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

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Started by Blue001 2126 posts Page 35 of 107 View original ↗
  1. Aurawhisperer said:
    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

    You don't have to put it in the sequence, just make a copy of the skill without the sequence and have the enemy use that.
  2. ThePotatoOfFire said:
    You don't have to put it in the sequence, just make a copy of the skill without the sequence and have the enemy use that.

    How though? One cant make a attack method over another.
  3. Aurawhisperer said:
    How though? One cant make a attack method over another.

    Unless you're doing something different, you can just change the basic attack skill of an enemy in Enemies->Action Patterns. If you're using the Action Sequence to execute special conditions(i.e. element change) you can still write that in the <Target Action> tag, just leave out the movement commands.
  4. I'm having a problem getting this action command to work right:

    Spoiler
    <target action>


    move user: target, front center, 10


    jump user: 50, 10


    wait for movement


    move user: target, back center, 10


    wait for movement


    face target: user


    wait: 4


    move user: target, front center, 10


    wait for movement


    face target: user


    wait: 4


    move user: target, back center, 10


    wait for movement


    face target: user


    wait: 4


    move user: target, front center, 10


    wait for movement


    face user: target


    wait: 4


    if user.agi > target.agi


    wait: 16


    motion attack: user


    action animation


    jump target: 50, 15


    wait for jump


    else


    face target: user


    wait: 16


    motion attack: user


    action animation


    end


    action effect


    wait for effect


    perform finish


    </target action>



    The attack is designed to deal extra damage based on the agility difference between the user and target.  It works as intended EXCEPT for the face target commands.  The goal is to have the enemy turn around, but it isn't.  Is this possible, and if so, what am I doing wrong?
  5. Hello there, 


    I have a problem like everybody here :D


    Is there a way to check with if else conditions, that the actually skill hits the target. If the enemy evade the hit animation still be show. But i want that the animation only will be shown if the target really get damage.


    Such the same thing with my poison shot. I want to check that to 10% the enemy get poisned. If the enemy get poisend than should be the poison Animation show. 


    I hope u understand what i mean :D


    Many thanks
  6. @styx92 It is possible if you set it up as a conditional branch with a common event on the skill that is being used.


    I may be wrong but that would make most sense to me.
  7. Hello guys.


    I'm trying to resolve a problem i have for now maybe 2,3, i'm stuck to develop my game.


    I wish -simply- an battle voice plugin.


    There's one, pretty good -battle cry from mog hunter-, but, obviously, it's not compatible with the great battle engine core from yanfly.


    And i'm still very surprise nobody resquest a way to customise battle voice. So i guess it's possible to make with battle engine core.


    But i dont know.


    I found a way -as every one- to play a SE in an action. But if my actor 1 is male and actor 2 is female and both they use basic skill "attak", i dont know how to edit the sequence to force to play a specific sound for actor 1, and another for actor 2 (and actor X).


    Just like if they have their own voices.


    Also, i could be great to add random multiple cry/shout for same skills. Each for specific actor, even they use the same skill.


    I'm waiting for yanfly release a battle voice/face customisation, but it sound like it's not request at all, and maybe he will never release it.


    So i would like to found a way. I'm very noob for use battle action sequence. I just did a way to come and jump on target for a try. It's great. I dont want to remove battle engine core.


    Is there tutorial or something showing all with exemple some code and their effect?


    It's exactly as damage formula, and other formula, there's so much i did not know it's possible to make this or that.


    I think it's the same here.


    Maybe there's an code to play a SE randomly by actor. Maybe? If yes, it could help me...........so much. ♥


    Thanks guys and have a nice day :)
  8. Skunk said:
    @styx92 It is possible if you set it up as a conditional branch with a common event on the skill that is being used.


    I may be wrong but that would make most sense to me.

    This is possible for the poison shot, i think. But i dont want to create a common event for every skill to check if the enemy evaded :(


    There must be a condition like


    If target evaded than ....


    else


    this
  9. Axyal said:
    Hello guys.


    I'm trying to resolve a problem i have for now maybe 2,3, i'm stuck to develop my game.


    I wish -simply- an battle voice plugin.


    There's one, pretty good -battle cry from mog hunter-, but, obviously, it's not compatible with the great battle engine core from yanfly.


    And i'm still very surprise nobody resquest a way to customise battle voice. So i guess it's possible to make with battle engine core.


    But i dont know.


    I found a way -as every one- to play a SE in an action. But if my actor 1 is male and actor 2 is female and both they use basic skill "attak", i dont know how to edit the sequence to force to play a specific sound for actor 1, and another for actor 2 (and actor X).


