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

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Started by Blue001 2126 posts Page 32 of 107 View original ↗
  1. I believe, although, I haven't used many common events in my skill,you need the whole actions to be target actions, since this skill damages a single enemy, you use target action,if it targets multiple, use whole action. Again, I believe this is the case.
  2. Does anyone here have a premade attack sequence that moves multiple party members around?


    I've been trying to make one myself; but I haven't been able to get it to work for some reason. I figure if I could look at someone else' script; I can figure out what I did wrong.
  3. Anyone noticed if you have a multiple-hit abilities, each hit is take into account in TP gain. Even much more OP if you're using Enhanced TP plugin and use the mode to gain TP when attacking. 


    Is there a way to countermeasure this? Like disabling TP gain during action sequence and enabling it again at the last hit? (some kind of functionality like Damage Rate)
  4. Hi guys,


    I've got a little problem here. I want to use a skill that perform the shooting SV Motion, but can't get it work porperly.


    My char is mainly a Swordsman and don't use any ranged weapon at all until a specific point in my story. But when I use this


    <Target Action>


    motion swing: user


    perform action


    motion wait: user


    action animation: target


    wait for animation


    action effect: target


    death break


    perform finish


    </Target Action>


    my char just use the regular skill SV Motion...so nothing changed at all.


    I use the Battle Core Engine and the 3 Action Sequence Packs...do I miss something?


     


     
  5. Akariu said:
    Hi guys,


    I've got a little problem here. I want to use a skill that perform the shooting SV Motion, but can't get it work porperly.


    My char is mainly a Swordsman and don't use any ranged weapon at all until a specific point in my story. But when I use this


    <Target Action>


    motion swing: user


    perform action


    motion wait: user


    action animation: target


    wait for animation


    action effect: target


    death break


    perform finish


    </Target Action>


    my char just use the regular skill SV Motion...so nothing changed at all.


    I use the Battle Core Engine and the 3 Action Sequence Packs...do I miss something?


     


     

    <Target Action>


    perform start


    motion missile: user


    motion wait: user


    action animation: target


    wait for animation


    action effect: target


    perform finish


    </Target Action>


    Try this. "Perform Action" has a different effect than "Perform Start". The death break was unnecessary, if an actor dies they return to their home spot anyway.
  6. I had a question: what is the the code for displaying an animation at the base of a user of a skill? I input:


    animation 18: user, base


    This was for a dust cloud when the user jumps into the air. I wanted the dust cloud to stay on the ground, but it follows the user into the air upon jump.
  7. ThePotatoOfFire said:
    <Target Action>


    perform start


    motion missile: user


    motion wait: user


    action animation: target


    wait for animation


    action effect: target


    perform finish


    </Target Action>


    Try this. "Perform Action" has a different effect than "Perform Start". The death break was unnecessary, if an actor dies they return to their home spot anyway.



    thank you! :D


    yeah...I had the motion missile actually there but I dont know why I postet it here with swing insteat of missile....I guess it was because I tried the other ones here to check if something was broken and had the old one xD


    anyways...it works perfectly fine now..thanks! :D
  8. Okay, i have the most ultimate noob question here.


    I want to make the character move to the emeny when performing a physical skill rather than just stepping forward...


    My skill notetag reads;


    <setup action>


    move user: target,


    front center


    </setup action>


    (The frames would go after front center? but i get the same error with or without them. I have no idea if this is required)


    In any case, when using the skill in battle the game crashes,


    TypeError


    Cannot read property 'toUpperCase' of udefined
  9. RedAkerston said:
    Okay, i have the most ultimate noob question here.


    I want to make the character move to the emeny when performing a physical skill rather than just stepping forward...


    My skill notetag reads;


    <setup action>


    move user: target,


    front center


    </setup action>


    (The frames would go after front center? but i get the same error with or without them. I have no idea if this is required)


    In any case, when using the skill in battle the game crashes,


    TypeError


    Cannot read property 'toUpperCase' of udefined



    Try this: 

    Code:
    <target action>
    motion swing: user
    move user: target, front base, 5
    wait for movement
    action animation
    wait for animation
    action effect
    </target action>
  10. alastordeathscythe said:
    I did change it to Whole action, but now it doesn't do any damage. 



