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

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Started by Blue001 2126 posts Page 37 of 107 View original ↗
  1. omega9380 said:
    I need to create a spell that works like the Nul spells from FFX (and others).  The way these work is the spell negates the damage from the next spell that has that element.  For example, if the player casts NulBlaze on a party member, the next time the member is hit by a fire spell, that damage is 0.  NulBlaze is then removed.  I'm looking for ideas on how best to implement this in my game.  


    I think I can do it using Yanfly's Action Sequence packs.  The pack has a function that will remove state.  I need to write an If statement to check if the target has the NulBlaze state, then negate the damage and remove the state.  Would this work?  If so, can I get some assistance on the If statement?  Thanks a bunch!!





     






     







     



    Hey I'm sure you can implement it, but not using actions sequences.


    Tips & Tricks – Freeze (Final Fantasy 9)


    This one shows the code to make a state that reacts to a certain element at the moment of impact, you just have to adjust the state on the database.


    _________

    VenTene said:
    Hey guys, just a quick question about animations in use with the system.



    <setup action>

    display action

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

    camera focus: target
    zoom: 150%, 20

    camera offset: right, 50


    else

    camera focus: user
    zoom: 250%, 20
    wait: 20
    camera focus: target
    zoom: 150%, 20
    camera offset: right, 50

    end

    immortal: targets, true
    </setup action>

    <target action>

    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end


    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation

    action effect
    wait for animation
    wait for movement
    wait: 5

    </target action>




    I currently use this standard code and I made an slash animation with some dark type elements, however it shows the normal attack animation.


    I double checked if I selected the right animation and have no idea why it just gives me the standard one.





     






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    You are using


    attack animation


    wich retunr the default attack animation of the system


    you need to use


    action animation


    to return the animation that the skill has on the database or


    animation X: target, (mirror)


    to retunr any animation from the database
  2. Awesome!  That works great for removing the status effect, but how would I go about negating the damage?  I tried the following code, but got an error.  I imagine the syntax I used for target.hpDamage is incorrect, but I cant seem to find a code reference anywhere for this stuff:

    Code:
    <Custom Respond Effect>
      // Get the fire element ID.
      var fire = 2;
      // Check if fire damage is dealt.
      if (this.item().damage.elementId === fire) {
        // Get the status effect ID.
        var stateId = 10;
        // Remove the status effect from target.
        target.removeState(stateId);
        target.hpDamage(0);
    }
    </Custom Respond Effect>
  3. Nevermind!!  I got it.  I had to replace


    target.hpDamage(0);


    with


    target.result().hpDamage = 0;


    and it worked!!  Thanks for the help!
  4. Ok, I have asked this for a long time, does anyone in here knows how to change the code that Yanlfy used in the Tips & Tricks Libra, to also show, State Resistance and Element Reflect rate?


    Tips & Tricks – Libra && Plugin Updates 41


    This is the video.


    I was able to make the skill also show an actor stats and info, but that is pretty easy as to change two or three things...
  5. cekobico said:
    instead of using Action Sequence, why not use this:


    https://atelierrgss.wordpress.com/rmv-battle-cry/



    That's definitely a solution.


    However... I'd still like to know how to check if a User is a particular Actor. Not just for voices, but for other action sequences. Say I have Actor 1 who has a particular.. color flavor. Could be because of element they are attuned to or whatever the lore states.. could just be for visual. It'd be nice if I could attach that to particular actions without having to have them have their own skills.


    This is especially helpful when granted certain bonuses by weapons that can be used by more than one person.


    For example, lets say I have 3 characters, one male and two females. Male has attacks that are red, one female has one that is green and another yellow. When one uses a particular weapon I can have their 'voice' sound like their gender and their attacks be of their color.


    Knowing how to check to see if a User is a particular Actor gives you a lot of options.
  6. @Taemien try IF user == $gameActors.actor(actorId)


    Idk if it works or not. 
  7. Taemien said:
    That's definitely a solution.


