A lot of people on this thread have taken to quoting whole posts in their reply. This is not necessary - especially if the post you are replying to is immediately above yours - and is making the thread slow to scroll through, as well as increasing the time it takes for each page to load.
If you want to be sure that the person you are replying to knows it's them, please use the convention
@username
[then your reply]
Only quote if absolutely necessary.
Thank you.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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@Yanfly, thank you so much for the Character tag. It's made my night coming up with combined attacks.
@Everyone else, keep up the amazing work. I've gotten so many fun ideas from this thread. If I come up with any additional ones I'll post, right now I'm just having fun working with the ones posted so far. -
<setup action>display actionwait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 45motion chant: usermotion wait: userwait: 30camera focus: target, front center, 30wait: 30</setup action><Target Action>motion spell: userwait: 30reset camera: 45wait: 45action animation: targetwait for animationperform finishclear battle logreset zoom: 20reset camera: 20wait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>Fernyfer, why is the animation playing three times?
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@SpellcraftQuill: Is that supposed to hit one enemy or all enemies?
If it's supposed to be all enemies, make sure the database animation you're using isn't set to "SCREEN", and change the <target action> to <whole action> -
How do I specify frames of a battler's motion to last several seconds? (e.g. I want to make animation loop for several seconds)
I only did:
motion motiontype: user
motion motiontype: user
motion motiontype: user
motion motiontype: user
motion motiontype: user
motion motiontype: user
motion motiontype: user
motion motiontype: user
to extend by just a few frames of duration.
EDIT: *I think I will stick with this solution. -
Resolved
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im confused by the commands "perform finish" "action animation" "action effect"??? I didn't see any of those commands in the help file or video...
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I have a question about how to use action common event. I have made a skill where at different parts of it the user says something. I have a total of 3 different events but I'm not sure how to write this in the code or how to specify the name of the event. Also Is it possible to make it so that the skill user faces away from the enemy then jumps instead of move back to the home position? Also is there a way to make it so that the walk animation is peformed when the user is moving to the target instead of the skill animation?
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@Tobbx I am asking how to make it 7 sets of numbers, instead of 3. It is 2 for the first 2 normal shots, then 1 for the 5 hit barrage. I want it to be 5, is there a way to do it?
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I feel like there should be a better way to do this one. This was my attempt at proper dual-wielding, not hitting with both weapons at once like RPG Maker usually does. I used Actor 18 (who is a dummy actor) to store the extra weapon. I wasn't sure what else TO use; I couldn't use JS variables, and trying to use $gameVariables forced me to use nested ifs, which don't seem to work right.
Code:<Setup Action>DISPLAY ACTIONIMMORTAL: targets, TRUEMOVE user: FORWARD, 50, 5WAIT FOR MOVEMENT</Setup Action><Target Action>if user.attackMotion() !== 'missile' JUMP user: 150% MOVE user: target, FRONT BASE WAIT FOR JUMPelse perform startendif user.equips()[0] EVAL: $gameActors.actor(18).forceChangeEquip(0, user.equips()[1]) EVAL: user.forceChangeEquip(1, null) MOTION ATTACK: user MOTION WAIT: user ACTION ANIMATION WAIT FOR ANIMATION ACTION EFFECT: target EVAL: user.forceChangeEquip(1, $gameActors.actor(18).equips()[0]) DEATH BREAKendif user.equips()[1] EVAL: $gameActors.actor(18).forceChangeEquip(0, user.equips()[0]) EVAL: user.forceChangeEquip(0, null) MOTION ATTACK: user MOTION WAIT: user ACTION ANIMATION WAIT FOR ANIMATION ACTION EFFECT: target EVAL: user.forceChangeEquip(0, $gameActors.actor(18).equips()[0]) DEATH BREAKendif !user.equips()[0] && !user.equips()[1] MOTION ATTACK: user MOTION WAIT: user ACTION ANIMATION WAIT FOR ANIMATION ACTION EFFECT: target DEATH BREAKend</Target Action> -
@lonewolph
Have you tried looking at the help file(s)?
Here is the info from YEP_X_ActSeqPack1.js
PERFORM FINISH
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* Causes actor to move back to its home spot.
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* Usage Example: perform finish
* ACTION ANIMATION: (target), (mirror)
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* Plays the animation assigned to the skill/item. The animation will
* automatically select the skill's/item's assigned targets. If 'target' is
* used, it will specify a target to play the animation on. If 'mirror' is
* used, it will mirror the animation.
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* Usage Example: action animation
* action animation: target
* action animation: user, mirror
*=============================================================================
* ACTION EFFECT: target
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* Causes the target(s) to take damage/healing from the skill/item and
* incurs any changes made to the target(s) such as buffs and states.
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* Usage Example: action effect -
I might sound very noob, but... How do I proceed to have a simple "walk to the enemy before using a simple attack" ?
Here's what I tried so far :
<setup action>display actionMOVE target1: target2, CENTER, (20)Wait for movement</finish action><target effect>attack animation: targetwait for animationaction effectmove user: home, 20wait for movement</target action>Could you help me with that ? I'm surprised nobody thought about it :D -
@Tenryuga
Regarding common events the tag is just
COMMON EVENT: X
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* Plays common event X at that point in the action sequence. Nothing else
* will continue until the common event is finished.
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* Usage Example: common event: 1
Guys be sure to read the help file(s). I know it's long but what I do is either open the JS file in something like Notepad++ and search them. Or if you want inside of RPG Maker pull up the help area, select all the text, copy and paste it into a new document to use for reference. Whatever is easier for you.
@Luth, did you take a look at Yanfly's attack sequence? Pretty sure it does what you want. You may want to tweak it, but I would give it a look as it's one of the simplier examples in this thread.
http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/?p=470695 -
Thanks a lot ; Didn't pay attention to it, I think it's time for me to sleep. Sorry.@Luth, did you take a look at Yanfly's attack sequence? Pretty sure it does what you want. You may want to tweak it, but I would give it a look as it's one of the simplier examples in this thread.
http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/?p=470695 -
Question: Is it possible to apply some of the camera movements to events and such on the map, like outside of battle? Say, the camera would zoom in at a particular region, or pan across upon first entry (ticking a switch so it doesn't happen again)?
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action sequences are part of the battle system plugins. they work during different phases of battle, and only then.
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While a good request, it may be one better posed in a new "JS Plugin Request" as these are NEW unrelated functions you are requesting that happen outside of battle, and this thread is for a plugin that only affects battle itself.Question: Is it possible to apply some of the camera movements to events and such on the map, like outside of battle? Say, the camera would zoom in at a particular region, or pan across upon first entry (ticking a switch so it doesn't happen again)?
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Got it. I wasn't sure if camera = camera = camera, or if Battle Camera was handled separately from Field Camera. Thanks!
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I modified the action sequence for a spell that actors and enemies can use. However, because it contains a specification of a motion, the enemy turns invisible when that motion plays because it does not have that motion.
I used "motion motiontype: user"
How do I set that that particular motion only plays if the user is an Actor and not an Enemy? -
@MikeMakes: Just make a copy of that spell and alter it for the enemy. :) (That's how I do it)