    Just like if they have their own voices.


    Also, i could be great to add random multiple cry/shout for same skills. Each for specific actor, even they use the same skill.


    I'm waiting for yanfly release a battle voice/face customisation, but it sound like it's not request at all, and maybe he will never release it.


    So i would like to found a way. I'm very noob for use battle action sequence. I just did a way to come and jump on target for a try. It's great. I dont want to remove battle engine core.


    Is there tutorial or something showing all with exemple some code and their effect?


    It's exactly as damage formula, and other formula, there's so much i did not know it's possible to make this or that.


    I think it's the same here.


    Maybe there's an code to play a SE randomly by actor. Maybe? If yes, it could help me...........so much. ♥


    Thanks guys and have a nice day :)

    I think the easiest way to do this is create two Skills that called attack and put the SE sound in there.


    There is certainly a way to write a condition for that, but i would try it so.


    About your random pool for BattleCrys or something you can create an common event with a variable in it and click on random. Choose how many numbers you need and than put at the next step in your skill note:


    if
    $gameVariables.setValue(var, value);


    bla bla bla


    else


    bla bla bla


    i hope it works :D


    and sorry for douple posting :(
  10. styx92 said:
    I think the easiest way to do this is create two Skills that called attack and put the SE sound in there.


    There is certainly a way to write a condition for that, but i would try it so.


    About your random pool for BattleCrys or something you can create an common event with a variable in it and click on random. Choose how many numbers you need and than put at the next step in your skill note:


    if $gameVariables.setValue(var, value);


    bla bla bla


    else


    bla bla bla


    i hope it works :D


    and sorry for douple posting :(



    I'm not sure to understand. You mean create attak skill for actor male and attack skill for actor female?


    My project is going to have 8+ actors. And a quantity of skills (i'm using yanfly class system+sub class).


    There's no specific skills for actors.


    Each actor can learn -later- any skill if they just change class. Or if they use as sub class.


    But i appreciate your help! Or maybe i dont understand. But as far you know, there's not formula to add a voice/shout for an actor dealing damage? No matter the skills, the idea is to create a kind of battle voice. With battle engine. Cause it's not compatible with existing battle cry plugins. Sadly.....


    Here's an exemple video youtube


    You can try this plugin. You will notice voice introduction, or voice when damage work. But for attack or play skill, battle engine core mute it.
  11. If you dont want to create the same system for each character, just make ONE and copy it with its base settings, paste it a few times and change each one PER actor.
    Not anywhere near as tedious 
  12. hello yanfly or whoever, sorry for my English but i need scritp for help with a special skill.


    I have a skill that launched three settings randomly skills.
    I'm not good with programming, using math.randon and things I could not control the scrip you my ability.



         <Before Eval>
         for (var i= 0; i < 3; ++i) {


         if (i==1)


              animation 123: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
             end
         if (i==2)


              animation 124: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
             end


         if (i==3)  


              animation 125: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
              i = 0
            end
          }
         </Before Eval>  
  13. @gerardthenord


    This code looks very strange to me, are you using some sort of translated plugin in spannish?


    <Before Eval>
         for (var i= 0; i < 3; ++i) {


         if (i==1)


              animation 123: target
              wait for animation
              camera offset: rigth,50 
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
             end
         if (i==2)


              animation 124: target
              wait for animation
              camera offset: rigth,50 
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
             end


         if (i==3)  


              animation 125: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
              i = 0
            end
          }
         </Before Eval>  
  14. no, no sorry..I'm using the default yanfly plugin.
    what the camera just skip ...
    I meant the randomn formula, not if be fine or I'm using the wrong sequence.


       for (var i = 0; i <3; ++ i) {
          if (i == 1)
           if (i == 2)
       if (i == 3)
          i = 0.

  15. I feel like real jerk, but I honestly don't understand what it is you are asking.
  16. Skunk said:
    sorry..or better, if you want you can give me a suggestion to invoke three random skills in one


    umm .. I have expressed good or am horribly wrong with my English   :(
  17. Looks like someone else was trying to do this as well but NO ONE was able to come up with an answer.


    I know there was a script for it for vx ace, but with MV and how new it is... It doesn't look like it would be an "easy" thing to do.


    I'd suggest looking at ALL of the documentation from yanfly and see if there is anything you would be able to change to make it work.


    Alternatively you might be able to ask someone in the resource request section to help you create a plugin for this.
  18. Skunk said:
    Looks like someone else was trying to do this as well but NO ONE was able to come up with an answer.


