anyone know how to do this at 0:10?
I could be worng but it seems to use the <Setup Action></Setup Action> as another attack phase, don't know if it is possible tough as I don't have the program for testing but I suppose it should be something like.
<setup action>
perform action
move user: targets, back base, 12
animation (the lowkick animation): targets
action effect
wait: 12
float targets: 150%, 60
</setup action>
The sequence when he goes attacking radnomly is probably like this, and the action is set to target 4 random enemies or it is using his target core for random five enemies
<target action>
move user: target, back base, 12}
action animation (this one seems to be the normal attack animation)
action effect
</target action>
The last action doesn't make sense to me is either a whole action with a different formula(which I don't know if it is possible), or it calls a common event that calls a different action, it should be soemthing like
it also seems to be a forced critical hit so... it is probably another action. goign to test it more tonight, sorry ofor the delay.
<whole action>
move user: targets, front base, 12
animation X: targets
action effect
</whole action>
I'm trying to make a reference skill whose animation either involves the user moving up and hitting or hitting from afar. It makes it easier for me when applying the <action copy> tag. I'm using
if (this.skill().damage.elementId === physical)
but getting an "undefined is not a function" error. Not sure if I can't use that evaluation or I'm making a mistake. Code:
Spoiler
<target action>
if (this.skill().damage.elementId === physical)
move user: targets, front, 20
wait for movement
motion attack: user
wait: 10
action animation: target
wait for animation
else
motion attack: user
wait: 10
animation 1: target
wait for animation
end
action effect
wait for movement
wait: 5
remove state 176: user
</target action>
Well you are using
this.skill().damage.elementId
Maybe with the element id intead of the name? for example by default physical doens't have an Id but you could add it at the end and it would be like 9 or something.
if not maybe this.isPhysical() could also work, the skill would need to be physical intead of magical or certain.
Hi guys,
Is is possible to make the actor not going back to home position after an action?
Nope, at least not right know, the actor possitions are prestablished by a core plugin, and byt that I mean one that makes the programm work, so right know is impossible to do.
Hi! So I am making a game and am kind of new to Action Sequence Pack, I was wondering if you could help me with a sequence. If you can help me that'd be great!
You can ask and we will deliver, but it would be best if you try and learn.
The person had requested for " All I want is a skill to show a certain weapon and attack stance. "
How do I edit this or any skill to show any weapon I want (Thus, not working with the user's equipped weapon). Is the work around to have animations for each weapon? Or is there a simpler way?
One of Yanfly plug ins I belive it was Weapon Animation it allows you to define with notetags all the weapons a character can use and also what is the weapon he uses in attack you can make a character use an infinite number of weapons using states and if conditionals, or 3 different weapons (one for each motion sequence swing, thurst, missile) not using either.
Yanflys Weapon Animation plugin allows switching the weapon graphic mid animation or per skill. So theoretically you could have someone use a sword and then a flail etc. Would be cool for a weapon master like Firion from FF2 or Dissidia more specifically.
I'd like to know how to make the battlers always have their weapon displaying like a modern FF game or any modern RPG really.
You can't, not because it is impossible, you just need to be a talented artis as is not a question of plugin but of art, to edit any of the motions in the battler sheet o to display a weapon with them.