    However... I'd still like to know how to check if a User is a particular Actor. Not just for voices, but for other action sequences. Say I have Actor 1 who has a particular.. color flavor. Could be because of element they are attuned to or whatever the lore states.. could just be for visual. It'd be nice if I could attach that to particular actions without having to have them have their own skills.


    This is especially helpful when granted certain bonuses by weapons that can be used by more than one person.


    For example, lets say I have 3 characters, one male and two females. Male has attacks that are red, one female has one that is green and another yellow. When one uses a particular weapon I can have their 'voice' sound like their gender and their attacks be of their color.


    Knowing how to check to see if a User is a particular Actor gives you a lot of options.



    About battle cry plugin from mog hunter:


    Guys it dont work.


    It works when your actors take damages.


    there's an hurt sound (if you put SE for damage) and it works great.


    Sadly for dealing damage, the voice sound (SE for Attack) are cancelled by Battle engine.


    Like a kind of priority that make battle cry plugins off/mute, cause action sequence is in use (and in action sequence, there's no sound for actor using attack/skill or whatever).


    But i invite you guy to have a try, a quick new project, battle cry (use voices in his "data"-beware it's in the plugins pack you can DL in his site- to have voice for damage, hurt, avoid, and more for your 4 actors)+ action sequence and you will notice it work at half. Sadly.


    Not compatible...


    But not crash! That's a good thing.


    And i remember the first version of battle cry was working with battle engine: So make them compatible is maybe the solution.


    On VX ace i remember an script more efficient in this way, playing sound if low damage (20% less) mid damage (20-50%), heavy damage (50%+), and another great customisations for battle voice.


    The dream should be an plugin working and with many way to plays many sounds randomly for many situations ♥!


    Actors and ennemies.


    But upgrade battle engine core to have this voice feature could be great too...


    Or release a plugin for it. (yanfly help?!)


    Anyway, thanks, make a sign if you guys have any compatibility between battle cry+ battle engine.


    GL, HF! (i'm not sure coding is fun, but i wish for you guys :p )
  8. ThePotatoOfFire said:
    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.



    Thing is, I want to involve the movement commands. I'm trying to make the game as dynamic as possible over being static. Thus either make enemies not move and only the players OR what I like to do is to fix the movement, so that the enemies aren't hovering 2 feet in the air while they execute the attack. Not sure why this is becoming an issue with me x.x
  9. Aurawhisperer said:
    Thing is, I want to involve the movement commands. I'm trying to make the game as dynamic as possible over being static. Thus either make enemies not move and only the players OR what I like to do is to fix the movement, so that the enemies aren't hovering 2 feet in the air while they execute the attack. Not sure why this is becoming an issue with me x.x

    You forgot to put "End" under "Perform Finish" in your action sequence in previous pages.


    In fact, why not make another skill with blank notetags and have the name "Attack" for your enemies lol
  10. cekobico said:
    You forgot to put "End" under "Perform Finish" in your action sequence in previous pages.


    In fact, why not make another skill with blank notetags and have the name "Attack" for your enemies lol

    Will that actually work? Duplicate attacks?
  11. Aurawhisperer said:
    Will that actually work? Duplicate attacks?



    I think you're confusing on how enemies attacks are set up. 


    If you don't put Skill 001 (Attack) in enemy's Action Pattern list, they will never ever use it (unless Berserked/Counter). 
  12. Okay, help me out here. I've got a "Limit Break" style skill that does a few hits to one enemy, then one hit to all enemies. Problem is, Whole Action comes before Target Action. I have two questions for this:


    1.) Can Target Action be input before Whole Action?


    2.) If it has to be that order, how can I do this without having the final blow hit one enemy at a time?
  13. ThePotatoOfFire said:
    Okay, help me out here. I've got a "Limit Break" style skill that does a few hits to one enemy, then one hit to all enemies. Problem is, Whole Action comes before Target Action. I have two questions for this:


    1.) Can Target Action be input before Whole Action?


    2.) If it has to be that order, how can I do this without having the final blow hit one enemy at a time?

