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

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Started by Blue001 2126 posts Page 34 of 107 View original ↗
  1. MrPurpleDreadlocks said:
    animation 199 and 200 are custom. They are just used for teleport.


    Here's the screenshot: 





    Ah, ok, Thanks !!! so ... both have only the "flash" effect ???


    And for the animation 122 ???
  2. Lionheart_84 said:
    Ah, ok, Thanks !!! so ... both have only the "flash" effect ???


    And for the animation 122 ???

    It's custom.
  3. So I have a skill, Storm of Blades, that strikes 12 random targets, though in intervals of 4. For some reason it strikes an additional 4 times after the entire sequence is completed.


    The timing of the skill needs work, but you'll get the idea from this video.








    Spoiler
    <targets: 4 random foes>


    <whole action>


    move user: all opponents, front center, 20


    wait for movement


    action effect


    animation 150: user


    attack animation: target


    move user: all opponents, head, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, back center, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, base, 5


    animation 150: user


    attack animation: target


    move user: all opponents, front center, 5


    wait for movement


    action effect


    animation 150: user


    attack animation: target


    move user: all opponents, head, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, back center, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, base, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, front center, 5


    wait for movement


    action effect


    animation 150: user


    attack animation: target


    move user: all opponents, head, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, back center, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, base, 5


    wait for movement


    animation 150: user


    attack animation: target


    move user: all opponents, front center, 5


    wait for movement


    animation 154: targets


    </whole action>


    <follow action>


    wait for animation


    </follow action>
  4. Servidion said:
    So I have a skill, Storm of Blades, that strikes 12 random targets, though in intervals of 4. For some reason it strikes an additional 4 times after the entire sequence is completed.



    try add,


    <target action>


    </target action>


    and check what is the target in the skill database.
  5. emelian65 said:
    try add,


    <target action>


    </target action>


    and check what is the target in the skill database.

    Target action fixed the problem. Thank you very much!
  6. I made one for the "Strong Attack" skill, but it could be used for any attack.


    <setup action>
    display action
    cast animation
    wait for animation
    hide battle hud
    opacity not focus: 0, 20
    wait for opacity
    immortal: targets, true
    </setup action>

    <target action>
    fade out: 30
    wait: 30
    camera focus: user
    zoom: 500%, 10
    wait for zoom
    wait: 30
    fade in: 7
    wait: 60
    move user: forward, 1000, 10
    wait: 10
    fade out: 30
    wait: 31
    move user: backwards, 1000, 10
    camera focus: target
    zoom: 500%, 10
    wait: 50
    fade in: 10
    wait: 100
    move user: target, front, 3
    wait for movement
    motion swing: user
    wait: 5
    action animation
    wait: 5
    action effect
    shake screen: 6, 6, 30
    wait: 5
    move target: backwards, 3000, 20
    wait: 20
    fade out: 40
    wait: 40
    camera focus: user
    move user: home, 100
    fade in: 10
    wait: 30
    motion evade: user
    opacity user: 0%, 30
    wait for opacity
    wait: 20
    opacity user: 50%, 20
    move target: home, 5
    motion evade: user
    wait: 20
    motion victory: user
    wait: 60
    fade out
    wait: 60
    show battle hud
    opacity not focus: 100%, 1
    opacity user: 100%, 1
    zoom: 100%, 1
    fade in: 10
    immortal: targets, false
    death break
    </target action>


    So, it zooms into the user, before he dashes forward. Afterwards, it switches over to the enemy ( still zoomed ) and you appear in front of it and hit it with a powerful attack sending it backwards. I made a motion for him coming back, but that part can be removed.
  7. Hi, I´ve started using action sequences and I suck soooooo much...


    I just want to create a really simple sequence where the character jumps really high (you know, float 1000%) and then that character lands on top of the enemy, bounces on top of him once and then goes back to where that character originally was.


    I just can´t do this and I think that this should be really easy to do, please, can someone lend me a hand?
  8. PandaPoru said:
    Hi, I´ve started using action sequences and I suck soooooo much...


    I just want to create a really simple sequence where the character jumps really high (you know, float 1000%) and then that character lands on top of the enemy, bounces on top of him once and then goes back to where that character originally was.


    I just can´t do this and I think that this should be really easy to do, please, can someone lend me a hand?



