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

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Started by Blue001 2126 posts Page 44 of 107 View original ↗
  1. @KingKraken Uhm i might check for it but i need more infos, could you post the code you used to flip chars and battlers sides along with a small video of the issue?
    Also, do you use YF's visual state effects?
  2. erlucius90 said:
    @KingKraken Uhm i might check for it but i need more infos, could you post the code you used to flip chars and battlers sides along with a small video of the issue?
    Also, do you use YF's visual state effects?

    Yeah, I have the Visual State Effect pluggin. I started using it hoping it would have a positioning fix, but haven't found one. As far as what I used to flip the battlers, I'm using Yanflys Battle Engine Core, and set the sideview actors to

    • Home X: screenWidth - 16 - (maxSize + 2) * 105 + index * -82
    • Home Y: screenHeight - statusHeight - maxSize * 50 + (index+1) * 45 - 32

    Here's a video of it: http://kingkaijuice.tumblr.com/private/150269349655/tumblr_odcpf3quFB1qj4e56 you can see the defense down debuf and the "disarm" one pop in every once in awhile, only to shoot to the left.
  3. Hi everyone, i got a few ideas for the action sequences of tiamat that The Amazing Yanfly made a video about.


    I did not find any thread on Tiamat`s skills and sequences, so i tried to copy them from what i saw in Yanfly`s Tiamat video that he made with the animated battler from the Great  Ækashics.


    I hope it`s okey taht i post my  sugestions here, If anyone is interested :


    Scorching Arrows:


    <Target action>
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    move user: home
    face user: forward
    motion missile: user
    motion wait: user
    action animation: target
    wait for animation
    action effect
    action effect
    action effect
    </Target Action>


    Dragonic Seal :


    <Target Action>
    motion spell: user
    wait: 15
    animation 222: opponents
    action effect
    wait: 10
    </Target Action>


    Dragonic Swordplay :


    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    perform start
    move user: target, front, 5
    motion swing: user
    wait: 10
    action animation: target
    wait for animation
    action effect
    motion attack: user
    action animation: target
    wait for animation
    action effect
    motion swing: user
    wait: 10
    action animation: target
    wait for animation
    action effect
    </target action>


    I


    Force Stab :


    <setup action>
    display action
    motion item: user
    immortal: targets, true
    animation 389: user
    wait: 60
    </setup action>

    <target action>
    move user: targets, front, 5
    wait for movement
    motion item: user
    wait: 15
    motion attack: user
    action effect
    wait: 15
    motion item: user
    wait: 15
    motion victory: user
    wait: 25
    </target action>


    Piercing Force :


    <target action>
    motion skill: user
    wait for motion
    motion attack: user
    move user: targets, back, 10
    animation 381: target
    wait for animation
    action effect
    wait: 30
    </target action>


    Ragnarok :


    <Whole Action>
    motion spell: user
    wait: 15
    animation 383: opponents
    wait for animation
    action effect
    </Whole Action>


    I hope this was`nt to long for you, and that someone will find this useful.


    Regards


    SuperBlaze
  4. KingKraken said:
    Yeah, I have the Visual State Effect pluggin. I started using it hoping it would have a positioning fix, but haven't found one. As far as what I used to flip the battlers, I'm using Yanflys Battle Engine Core, and set the sideview actors to

    • Home X: screenWidth - 16 - (maxSize + 2) * 105 + index * -82
    • Home Y: screenHeight - statusHeight - maxSize * 50 + (index+1) * 45 - 32

    Here's a video of it: http://kingkaijuice.tumblr.com/private/150269349655/tumblr_odcpf3quFB1qj4e56 you can see the defense down debuf and the "disarm" one pop in every once in awhile, only to shoot to the left.

    So Yanfly just patched the Side view enemies plugin and that fixed the issue for me! Thanks for the interest!
  5. Is it possible to ONLY craft weapons without seing Items or armor in the window?
    Example I wnat to make cooking - only a window wiht cooking recipies?
    I got hammer and anvil- I wnat to only make armor.
  6. Pandaperfect said:
    Is it possible to ONLY craft weapons without seing Items or armor in the window?
    Example I wnat to make cooking - only a window wiht cooking recipies?
    I got hammer and anvil- I wnat to only make armor.

