to try this just use:



    if subject.actorId() == x              // x is the actor id..
    statements
    end

    Note: this will perform different actions for an actor from 1 skill.
  5. OKIComputer said:
    I'm having a frustrating problem with an action sequence that otherwise works. It's an AoE attack, and I do "attack effect: enemies" to damage everyone. However, if I kill anyone, the game plays the collapse sound at least twice. For example, if there are three bats, and I kill all three bats, it plays the collapse sound once for everybody (the desired behavior), and then the battle log shows Bat A, then Bat A dies and it plays the collapse sound, then log shows Bat B, Bat B dies, plays the collapse sound, then the same with Bat C, so that for three enemies it plays the collapse sound four times, when I only want it to happen once. Why is this second set of collapse effects playing, where the game goes through each bat individually?

    For what it's worth, I solved this after I watched a tutorial and saw how he was using immortal flags. I set my targets to immortal during the setup and took it away in finish and it worked exactly how I wanted.
  6. Hi Everyone,


    Just another question about setting up a sequence. I'm having trouble with how the order goes and I hope i am doing this right. If someone could help I would greatly appreciate it.


    What i am trying to do is have a common event called if the target is still alive. If it is dead to just end the turn. What I have now doesn't kill the target until after the common event starts and finishes. Any advice would be so helpful. If you need anymore info let me know. Thanks in advance.


    Current sequence:


    <target Action>


    motion thrust: user


    move user: target, front base, 30


    wait for movement


    motion swing: user


    perform action


    action animation: target


    wait for animation


    action effect: target


    death break


    move user: home, 20


    face user: forward


    motion escape: user


    wait for movement


    immortal: targets false


    collapse: target


    motion walk: user


    wait: 10


    if target.isDeathStateAffected()


    perform finish


    else


    COMMON EVENT: 100


    end


    </target Action>
  7. I posted this on Yanfly's plugin thread as a potential bug, but was directed here by Yanfly. Does anybody else have this problem?


    ===


    I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


    Here's the exact code I'm using:


    <setup action>


       wait: 300                                       < for visually verifying whether the skill cost has already taken place


       if (user.mp >= user.mmp*0.6)


          add state 78: user


    </setup action>


                                                             < theoretically this is where the MP cost should actually occur


    <follow action>


       if user.isStateAffected(78)


          MP +15%: user


    </follow action>


    ===
  8. Hey Yanfly,


    I love your work and i use it in my projects but im stuck with this please help me :/ .


    I'm trying to do an tornado uppercut like yours in one of your tips & tricks video. (I don't remember which video is it.)


    My actor jumps to the center of enemies and jumps again to the sky, While he is jumping, I want a tornado animation on the center of the enemies and they take damage. Then my actor must go home (starting position).


    But instead;


    1) The animation appears on the user and when he jumps, the animation jumps with him too. (I don't want this.)


    2) All of the enemies take damage at once, Then they take damage individually again. (and I don't want this too :/ )


    Please Help me  :)  .


    There is my action


    <Whole Action>


    Opacity not Focus: 0


    Wait for Opacity


    Jump User: 200%, 30


    Move User: target, base, 30


    Camera Focus: target


    Zoom: 125%, 10


    Wait: 30


    Jump User: 500%, 40


    Animation 91: user


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Action Effect


    Wait: 20


    Reset Camera


    Opacity not Focus: 255


    </Whole Action>


    NOTE: I know this is repost but i saw you redirect action sequence probs here and i came with the same thing sorry :/
  9. darkslasher21 said:
    Hey Yanfly,


    I love your work and i use it in my projects but im stuck with this please help me :/ .


    I'm trying to do an tornado uppercut like yours in one of your tips & tricks video. (I don't remember which video is it.)


    My actor jumps to the center of enemies and jumps again to the sky, While he is jumping, I want a tornado animation on the center of the enemies and they take damage. Then my actor must go home (starting position).


    But instead;


    1) The animation appears on the user and when he jumps, the animation jumps with him too. (I don't want this.)


    2) All of the enemies take damage at once, Then they take damage individually again. (and I don't want this too :/ )


    Please Help me  :)  .


