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

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Started by Blue001 2126 posts Page 45 of 107 View original ↗
  1. I made a skill that kicks an opponent up into the air, plays a 'beat up' animation, then drops them back down and applies damage. This requires all three action sequence plugins. It also has two things that should be noted when customizing - there is a screen flash that is colored green ( as the character I made this skill for is based around the colour green), and the damaging animation is the default 22nd one, which you might want to change to better suit your game.

    Code:
    <setup action>
    immortal: targets, true
    display action
    perform start
    cast animation
    wait for animation
    action common event
    </setup action>
    
    <whole action>
    opacity not focus: 75%, 10
    wait for opacity
    camera screen: targets, base, 10
    zoom: 130%
    
    move user: target, back base, 20
    jump user: 150%, 20
    wait for movement
    face user: target
    wait: 10
    </whole action>
    
    <target action>
    move user: backward, 15, 10
    motion evade: user, no weapon
    wait: 10
    attack animation: target
    wait for animation
    
    FLASH SCREEN: GREEN, 60
    wait: 5
    opacity user: 0%, 5
    opacity target: 0%, 5
    wait: 5
    float target: 300%, 0
    wait: 1
    animation 22: target
    wait for animation
    float target: 600%, 1
    wait: 1
    opacity target: 100%, 10
    wait for opacity
    
    float target: 0%, 10
    wait: 9
    SE: blow3, 100
    action effect
    immortal target: false
    
    </target action>
    
    <follow action>
    move user: home, 20
    jump user: 120%, 15
    opacity user: 100%, 20
    face user: forward
    wait for movement
    
    reset zoom
    reset camera
    </follow action>
    
    <finish action>
    clear battle log
    opacity not focus: 100%, 30
    wait for opacity
    peform finish
    face user: forward
    </finish action>
  2. Hey guy, this might be a somewhat basic question, but I've not been able to find the answer to it anywhere. 


    Is there a possibility to replace the default motion that is tied to the skill (for example chanting for magic abilities)? I know I can replace it in the SV Battler sheet, but I'd like to have complete freedom about what motion is used. Ideally I'd type in something like <dontusedefaultmotion> and build the skill from scratch with action sequence. 


    Thank you for your help! 
  3. HasuHasi said:
    Hey guy, this might be a somewhat basic question, but I've not been able to find the answer to it anywhere. 


    Is there a possibility to replace the default motion that is tied to the skill (for example chanting for magic abilities)? I know I can replace it in the SV Battler sheet, but I'd like to have complete freedom about what motion is used. Ideally I'd type in something like <dontusedefaultmotion> and build the skill from scratch with action sequence. 


    Thank you for your help! 

    You can use:


    MOTION WALK: target


    MOTION WAIT: target


    MOTION CHANT: target


    MOTION GUARD: target


    MOTION DAMAGE: target


    MOTION EVADE: target


    MOTION ATTACK: target


    MOTION THRUST: target


    MOTION SWING: target


    MOTION MISSILE: target


    MOTION SKILL: target


    MOTION SPELL: target


    MOTION ITEM: target


    MOTION ESCAPE: target


    MOTION VICTORY: target


    MOTION DYING: target


    MOTION ABNORMAL: target


    MOTION SLEEP: target


    MOTION DEAD: target


    in a <setup action>, just add whichever animation you'd like to it.
  4. Hey Payback, thank you for the quick answer. I did exactly that and the motion does get played like it should.


    But somehow the software insists on playing the default motion (for example chanting for spells), too. 


    So it plays the default motion and then my custom motion and I'd like it to not play default motion at all. 
  5. HasuHasi said:
    Hey Payback, thank you for the quick answer. I did exactly that and the motion does get played like it should.


    But somehow the software insists on playing the default motion (for example chanting for spells), too. 


    So it plays the default motion and then my custom motion and I'd like it to not play default motion at all. 

    What does your Action Sequence look like?
  6. <setup action>


    custom motion summon: user


    wait: 60


    </setup action>


    I created a new motion summon using yami's sideview battler enhancement with 5 different frames, each lasting for 12, which is why I set wait to 60. 


    So what happens is this: when the skill starts the character starts to CHANT, then continues with my custom motion, then does SPELL and then does WAIT, before he goes to idle mode (WALK) again. I'd like to cut the CHANT motion and maybe even the SPELL motion. 


    a) 0 (walk)


    b ) 2 (chant) 


    c) 18 (summon)


    d) 10 (spell)


    e) 1 (wait) 


    f) 0 (walk)
  7. HasuHasi said:
    <setup action>


    custom motion summon: user


    wait: 60


    </setup action>


    I created a new motion summon using yami's sideview battler enhancement with 5 different frames, each lasting for 12, which is why I set wait to 60. 