    <target action> 


    move user: target, head base, 30


    jump user: 1000%, 30


    wait for movement


    action animation


    action effect


    wait: 5 // remove this line if you want your actor to immediately jump back to home position after landing damage


    move user: home, 30


    jump user: 130%, 30


    wait for movement 


    wait for animation


    </target action> 


    @guyhi did you learn that from Vibrato? :p
  9. Yeah, kinda :p
  10. Question. So I have attack setup as this for attacking motion:


    <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>


    I want to keep this formula, except I don't want the range users to use this exact method. Instead, I want them to use the default method and stay in position while attacking. Is there a way to where I can input in this code that this only applies to melee users and not range?
  11. Aurawhisperer said:
    Question. So I have attack setup as this for attacking motion:


    <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>


    I want to keep this formula, except I don't want the range users to use this exact method. Instead, I want them to use the default method and stay in position while attacking. Is there a way to where I can input in this code that this only applies to melee users and not range?



    This might work:


    <Target Action>
    if user.attackMotion() !== 'missile'
    Move user: target, front center, 5
    else
    wait for movement
    motion swing: user
    perform action
    action animation: target
    wait for animation
    action effect: target
    perform finish
    </Target Action>


    I'm using Yanfly's example of the basic attack. Let me know if it does, I'm not currently able to test it myself.
  12. Taemien said:
    This might work:



    <Target Action>
    if user.attackMotion() !== 'missile'
    Move user: target, front center, 5
    else
    wait for movement
    motion swing: user
    perform action
    action animation: target
    wait for animation
    action effect: target
    perform finish
    </Target Action>


    I'm using Yanfly's example of the basic attack. Let me know if it does, I'm not currently able to test it myself.

    I can confirm this does work! Though need to include the rest under the if statement in order for full execution. As such...


    <Target Action>


    if user.attackMotion() !== 'missile'


    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


    else


    wait for movement


    motion swing: user


    perform action


    action animation: target


    wait for animation


    action effect: target


    perform finish


    </Target Action>
  13. Aurawhisperer said:
    I can confirm this does work! Though need to include the rest under the if statement in order for full execution. As such...


    <Target Action>


    if user.attackMotion() !== 'missile'


    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


    else


    wait for movement


    motion swing: user


    perform action


    action animation: target


    wait for animation


    action effect: target


    perform finish


    </Target Action>



    Don't give me credit. That's just a modification of Yanfly's code from earlier in the thread (which I think got muddled up after the forums changed) for the basic attack. I figured a modified version would suit your needs. And its outstanding that you posted the full one. That'd help others with similar issues to see how those if/than/else conditions work.
  14. Lastly, I want to modify to where it's only the player is able to execute motion attacks and not the enemy AI. User seems like to be a broad term
  15. Aurawhisperer said:
    Lastly, I want to modify to where it's only the player is able to execute motion attacks and not the enemy AI. User seems like to be a broad term

    Try using


    If user.isActor && user.attackMotion() !== 'missile'


        bla bla


    Else


        bla bla


    End


    Maybe....  I'm pretty new to this.
  16. ^ yep. WIthout the "End" line, If Else behavior might be ignored on one condition or the other. 
  17. Hoping for a little help here. I'm trying to make a spell that hits one main enemy then 2 random enemies, but with only the one animation on the main enemy as it's kind of a shrapnel-esque explosion type thing. So far, it's working to the extent that it hits one target then 2 randoms, but it's playing the animation on every enemy hit. Anyone know how to fix this? Here is what I have so far:

    Spoiler
    <target: target 2 random foes>


    <setup action>


    immortal: targets, true


    </setup action>


    <whole action>


    motion chant: user


    animation 0149: user


    wait for animation


    motion spell: user


    motion wait: user


    animation 0121: target


    wait for animation


    action effect


    wait: 30


    death break


    </whole action>


    <target action>


    </target action>


    <follow action>


    </follow action>


    <finish action>


    perform finish


    </finish action>



    In the skill, I have scope set to 1 Enemy. I have tried many different combinations of action sequences and different skill scopes. Any help is much appreciated!


    Edit: The first animation is a cast animation on the user.
  18. firestalker said:
    Try using


    If user.isActor && user.attackMotion() !== 'missile'


        bla bla


    Else


        bla bla


    End


    Maybe....  I'm pretty new to this.

    I can confirm that:


    <Target Action>


    If user.isActor && user.attackMotion() !== 'missile'


    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


    else


    wait for movement


    motion swing: user


    perform action


    action animation: target


    wait for animation


    action effect: target


    perform finish


    </Target Action>


    Does not work. The Enemy AI still motions
  19. I have some advice for people trying to understand how this flow works.


    There is a very nice tutorial by Echo607 and she puts all of this into very nice perspective.


    If you follow along with her and code out the animation she has put forth, it really helps to understand what all these commands can do, and even learn a couple that


    aren't listed in the help file.