    There is my action


    <Whole Action>


    Opacity not Focus: 0


    Wait for Opacity


    Jump User: 200%, 30


    Move User: target, base, 30


    Camera Focus: target


    Zoom: 125%, 10


    Wait: 30


    Jump User: 500%, 40


    Animation 91: user <----- This is your problem. 


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Action Effect


    Wait: 20


    Reset Camera


    Opacity not Focus: 255


    </Whole Action>


    NOTE: I know this is repost but i saw you redirect action sequence probs here and i came with the same thing sorry :/

    <Whole Action>


    Opacity not Focus: 0


    Wait for Opacity


    Jump User: 200%, 30


    Move User: target, base, 30


    Camera Focus: target


    Zoom: 125%, 10


    Wait: 30


    Jump User: 500%, 40


    Animation 91: existing enemies <---- It should be like this :D


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Action Effect


    Wait: 20


    Reset Camera


    Opacity not Focus: 255


    </Whole Action>
  10. emelian65 said:
    <Whole Action>


    Opacity not Focus: 0


    Wait for Opacity


    Jump User: 200%, 30


    Move User: target, base, 30


    Camera Focus: target


    Zoom: 125%, 10


    Wait: 30


    Jump User: 500%, 40


    Animation 91: existing enemies <---- It should be like this :D


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Wait: 5


    Se: Blow3


    Action Effect


    Wait: 20


    Reset Camera


    Opacity not Focus: 255


    </Whole Action>

    But they are taking damage at the end of the action after the user goes back to its home. How can i fix this.
    I want to deal damage only once. And i want the animation to appear at the center of all enemies.
  11. darkslasher21 said:
    But they are taking damage at the end of the action after the user goes back to its home. How can i fix this.
    I want to deal damage only once.



    That means that the skill target is in 1 enemy or something like that, you have twoo options add


    <target action>


    <\target action>


    above you action sequence or change the skill target


    Image one.png


    Also if you want for only one whirlwind to appear you have to change the animation itself...


    image two.png
  12. emelian65 said:
    That means that the skill target is in 1 enemy or something like that, you have twoo options add


    <target action>


    <\target action>


    above you action sequence or change the skill target


    View attachment 37853


    Also if you want for only one whirlwind to appear you have to change the animation itself...


    View attachment 37854

    Thank you for helping me that much :)  . I fixed the whirlwind and i did put the (Action Effect) between <Target Action> and </Target Action>. Works way more better :)  .
  13. I'm having fun playing with these action sequences. I do have a question, though. Is it possible to have animations move? Maybe designate a playing animation as a target and have it move toward an enemy (for example, launching a fireball from the actor to the targeted enemy)? It seems simple, but I can't seem to figure it out.
  14. PaybacK said:
    I'm having fun playing with these action sequences. I do have a question, though. Is it possible to have animations move? Maybe designate a playing animation as a target and have it move toward an enemy (for example, launching a fireball from the actor to the targeted enemy)? It seems simple, but I can't seem to figure it out.


    |I don't believe there is a way to do that at least no to the animation alone, there is a way o do it it but you have to play with opacity a little. and the animation that you are trying to use, for my example I'm going to say that animation 131 is a fire sphere that hovers for around 20-40 frames and animation 132 is a esplosion animation


    <target action>


    animation 131: user


    wait: 30


    opacity user: 0%, 0


    move user: target, front base, 100


    wait for movement


    wait: 15


    animation 132: target


    move user: home, 20


    action effect


    wait for animation


    oacity user: 100%, 0


    <\target animation>


    what does this do?, well the animation play in the character then the character turn invisible and move to the foe makint the animation follow him, after that the shill should "hit" the target and the explosion using it liek this will make the character using the skill banish for as long as the animation plays so, its an option.


