It worked, thanks for the help. Now just need to discover if there's a way to do something similar to the Alpha Strike.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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It worked, thanks for the help. Now just need to discover if there's a way to do something similar to the Alpha Strike.
I haven't found this out yet, either. I'm still playing with it. If I come up with something, I'll tell ya :rock-right: -
Ok guys, I'm using Action Sequence Pack 2 in combo with DoubleX RMMV Unison Item, and the result is very cool, but I was thinking that for the move target option would be better to have more than 3 positions (I mean more thanh just Front Head, Front Center and Front Base), I would require like 5 positions (like Front Head, Front Chest, Front Abdomen, Front Legs and Front Foot) to have the chance to fill the space between characters, I mean, this is a screen of my game double character skill
The characters ar setted to be Front Center the pink one and front base the blue one, but I would put the pink one ina a lower position (in short in the space wher now is between the two), even because I want o make even a full 5 characters combo skills and there wouldn't be a space for all of them.
There is a way to do it? -
So I'm kind of new to this. It seems like basic coding. I want to add in indepth combat with my SV characters, between both player and NPC. Prime example, movement. Therefore, if I have this correct...
<Target Action>
Move user: target, center, 5
wait for movement
motion swing: user
wait for action
Move user: return, 5
wait for movement
</Target Action>
This means the user will move towards their target, attack, then return back to their original position right? And to do this, this must be under the actor notes or npc notes, right?
If so, I might fiddle with this a bit to understand Yanflys action packs. I want to take advantage of it for my game. -
So I'm kind of new to this. It seems like basic coding. I want to add in indepth combat with my SV characters, between both player and NPC. Prime example, movement. Therefore, if I have this correct...
<Target Action>
Move user: target, center, 5
wait for movement
motion swing: user
wait for action
Move user: return, 5
wait for movement
</Target Action>
This means the user will move towards their target, attack, then return back to their original position right? And to do this, this must be under the actor notes or npc notes, right?
If so, I might fiddle with this a bit to understand Yanflys action packs. I want to take advantage of it for my game.
Yup. It'll go in the notetag of whatever skill you want to do it. -
It's not for a skill though. It's just a regular attack I'm trying to work on and adjust. So rather than regular attacking, slight move and swing, I want them to charge at their foe, center before them, and then swing, then return back. Unless there's no way atm to do that
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Hello, people. First of all, Yanfly's work is simply amazing. I trully admire that.
Well, the thing is I'd like to do an specific move which depends on the current position of the actor. My idea is to save the current position on the screen to two variables for X and Y, then use the notetag CHANGE VARIABLE A+=B to add each traslation in each direction, and finally execute the move with MOVE user: POINT, X, Y, frames (with the updated values of X and Y).
I supose that I must use the EVAL tag to obtain the actor's position, but since I do not know about javascript I don't know how I could get it. Does anyone know?
Thank you. -
It's not for a skill though. It's just a regular attack I'm trying to work on and adjust. So rather than regular attacking, slight move and swing, I want them to charge at their foe, center before them, and then swing, then return back. Unless there's no way atm to do that
You'll want to put that action sequence for the "attack" skill. It's the very first skill by default. I have it that way in my game. -
Ahhh I see what you meant. I got it to work!
<Target Action>
Move user: target, front center, 5
wait for movement
motion swing: user
perform action
action animation: target
wait for animation
action effect: target
perform finish
</Target Action>
Though, however, it seems a bit off when the user or npc attacks. I wish there is a way to get them a little closer to the center. And I suck with cords lol -
This isn't an action sequence, but I made a Zombie State, using Yanfly BuffandStateCore, that changes the battler to match the state... you have to use a graphic program to make the new battler. Name it exactly the same as the original battler [Actor1-1] with _Zombie at the end [Actor1-1_Zombie].
<Category: Group Defeat>
<Category: Bypass Recover All Removal>
<Hide Turns>
<Custom Apply Effect>
if (target.isActor()) {
name = target.battlerName();
newname = name.replace('_Zombie',"");
var name1 = newname + '_Zombie';
target.setBattlerImage(name1);
target.refresh();
}
</Custom Apply Effect>
<zv_zombie:true>
<Custom Remove Effect>
target.setBattlerImage(newname);
target.refresh();
</Custom Remove Effect>
<Element Absorb: 9, 11>
I'm using Alistair's Zombie/Vampire Plugin since the Undead Technique from Yanfly's Tips and Tricks only checks for Skills not items. You'll also have to put this in the #1 Death State:
<Custom Apply Effect>
if (target.isActor()) {
name = target.battlerName();
newname = name.replace('_Zombie',"");
target.setBattlerImage(newname);
target.refresh();
}
</Custom Apply Effect>
You have to do this so the battler returns to normal when the actor dies.
I'm still learning JS so I'm sure there is probably a better way to do this, but it works great for me so far and I no problems during the huge amounts of tests I've done.
Let me know if there is a better way so I can use that, and most likely learn better so I don't pick up bad habits...
