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

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Started by Blue001 2126 posts Page 38 of 107 View original ↗
  1. Mako Star said:
    @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>

    I'm sorry, but you must have misunderstood me. The only thing I want to happen is what's in the formula. However, what's happening is that the attack is being executed without the character movement, and then it happens again immediately, but with character movement. This is a huge problem for me, because the skill itself is a skill that has a chance to Confuse the enemy, so this glitch is basically giving it double the chance to Confuse that it's supposed to have. I don't want that to happen. All I want to happen is that the attack is executed once, with the character movement. I hope that made sense. Can you help me with that?
  2. Munkee said:
    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>





     






     



    I just checked the skill-code, and it's working as you intended for me, the user perform a series of jumps and then lands and the skill hits, nothing strange is happening, nor there is a second hit.


    Why don't you take a screenshot of the skill in the database, maybe you choose a wrong option, or maybe you added something else in the code.
  3. @emelian65 Here you go. I also included a GIF of what happens when I use the skill. 99f9ed0e97ca635fdedfdd35f4036a7d.pngea4a3d8c25255eb55984d00745ced8ac.gif
  4. @Munkee


    Ok... I don't want to sound like an rear end in a top hat, but the problem is pretty obvious as far as I can see.


    Skill Scope


    You have skill scope on 'all enemies'


    all enemies = attack all enemies


    1 enemy = attack one enemy


    etc...


    Know if you actually want the skill to hit all enemies then you shouldn't use.


    <target action>


    </target action>


    but 


    <whole action>


    </whole action>
  5. @emelian65 That worked! Thank you so much, this was causing some serious problems for me. =)
  6. Gubump said:
    You need to have Yanfly's Element Core. Inside of the target action, inside of the checks, before "action effect," write "force element: x" where x is the Id of the specific element. This will overwrite all other elements and change the element of the attack to the element with Id x.

    Thanks. Element core was released a week or so after I submitted the post. It was a valid question at the time, I swear. :)
  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.



    $gameParty.members()[x].actorId() returns the actorId of the party member in slot x. Use an eval tag to get that value, and put it in a variable or something to reference in the action sequence. I'm not sure how to use it in the actual sequence, but the info is there.
  8. ramza said:
    $gameParty.members()[x].actorId() returns the actorId of the party member in slot x. Use an eval tag to get that value, and put it in a variable or something to reference in the action sequence. I'm not sure how to use it in the actual sequence, but the info is there.



    IF user == $gameActors.actor(actorId)


    Is the code that was suggested earlier and it worked like a charm.
  9. Hey, can someone help me with a magic attack sequence? I'm currently having trouble having the animation play of said magic without the note tag commands. Is there something that I'm missing in order to get the cast animation to play (powerup 2 I think) and then (in this case) fire animation to play without using the "animation: x" note tag?


    Here's what I currently have:


    <setup action>


    opacity not focus: 0%


    wait opacity


    perform action


    animation 51: user


    wait for animation


    </setup action>


    <target action>


    animation 66: target


    wait for animation


    </target action>


    <finish action>


    action effect


    perform finish


    opacity not focus: 100%


    wait opacity


    </finish action>
  10. @Luxray_Gaming Yes. Add Motion Chant: User below Perform Action
  11. @cekobico


     I'm not sure that's what he meant... and


    @Luxray_Gaming 


    In the moment you use <steup action></setup action> all default movement and casting sequence done, before the skill is performed, is replaced by what is inside the code, if you don't want to add the animation X: user for each spell thenyou'll have to get rid of the setup action.
  12. Hi there,


    I have a question to which there is probably a quite easy answer… but I just can't get it right.


    I have a skill that is supposed to target all enemies.


    As I'm obviously using Yanfly's BattleEngineCore animations are not staggered for multiple enemies. However, playing the animations simultaneously messes up the sound (it gets all crunchy).


    So I thought, let's have it target several random enemies, to get the staggered animations back.


    Now however, the skill can target an enemy more than once, which makes the skill too powerful against singe enemies. 


    My question is:


    - Is there a way to stagger the animation played for each enemy if the scope of a skill is "all enemies"?


    OR


    - Is there a way to make a "X random enemies"-scope skill target each enemy only once? 


    Both ways would solve the issue. 