    Also I'm sorry if some of the codes for the sequence are wrogn I'm in my work right now but in a few hours I'll test it
  15. emelian65 said:
    |I don't believe there is a way to do that at least no to the animation alone, there is a way o do it it but you have to play with opacity a little. and the animation that you are trying to use, for my example I'm going to say that animation 131 is a fire sphere that hovers for around 20-40 frames and animation 132 is a esplosion animation


    <target action>


    animation 131: user


    wait: 30


    opacity user: 0%, 0


    move user: target, front base, 100


    wait for movement


    wait: 15


    animation 132: target


    move user: home, 20


    action effect


    wait for animation


    oacity user: 100%, 0


    <\target animation>


    what does this do?, well the animation play in the character then the character turn invisible and move to the foe makint the animation follow him, after that the shill should "hit" the target and the explosion using it liek this will make the character using the skill banish for as long as the animation plays so, its an option.


    Also I'm sorry if some of the codes for the sequence are wrogn I'm in my work right now but in a few hours I'll test it

    Hmm, it doesn't quite work, but I do understand what you're saying. Thanks for this, I'll try to play with it and come up with something!

  16. <target action>


    animation 128: user


    camera focus: user


    opacity user: 0, 20


    wait: 30


    move user: target, center, 30


    wait for movement


    animation 129: target


    action effect


    wait for animation


    move user: home, 30


    opacity user: 100%, 30


    <\target action>


    This one work a very wellwith me, of course you need the correct animations for it to work
  17. emelian65 said:
    <target action>


    animation 128: user


    camera focus: user


    opacity user: 0, 20


    wait: 30


    move user: target, center, 30


    wait for movement


    animation 129: target


    action effect


    wait for animation


    move user: home, 30


    opacity user: 100%, 30


    <\target action>


    This one work a very wellwith me, of course you need the correct animations for it to work

    I got it, for the most part. I'll have to rotate the animation so it makes more sense, and it'll be fine. Thanks for this, buddy!
  18. Lionheart_84 said:
    Sorry ... you know how to can create a skill with animation 24... causing two hits ???



    It'a actually very simple... more or less like this.


    <target action>


    move user: target, front base, 20


    wait for movement


    motion swing: user


    animation 24: target


    wait: 12


    action effect


    move user: target, back base, 12


    face user: home


    motion swing: user


    wait: 12


    action effect


    wait for animation


    <\target action>


    It looks complicate because I made the actor move toward the enemy, hit then move at the back of the enemy and hit again, in the end you can manipulate the number of attacks using the "action effect" code.

    Othnar said:
    Hi guys,  can you help me?


    Every time my actor makes an action during battle, he steps back, make the animation to cast and then he returns to place.


    like this:


    I want him to guard (this skill is not magic, is the other thing that uses TP)


    He steps back, he does the cast animations (ready/magical ) , he returns back home, and then stays in guard position (guard animation). Turn ends.


    I don't want him to step back and to cast animations. I just want him to put in his guard position and stay in place.


    My rpg maker mv is in Portuguese :S


    thank you


    View attachment 37328



    It's as simple as putting 


    <setup action>


    <\setup action>


    this will erease all the casting and the move forward, you'll probably need to add this one too.


    <target action>


    motion guard: user


    <\target action>


    But I believe that the sprite will not remain in guard motion, but i don't know what to do about that sorry.
  19. This might seems like a dumb question, but anyway:


    I'm doing an action sequence for the basic attack skill, just walk up to the enemy and and hit it with the character equipped weapon. So far it's working, no problens. The things is, I want to prevent the character from moving to the target's face to hit when equipped with a bow. I thought about using the IF ... ELSE statement, but I can't find how to verefy the user equipped weapon.


    Here's the action sequence:


    <setup action>


    display action


    immortal: targets true


    move user: target, front base, 30


    motion wait: user


    motion wait: user


    motion wait: user


    </setup action>


    <target action>


    perform action


    action animation


    animation wait 5: target


    action effect


    death break


    motion wait: user


    </target action>


    <follow action>


    immortal: targets false


    </follow action>


    <finish action>


    perform finish


    clear battle log


    </finish action>


    EDIT: Also, anyone can tell me how to make an action sequence where the skill sellect a bunch of random enemies and the use rjumps on each one of them? Kinda lika the Alpha Strike from Master Yi in League of Legends.
  20. Here's what you're looking for. Sorry if it looks weird, I'm on my phone at work and it's acting weird. This is from an earlier post, I didn't make it lol

    Code:
    <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>