Also, You can use this for any State.... I actually have a Petrify State that changes the Battler to look like Stone. You just replace '_Zombie' with '_Petrified' [or whatever your State is]. Then add this line somewhere in the Death State:
newname = name.replace('_Petrified',"");
You can also have multiple of the same Variable.... Like this:
newname = name.replace('_Zombie',"");
newname = name.replace('_Petrified',"");
It works the same... Just make sure you have the corresponding Graphic or the game will crash.
Also, if you want to get ambitious, you can remove the if state -
if (target.isActor()) { }
And that will apply the battler changing effect to the enemies as well. You have to have the corresponding graphic just like the Actor, a lot of work, but the resulting effect could be pretty cool. -
Hey, there! I guess this is both a share and a question. So, in the game I'm working on, the main characters summon creatures through the usage of cards, so I made a skill setup that will show the card on the screen before dealing damage, using a common event.
This is the action sequence:
<setup action>
immortal: targets, true
perform start
wait for movement
motion trust: user
wait for animation
action common event
</setup action>
<whole action>
</whole action>
<target action>
hide battle hud
perform action
motion wait: user
action animation
wait for animation
action effect: target
enemy effect: target, blink
death break
show battle hud
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
perform finish
wait for movement
</finish action>
And attached the common even that the action sequence summons. Even got a fade in effect. :3
Now, my question is: why does this work perfectly for party battlers but not for enemy battlers? Instead of doing the common event, attack just appears on the top of the screen and then it plays the skill's animation, without using the Common Event. What may cause it to do this instead of what it's supposed to do?
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- It's all a bit laggy though. Do action sequences lag as well for you guys?
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- It's all a bit laggy though. Do action sequences lag as well for you guys?
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Hi everyone,
Ok so I'm using a lot of Yanfly plugins (they are incredible!) but I can't seem to figure this one out.
I have made a lot of custom weapons that my player can equip and it shows a different gun depending on what is equipped. However, I want to have my player use guns that are equipped for certain skills and I can't figure this out.
For example, I have a pistol equipped, when I select "attack" my player draws his pistol and shoots it as appropriate. But let's say I have a skill where he he warps behind the target and slices him up with a sword. I want to change the weapon to a sword to have the appropriate attack animation. It wouldn't look right if he sliced him up with a pistol! And then after the skill is completed, the player should have the pistol equipped again so the attack command works properly.
I originally posted this at r/RPGMAKER and was told to post here to see if anyone had any ideas.
Help is greatly appreciated! -
Hey, there! I guess this is both a share and a question. So, in the game I'm working on, the main characters summon creatures through the usage of cards, so I made a skill setup that will show the card on the screen before dealing damage, using a common event.
This is the action sequence:
And attached the common even that the action sequence summons. Even got a fade in effect. :3
Now, my question is: why does this work perfectly for party battlers but not for enemy battlers? Instead of doing the common event, attack just appears on the top of the screen and then it plays the skill's animation, without using the Common Event. What may cause it to do this instead of what it's supposed to do?
View attachment 38489
This is kinda weird. I know it's possible because I use a similar action sequence in my game to display cut-in graphics. The only difference in mine is that I have the action sequence call the common event directly (isn't set in the editor). When I get home I'll take a closer look. Maybe I can help you here. -
This is kinda weird. I know it's possible because I use a similar action sequence in my game to display cut-in graphics. The only difference in mine is that I have the action sequence call the common event directly (isn't set in the editor). When I get home I'll take a closer look. Maybe I can help you here.
Would be terribly appreciated. Thanks. -
Would be terribly appreciated. Thanks.
Tried the exact same action sequence using one of my common events. Worked fine, coming from both an actor and enemy battler. Much confusion, very weirdness. Your common event looks fine too, so I can only think of some sort of plugin incompatibility... -
Tried the exact same action sequence using one of my common events. Worked fine, coming from both an actor and enemy battler. Much confusion, very weirdness. Your common event looks fine too, so I can only think of some sort of plugin incompatibility...
I only use Yanfly plugins. Only addition is a Screen Resolution one and Fog One. So weird... -
I only use Yanfly plugins. Only addition is a Screen Resolution one and Fog One. So weird...
I only use Yanfly plugins. Only addition is a Screen Resolution one and Fog One. So weird...
I'll try to keep investigating. This's a tough one. -
Is there a way to reference Battler row using If or Else statement?
My actor wields a gunblade so I want him to attack with swing motion when on the first row , but shoots with missile motion when on 2nd and 3rd rows.
I tried :
<target action>
if battler.row() !== 1
move user: target, front base, 5
wait for movement
face user: target
motion attack: user
else
perform start
motion missile: user
end
action animation
wait for animation
action effect
</target action>
...but it doesn't work xD -
I've seen some pretty wicked looking action sequences, and I'm trying to make some of my own.
I see some of them are changing the backdrop of the battlescreen, and some are moving the backdrop (like scrolling it?) these aren't default features in the action sequence packs, at least not that I could find.
How does one make an action sequence that changes the background, or scrolls it (or both)? I must find out... for science.