    Uhh i suppose this is the wrong topic to ask such a question XD
    Still, have you been using this plugin? http://yanfly.moe/2016/01/15/yep-58-item-synthesis/


    Because it might suit your case.

    KingKraken said:
    So Yanfly just patched the Side view enemies plugin and that fixed the issue for me! Thanks for the interest!

    That's good news! ;)
  7. Hey all, I'm back again with another issue! So I'm trying to use the action sequence used in Yanflys Gamble Strike Tips and Tricks as seen here: http://yanfly.moe/2016/07/25/tips-tricks-gamble-strike-rpg-maker-mv/

    And it's just not working for me. I pretty much just copy+pasted the code he uses for an example and copied the skill specs as he has them in the video. Yet, the only thing that will happen is that initial whole action, that charges the skill. But after that, nothing happens whether it's a miss or hit. Any insight? Could it possible placement of my plugin orders?

    Edit: fixed it with an hours worth of back tracking!
  8. KingKraken said:
    Hey all, I'm back again with another issue! So I'm trying to use the action sequence used in Yanflys Gamble Strike Tips and Tricks as seen here: http://yanfly.moe/2016/07/25/tips-tricks-gamble-strike-rpg-maker-mv/

    And it's just not working for me. I pretty much just copy+pasted the code he uses for an example and copied the skill specs as he has them in the video. Yet, the only thing that will happen is that initial whole action, that charges the skill. But after that, nothing happens whether it's a miss or hit. Any insight? Could it possible placement of my plugin orders?

    Edit: fixed it with an hours worth of back tracking!

    I have the same problem like this.


    I made few skills where it probably work, but sometimes the maker ignore the if condition.


    <Cooldown: 2>

    <Select Conditions>
    Front Row Only
    </Select Conditions>


    <setup action>

    display action

    opacity not focus: 0%, 30
    wait for opacity

    </setup action>

    <whole action>

    </wohle action>


    <target action>
    camera focus: user, 1
    wait for camera
    zoom 130%, 15
    wait for zoom
    wait: 30

    move user: target, front base, 40
    qmotion walk2: user
    wait: 10
    jump user: 150%, 20
    qmotion jump: user
    wait: 5
    qmotion jumpattack: user

    wait: 10
    SE: Sword3, 100, 120
    flash screen: red, 45
    qmotion jumpattackwait: user
    wait: 60
    qmotion jumpattackwait: user





    action effect

    if target.result().missed || target.result().evaded ###### <---- Why this is skipping?

    jump target: 50% , 10
    MOVE target: BACKWARD, 100, 10

    wait for movement
    wait: 30

    else



    SE: earth5
    shake screen: 9
    animation 160: target
    wait for animation

    enemy effect: target, blink
    wait: 30

    end





    </target action>

    <follow action>

    </follow action>

    <finish action>
    perform finish
    opacity not focus: 100%, 30
    wait for opacity

    reset camera
    reset zoom
    wait for zoom
    wait: 30
    </finish action>


    My actor missed the enemy but the animation etc apears anyway! :((
  9. I'm having a quite complex problem:

    There's a character which uses a series of skills called as "elemental coats", which grants non stackable elemental resistance states.


    There's also a skill called "Psychic Slash", which originally deals neutral damage.


    There's even also another skill called "Elemental Sharpening", that affects the Psychic Slash, in the following manner:
     - Instead of dealing one damage instance, the skill deals two damage instances: a neutral damage one, and an elemental damage.


     - The "Elemental Sharpening" state is removed after the the Psychic Slash.