    You forgot the "action effect". Without that line, your action sequence will never process the damage formula on your skill. 
  11. Is there a way to make a skill where the user will keep performing the action, receiving a costant MP deduction (for example, 50), and will only stop performing the action when his MP becomes lower than 50? All in the same turn?
  12. delete post please
  13. How do I detect a user's ID?
  14. Grrrr... I hate making Action sequences, they never work the way I want! I hope that tool from Vaelen Nox is finished soon....


    Can someone please help me ><


    I want to make a really simple sequences:


    The actor jumps high to the target , somewhere around his head and slashes  his sword down. Thats all. 


    And this is my sequence:


    <setup action>
    display action
    perform start
    jump user : 120, 30
    move user : forward, 120, 30
    motion swing: user
    animation 158: target
    </setup action>




    Can someone please help me :/
  15. Iliketea said:
    Grrrr... I hate making Action sequences, they never work the way I want! I hope that tool from Vaelen Nox is finished soon....


    Can someone please help me ><


    I want to make a really simple sequences:


    The actor jumps high to the target , somewhere around his head and slashes  his sword down. Thats all. 


    And this is my sequence:



    <setup action>
    display action
    perform start
    jump user : 120, 30
    move user : forward, 120, 30
    motion swing: user
    animation 158: target
    </setup action>




    Can someone please help me :/



    Try: 

    Code:
    <setup action> 
    display action
    perform start
    </setup action>
    
    <target action>
    jump user : 120, 30
    move user : forward, 120, 30
    wait for jump
    motion swing: user
    animation 158: target
    ani wait: 5
    se: Earth5
    shake screen: 3, 9, 10
    wait for animation
    action effect
    </target action> 
    
    <follow action>
    move user: home, 60
    wait for movement
    </follow action>
    
    <finish action>
    clear battle log
    </finish action>
  16. Sorry, I double posted.
  17. Iliketea said:
    Grrrr... I hate making Action sequences, they never work the way I want! I hope that tool from Vaelen Nox is finished soon....


    Can someone please help me ><


    I want to make a really simple sequences:


    The actor jumps high to the target , somewhere around his head and slashes  his sword down. Thats all. 


    And this is my sequence:



    <setup action>
    display action
    perform start
    jump user : 120, 30
    move user : forward, 120, 30
    motion swing: user
    animation 158: target
    </setup action>




    Can someone please help me :/



    Here's my version:
     

    <Target Action>
    hide battle hud
    jump user: 500, 40
    move user: target, base, 25
    wait for movement
    camera focus: user
    zoom: 200%, 10
    camera offset: left, 100
    motion swing: user
    perform action
    shake screen: 9, 9, 60
    action animation: target
    wait for animation
    camera focus: user
    zoom: 250%, 20
    action effect: target
    death break
    perform finish
    clear battle log
    </Target Action>
    <follow action>
    wait: 20
    show battle hud
    </follow action>
  18. Iliketea said:
    @alastordeathscythe & @cekobico


    Thank you so much you too ><


    I will never understand action sequences...

    It does takes a lot of reading but once you get how things work, it's only a matter trial-and-error-until-it-works xD
  19. Has anyone had this problem...  My action sequence will start [the camera starts to zoom] then it stops, mid zoom, does the default skill motion - skill attacks - then it finishes the action sequence hitting the enemy twice [once for the default attack and again for the action sequence{AS hits even if the enemy died the first time}].


    Here's the Action Sequence if it helps:


    <setup action>
    camera focus: user, center, 30
    zoom: 120%, 30
    perform start
    wait for zoom
    hide battle hud
    </setup action>
    <target action>
    MOTION CHANT: user
    ZOOM: 180%, 30
    hide battle hud
    wait: 15
    animation 136: user
    wait for animation
    motion thrust: user
    CAMERA FOCUS: target, CENTER, 10
    wait for camera
    action animation: target
    animation wait: 4
    action effect: target
    wait for animation
    </target action>
    <finish action>
    wait: 3
    reset camera: 20
    reset zoom: 20
    perform finish
    wait for zoom
    show battle hud
    </finish action>


    I thought it was the "perform start" command, but there was no change at all.