    Thanks a lot and have a great day  :)
  13. My  FFRK Ramza Shout :

    <setup action>


    HIDE BATTLE HUD


    play SE: Dragoon_Jump


    move user: forward, 48, 12


    jump user: 160%


    move user: forward, 68, 12


    wait for jump


    play SE: Land


    wait:20


    CAMERA FOCUS: user, head


    ZOOM: 210%, 30


    face user: home


    wait:80


    animation 40: user, mirror


    play SE: SoulBreakUse


    MOTION Victory: user


    wait for animation


    animation 133: user, mirror


    animation 120: user, mirror


    Play se: Wind


    MOTION Damage: user, mirror


    wait for animation


    wait: 100


    MOTION VICTORY: user


    animation 134: user, mirror


    wait for animation


    reset zoom


    </setup action>


    <target action>


    wait: 30


    ADD atk BUFF: target, show


    ADD atk BUFF: target, show


    ADD agi BUFF: target, show


    animation 12: target, mirror


    show battle hud


    </target action>



    For the most part, it is impossible to recreate the background as seen in the actual move but I think via animations, you are able to  make the background dark.


    If anyone knows how to do it better, tell me. I'd like to use that instead.
  14. @Mega Man Volnutt call a common event to save battleback and then change battleback; at the end of skill sequence, call another common event to restore battleback using Tsukihime's change battleback during battle plugin~
  15. cekobico said:
    @Mega Man Volnutt call a common event to save battleback and then change battleback; at the end of skill sequence, call another common event to restore battleback using Tsukihime's change battleback during battle plugin~

    Could I use a video in the background for my battleback replacement? 
  16. Mega Man Volnutt said:
    Could I use a video in the background for my battleback replacement? 

    I wish it could :(


    If you have the perseverance to do it, you can output the video into image sequences;


    and then repeatedly spam :


    Change Battleback: Frame01


    Wait: 1 frame


    Change Battleback: Frame02


    Wait: 1 frame


    Change Battleback: Frame03


    Wait: 1 frame


    ...


    ...


    and so on. 


    I gave up at around Frame11 for my own animation background >_< 
  17. I Edited my post, because I've found more about what's going on.
     
    I'm making a game with an evented button action command system. I want the skill to activate the common event for the button action command, then afterwards, deal damage depending on whether or not the player was successful. I'm using both the YEP_X_ActSeqPack1 and YEP_SkillCore along with their required plugins. I used this in a note tag:
     


    Skill #1 will be used when you select
    the Attack command.
     
    <Before Eval>
    console.log("Before Eval");
    if ($gameSwitches.value(9)) {
    console.log("Switch 9");
    if (target.isEnemy()) {
    console.log("Targeting Enemy");
    value *= 2
    } else {
    console.log("Targeting Ally");
    value /= 2
    }
    }
    </Before Eval>
     
    <whole action>
    common event: 10
    </whole action>



     
    I'm want the skill core to test whether the switch 9 is on and if so, change the damage value, but I seem to be doing it wrong. The common event isn't running, and if I use the debug to set switch 9 on before the battle starts, the console log shows that the switch is on and that an enemy or ally is being targeted, but the "value *= 2" and "value /= 2" parts aren't working.
  18. I have an issue with an action sequence that is probably simple. I am trying to have a slash-all skill, where the actor attacks with their weapon, and a slash animation hits all enemies at the same time, and they take damage at the same time.


    The problem is that the skill repeats once for every enemy, even though I have no repeats set. I have the scope at all enemies; when I select one enemy or none, it works fine, but i want the scope to be all enemies so the player can see everything is targeted.


    These are the notetags I use.


    <target action>


    MOTION ATTACK: user


    wait: 30


    action animation: opponents


    wait: 30


    action effect: opponents


    <\target action>


    If anyone knows how to fix this, I would very much appreciate it.
  19. TheGreatKingPiccolo3 said:
    I have an issue with an action sequence that is probably simple. I am trying to have a slash-all skill, where the actor attacks with their weapon, and a slash animation hits all enemies at the same time, and they take damage at the same time.


    The problem is that the skill repeats once for every enemy, even though I have no repeats set. I have the scope at all enemies; when I select one enemy or none, it works fine, but i want the scope to be all enemies so the player can see everything is targeted.


    These are the notetags I use.


    <target action>


    MOTION ATTACK: user


    wait: 30


    action animation: opponents


    wait: 30


    action effect: opponents


    <\target action>


    If anyone knows how to fix this, I would very much appreciate it.



    The true is that this particular question is time, and time again brought up, and I'm sure I'm not the only one that is skowly getting tired of it, although I won't deny thta that I alaso had problems with it.


    If you want the skill to hit all targets then you MUST use


    <Whole Action>


    </Whole Action>


     Instead of


    <Target Action>


    </Target Action>


    Now then, if for some reason the skill keeps repeating then you should leave in the notebox an empty.


    <Target Action>


    </Target Action>


    But if your skill action is set to target all enemies then you shouldn' have a this problem
  20. Thank you! I tried your fixes and it worked. Sorry if the question was very repetitive.