    With this (poor) contextualization, here's the code for the Psychic Slash:


    <damage formula>
    var skilldamage = 80
    var basevalue = a.mat
    if (a.isStateAffected(81) && a.isStateAffected(82))
    {
    skilldamage *= 0.5
    }
    value = ((1 + (a.level * 0.08))*skilldamage)*(basevalue/b.def);
    </damage formula>

    <setup action>
    display action
    perform start
    immortal: targets, true
    </setup action>

    <target action>
    motion chant: user
    animation 151: user
    wait for animation
    wait: 5
    motion swing: user
    wait: 6
    animation 152: target
    wait: 5
    action effect
    wait: 5
    if (user.isStateAffected(82))
    if (user.isStateAffected(71) || user.isStateAffected(76))
    animation 153: target
    force element: 4
    end
    if (user.isStateAffected(72) || user.isStateAffected(77))
    animation 154: target
    force element: 5
    end
    if (user.isStateAffected(73) || user.isStateAffected(78))
    animation 155: target
    force element: 6
    end
    if (user.isStateAffected(74) || user.isStateAffected(79))
    animation 156: target
    force element: 7
    end
    if (user.isStateAffected(75) || user.isStateAffected(80))
    animation 157: target
    force element: 8
    end
    wait: 5
    action effect
    wait for animation
    clear element
    end
    </target action>

    <follow action>
    remove state 82: user
    </follow action>

    <finish action>
    clear battle log
    immortal: targets, false
    perform finish
    wait: 30
    </finish action>


    Problem is: The first "if" "if (user.isStateAffected(82))" is being completely ignored, but i can't find why,
  10. Okay so upon asking Yanfly himself he suggested I come here and ask:


    I'm sure you all have seen this before: where the actor more or less punts the foe off screen, leaps after them(going off-screen)the scene fades out, fades back in, and reveals the monster(s) in a seemingly different location followed by the actor(s) leaping on screen and them performing a series of attacks which ends with them punting the monster to the right(sending them offscreen again) and then the actor jumps off screen, the screen fades out once again and fades in once more with the party member flying back to their default position followed shortly by the monster bouncing back into theirs.


    I'd just be happy with a simple "actor kicks them off screen, followed by the actor leaping off screen after them along with the scene change" action sequence as long as you can tell me how to edit it so I can make the actor send them flying in whatever direction i choose,change the scene, and add extra animations/actor movements in between these kicks. I've looked and looked and looked and looked and looked, but I've found NOTHING that tells me how to accomplish this.


    If you could post it here and tag me so I know you're talking to me I'd be forever in this thread's debt.


    *Prepares to wait for an etnernity* 
  11. @deathsia It's quite complex to explain within a forum post, but Vibrato had a series of video that teach how to do that (if you can get past his Google-Translate English)
  12. deathsia said:
    If you could post it here and tag me so I know you're talking to me I'd be forever in this thread's debt.


    *Prepares to wait for an etnernity* 

    Well, I don't have exactly that, but I have the Vibrato tutorial to make it yourself if that helps? Part 3 is in the spoiler below!

  13. Kloe said:
    Well, I don't have exactly that, but I have the Vibrato tutorial to make it yourself if that helps? Part 3 is in the spoiler below!


    The problem with this video is that he "tells you what he did" not "how he did it"! Telling us how he did it would be posting the full action sequence. What really ticks me off about this guy is that he thinks that his action sequence is "his own" when its NOT his and he has no right to hide it, its Yanfly's engine he's using. Yet he doesn't even show it to us and don't even tell me that those fragments of the whole action sequence for a grand total of 2 two seconds(not even the complete sequence) is enough to duplicate the effect becuaseits not.


    He thinks that becuase he managed to make a cool sequence that everyone wants that it makes him special enough to have the right to hide it and horde the information on how to do it. This is why I asked if someone could post the full action sequence becuase I KNEW someone would link this guy instead of being able to provide it.


    Or if its much bigger than just the action sequence, he should post a demo with just the action sequence, states, and sample skills that use them. We don't need to have the graphics, sounds, or music.