    I would use 2 skills and have an <After Eval> notetag in the first skill that forces the 2nd part:


    var skill = [id of part 2 skill];


    var target = -1 or -2; //-1 for random target, -2 for same target as this skill; since it hits all targets, it doesn't matter which.


    user.forceAction(skill, target);


    BattleManager.forceAction(user);


    BattleManager.processForcedAction();


    This requires Yanfly's Skill Core: http://yanfly.moe/2015/10/13/yep-8-skill-core/
  14. Gubump said:
    I would use 2 skills and have an <After Eval> notetag in the first skill that forces the 2nd part:


    var skill = [id of part 2 skill];


    var target = -1 or -2; //-1 for random target, -2 for same target as this skill; since it hits all targets, it doesn't matter which.


    user.forceAction(skill, target);


    BattleManager.forceAction(user);


    BattleManager.processForcedAction();


    This requires Yanfly's Skill Core: http://yanfly.moe/2015/10/13/yep-8-skill-core/

    This works, thank you!
  15. <damage formula>
    value = a.atk * 2;
    if (target.isStateCategoryAffected(‘Mode’)){
    value *= 5.0;
    target.removeStateCategoryAll(‘Mode’);
    target.startAnimation(230);
    } else {
    value *= 1;
    }
    </damage formula>


    Hey guys, I've been trying to make a skill that "busts" certain states in my game. I'm trying to use the "State Category" plugin to accomplish this. The above looks like it should work? Yet I only deal 0 damage and the states are not removed. The idea is to remove the states and deal increased damage if they have them, playing a special animation. If they don't have them, it just does the normal attack damage.
  16. So, using the animatedsvenemies plugin:


    I'm trying to make an enemy that uses it's weapon for special attacks, so I want it to use the weapon attack animation when it does it rather than the spell animation. Any idea how to do this?


    (basically they have a basic chain strike attack, but they also have a special attack that trips the target and debuffs them, I want them both to use the chain attack)
  17. nakopi said:
    Never mind, I figured it out. For some reason when using the perform attack sample, it prevented the BattleVoice plugin from performing the sound effect for the actor performing the attack. For those of you who wish to use that plugin with that sample, or just want your characters to make noises when they attack here ya go :p  :


    Hidden Content


    I've added the first five actors, but you can change it to whatever actor id by changing where it says if user.isActor() && user._actorId === (actorid here) without parentheses. 



    you saved my life! so good :)
  18. cekobico said:
    @Taemien try IF user == $gameActors.actor(actorId)


    Idk if it works or not. 



    I was able to try this and it worked perfectly. Thanks for the advice. This opens up some possibilities.
  19. Can somebody please help me? For one of my skills, the skill is executed normally without any of the animations, as if I didn't even have the plugin, and then immediately after, the skill is executed again, but with the animations this time. Anyone know how to fix this? If it helps, here's the formula:


    <target action>


    jump user: 160%, 20


    move user: target, front base, 20


    wait for movement


    jump user: 160%, 20


    move user: target, back head, 20


    wait for movement


    action animation: target


    jump user: 160%, 20


    move user: target, back base, 20


    wait for movement


    jump user: 160%, 20


    move user: target, front head, 20


    action effect


    jump user: 160%, 20


    move user: home, 20


    </target action>
  20. @Munkee Forgive me if I'm wrong, but I understand it as you want him to attack twice, yes? But you only have the action's animations happening once in that sequence.


    So, I'm pretty new to this, but I did make a skill of my own.


    The animation numbers will be wrong in your database, to be sure, but to give you an idea(because I'm unsure of how to make a fancy animated .gif lol, or too lazy)...


    I'll explain how the skill is works.


    So, the good guy, equipped with a pistol, fires up two real quick bullets at the enemy, then charges up to unleash a super chargy bullet BLAM!


    Anyway, it looks like this..

    Spoiler
    <Target Action>


    motion swing: user


    perform action


    motion wait: user


    action animation: target


    wait for animation


    animation 52: user


    wait for animation


    motion swing: user


    perform action


    motion wait: user


    animation 123: target


    wait for animation


    action effect: target


    death break


    perform finish


    </Target Action>