    I know there was a script for it for vx ace, but with MV and how new it is... It doesn't look like it would be an "easy" thing to do.


    I'd suggest looking at ALL of the documentation from yanfly and see if there is anything you would be able to change to make it work.


    Alternatively you might be able to ask someone in the resource request section to help you create a plugin for this.



    if I have also seen Thank you, although if the system sequences could serve.
    I just could complete one turned me but it's way too Variable ..


    //star randomn skill hability----



         if Math.randomInt(3)+1 <= 2


              animation 123: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
         
         else


           if Math.randomInt(4)+1 <= 3
              animation 124: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect


              else  


              animation 125: target
              wait for animation
              camera offset: rigth,50
              <damage formula>
              value = user.mat * user.level +50;
              </damage formula>
              add state 11: target
              add element: 2
              action effect
       
              end
      
         end


    >_> (Sigh) Well I'll have to reveal my top secret project quisas send a video as it is in alpha phase
  19. Skunk said:
    If you dont want to create the same system for each character, just make ONE and copy it with its base settings, paste it a few times and change each one PER actor.
    Not anywhere near as tedious 

     I cant.


    Or i'm not sure to understand by i'm also very new to this.


    I said: there will be many class and sub class. There's no specific skill for actor. I cant create a skill (double-attack) for example, and paste/copy it 8 times for add a Se with different voice. It's not 8 differents skills.


    The skill have an unic ID.


    How could i do, Mr A learn double attack with warrior class and got his voice, Miss B learn double attack with warrior classe, but it sound Mr A voice. the classe give -one skill- when actor reach a certain level.


    i have to create 8 times the same class and skills just for customize the SE sound when acting?


    And seal class by actor even if they are the same, just to have similar skills/actions using a different SE..?


    No no no that cant be so complicate. I have 18 class, and i will count 8-15 skills by class.


    There's no formula to play a SE -or multiple randomly- in action and skills for a specific actor?


    If you guys check just 10 first second video (dont mind the ugly anime in battle, just focus on sound randomly played by actors when acting),


    you could understand what i'm looking for. Please.


    Battle without voice are so poor and dead.


    It's like a battle without sound.


    ....to me ^^'
  20. Axyal said:
    Hello guys.


    I'm trying to resolve a problem i have for now maybe 2,3, i'm stuck to develop my game.


    I wish -simply- an battle voice plugin.


    There's one, pretty good -battle cry from mog hunter-, but, obviously, it's not compatible with the great battle engine core from yanfly.


    And i'm still very surprise nobody resquest a way to customise battle voice. So i guess it's possible to make with battle engine core.


    But i dont know.


    I found a way -as every one- to play a SE in an action. But if my actor 1 is male and actor 2 is female and both they use basic skill "attak", i dont know how to edit the sequence to force to play a specific sound for actor 1, and another for actor 2 (and actor X).


    Just like if they have their own voices.


    Also, i could be great to add random multiple cry/shout for same skills. Each for specific actor, even they use the same skill.


    I'm waiting for yanfly release a battle voice/face customisation, but it sound like it's not request at all, and maybe he will never release it.


    So i would like to found a way. I'm very noob for use battle action sequence. I just did a way to come and jump on target for a try. It's great. I dont want to remove battle engine core.


    Is there tutorial or something showing all with exemple some code and their effect?


    It's exactly as damage formula, and other formula, there's so much i did not know it's possible to make this or that.


    I think it's the same here.


    Maybe there's an code to play a SE randomly by actor. Maybe? If yes, it could help me...........so much. ♥


    Thanks guys and have a nice day :)





    I'm pretty sure you can do this with action sequences. It'd require a little bit of work using if/than/else statements in each skill that has a voice.


    But how it would work is you'd check to see the actor user ID of the skill and then apply the sound file by the actor. Something like:


    IF Actor = 1
    THAN Play attacksound.wav
    IF Actor = 2
    THAN Play attacksound2.wav
    ELSE Play attacksound3.wav
    ENDIF


    This NOT the code you would use, its just pseudo code to get the general idea. But you'd have to check for each and every actor you have and then assign a sound file for each one. Then do this in each skill. I don't know if we can use case statements.. that'd be much easier than if/than/else.. and much cleaner looking.


    I'm actually interested to see how it would work myself. I'll be working on it. but I can't promise anything till this weekend. Thanks for bringing it up voices with actions, its a feature I've been wanting to make for a project and totally forgot about.