    *continues to wait for an eternity... *
  14. Hey there guys! Im wondering if there's a way to change the damage formula mid-sequence. For example, I have a three-hit skill and the last one acts as a finisher and deals more damage. Im pretty sure there is some code somewhere that can let me do so. Thanks.
  15. @deathsia so you want somebody to spoonfeed you despite how to do what you wanted to do was already explained in the video? 
  16. I've been having trouble with animation mirroring: how do you set up a state to mirror on actors (it uses text so it displays normally on enemies, but when used on actors its reversed and weird).


    <Custom Apply Effect>
    target.startAnimation(59);
    </Custom Apply Effect>
    <Custom Remove Effect>
    target.startAnimation(59);
    </Custom Remove Effect>


    This is what I have for the application.
  17. cekobico said:
    @deathsia so you want somebody to spoonfeed you despite how to do what you wanted to do was already explained in the video? 



    You imply that I'm trying to be lazy which is hilarious given the amount of time,effort,and money I've invested in my game which grand totals to nearly 3yrs. As for the video, I'm assuming you're talking about the japanese he has in the video which probaly explains it ten times more clearly than his "google translate" which is hard as hell to understand but I don't speak Japanese. PLUS, its not spoonfeeding, its sharing your action sequence for the benifit of others who may not be as savy with the code as they are.


    Not all of us are C++,Javascript, and <insert X programer skill here> experts who can program an OS if we wanted to. :/


    So if you aren't willing to help me out, don't attempt to discredit me or attempt to disuade people from helping me.


    Thank you. 
  18. deathsia said:
    You imply that I'm trying to be lazy which is hilarious given the amount of time,effort,and money I've invested in my game which grand totals to nearly 3yrs. As for the video, I'm assuming you're talking about the japanese he has in the video which probaly explains it ten times more clearly than his "google translate" which is hard as hell to understand but I don't speak Japanese. PLUS, its not spoonfeeding, its sharing your action sequence for the benifit of others who may not be as savy with the code as they are.


    Not all of us are C++,Javascript, and <insert X programer skill here> experts who can program an OS if we wanted to. :/


    So if you aren't willing to help me out, don't attempt to discredit me or attempt to disuade people from helping me.


    Thank you. 

    Have you thought of inputting what he actually input in the note box? As far as I recall, those codes in the notebox aren't google translate (I hope we're looking at the same video). I'm sorry but that's just how I see it, every time you posted and you whined about no one willing to help you do action sequence like his. 


    You see, I really want to make a game like Megaman Legends, but you don't see me knocking Kenji Inafune's door asking for his source code. 
  19. oToToToToTo said:
    I've been having trouble with animation mirroring: how do you set up a state to mirror on actors (it uses text so it displays normally on enemies, but when used on actors its reversed and weird).



    <Custom Apply Effect>
    target.startAnimation(59);
    </Custom Apply Effect>
    <Custom Remove Effect>
    target.startAnimation(59);
    </Custom Remove Effect>


    This is what I have for the application.



    Is the text part of the animation?


    Animations are 'reversed' when used on actors from enemies since its coming from the other side (left to right) where when an actor uses it on an enemy its normal (right to left). When you make an animation its assumed to be used on an enemy (right to left). So when an effect is used on an actor it reverses the image. If the text is part of the image it will also be reversed.


    What you could do if that's the case, is take the image, make a copy, reverse it and save the copy as a separate file. Make a copy of the skill and use the new reversed image for the new skill and assign that new skill to the enemy. That's a dirty method but would work. There's probably a code version to set the animation to forced to be mirrored or not mirrored, but I don't know what it is off the top of my head. 
  20. Has anyone else come up with an issue involving the battle log not appearing? I did some checking and for whatever reason, it's Yanfly's Battle Engine Core that's the cause of it.
     


    Everything is set to True. I don't see the skills used text or any of the text for the states in battle at all.

    One thing to make note of, is that I have my player characters and enemies on opposite sides than the default. Doing this has caused issues for me before(all of which were fixed with updates to the plugin). Is it possible that moving my actors to the left had somehow moved the battle log to the left as well?