    So what happens is this: when the skill starts the character starts to CHANT, then continues with my custom motion, then does SPELL and then does WAIT, before he goes to idle mode (WALK) again. I'd like to cut the CHANT motion and maybe even the SPELL motion. 


    a) 0 (walk)


    b ) 2 (chant) 


    c) 18 (summon)


    d) 10 (spell)


    e) 1 (wait) 


    f) 0 (walk)

    Hmm, I'm not using the battler enhancement so im not sure about that. Im at work now, but if it isnt solved later on, ill try it out and see if i can't find the problem here.
  8. Cool, thank you so much for the help! 
  9. Where exactly can I find the plugin?? Not finding a link to download it, but everywhere I see it, other forum members say custom motions aren't possible to edit here. I still would like to try it anyway and verify it for myself.
  10. It was released as part of the MV Wednesday updates 






    Scroll down a bit and click on the dropbox download link :)  
  11. HasuHasi said:
    It was released as part of the MV Wednesday updates 





    Scroll down a bit and click on the dropbox download link :)  

    Got the plugin. Sorry my responses are taking so long, I'm having diffculties with Yanfly's Animated SV Battlers plugin, and it's driving me crazy!


    EDIT: Tried it, not having much luck. I'm not yet fully comprehending how the battler enhancement... I'll keep looking for now, though.
  12. Screedle said:
    I made a skill that kicks an opponent up into the air, plays a 'beat up' animation, then drops them back down and applies damage. This requires all three action sequence plugins. It also has two things that should be noted when customizing - there is a screen flash that is colored green ( as the character I made this skill for is based around the colour green), and the damaging animation is the default 22nd one, which you might want to change to better suit your game.



    <setup action>
    immortal: targets, true
    display action
    perform start
    cast animation
    wait for animation
    action common event
    </setup action>

    <whole action>
    opacity not focus: 75%, 10
    wait for opacity
    camera screen: targets, base, 10
    zoom: 130%

    move user: target, back base, 20
    jump user: 150%, 20
    wait for movement
    face user: target
    wait: 10
    </whole action>

    <target action>
    move user: backward, 15, 10
    motion evade: user, no weapon
    wait: 10
    attack animation: target
    wait for animation

    FLASH SCREEN: GREEN, 60
    wait: 5
    opacity user: 0%, 5
    opacity target: 0%, 5
    wait: 5
    float target: 300%, 0
    wait: 1
    animation 22: target
    wait for animation
    float target: 600%, 1
    wait: 1
    opacity target: 100%, 10
    wait for opacity

    float target: 0%, 10
    wait: 9
    SE: blow3, 100
    action effect
    immortal target: false

    </target action>

    <follow action>
    move user: home, 20
    jump user: 120%, 15
    opacity user: 100%, 20
    face user: forward
    wait for movement

    reset zoom
    reset camera
    </follow action>

    <finish action>
    clear battle log
    opacity not focus: 100%, 30
    wait for opacity
    peform finish
    face user: forward
    </finish action>

    Thanks for sharing this! Please take note, this guy made this and he's sharing it with everyone just like a certain person should but I guess I'm just trying to get action sequences "spoonfed" to me right?
  13. PaybacK said:
    Got the plugin. Sorry my responses are taking so long, I'm having diffculties with Yanfly's Animated SV Battlers plugin, and it's driving me crazy!


    EDIT: Tried it, not having much luck. I'm not yet fully comprehending how the battler enhancement... I'll keep looking for now, though.



    Thank you so much for trying so hard!! If you have any question about Yami's plugin just ask me, I'll probably be able to help you. I didn't do anything with Yanfly's animated SV enemies, except for installing it.


    EDIT: I feel a bit stupid, I think I asked the question wrong. 


    I use the yanfly ATB system, so he there's a "charging" phase, before the skill is executed. During the charging phase the motion "Chant" is played for magical skills. The question should be: How can I change the motion for the magic charging phase? 
  14. HasuHasi said:
    Thank you so much for trying so hard!! If you have any question about Yami's plugin just ask me, I'll probably be able to help you. I didn't do anything with Yanfly's animated SV enemies, except for installing it.


    EDIT: I feel a bit stupid, I think I asked the question wrong. 


    I use the yanfly ATB system, so he there's a "charging" phase, before the skill is executed. During the charging phase the motion "Chant" is played for magical skills. The question should be: How can I change the motion for the magic charging phase? 

    Interesting... I'd assume there'd be a plugin paramater in that one to control the casting animation (I'm using Yanfly's CTB lol). I'm not entirely sure it's possible to do so otherwise (I'm a very VERY amateur scripter, like can only get the console to return 'Hello World' amateur)...
  15. I'm having trouble creating like a vortex animation. How would I make it so all enemies would be pulled into the x,y position of my animation? Rest I can figure out..this...is insane :(
  16. mrdankles said:
    I'm having trouble creating like a vortex animation. How would I make it so all enemies would be pulled into the x,y position of my animation? Rest I can figure out..this...is insane :(


    Couldn't you use the <whole action> move target: x, y, frames </whole action> type of line?
  17. Yeah that would make sense. Maybe someone knows what parameter that would be...? :)


    You did help me a lot still, just having to write it down in every detail for you helped me to understand the problem better, so thanks a lot! Now I can work around it, so the problem is solved for me, but I'm still curious what that parameter would be.
  18. HasuHasi said:
    Yeah that would make sense. Maybe someone knows what parameter that would be...? :)


    You did help me a lot still, just having to write it down in every detail for you helped me to understand the problem better, so thanks a lot! Now I can work around it, so the problem is solved for me, but I'm still curious what that parameter would be.

    The parameter would be in any location you want really! Best thing to do, is put whatever x and y comes to mind, and go to the battle test to test it out. Afterwards, just change the numbers based on that until they are in the right location! That way you can also learn where the general area of x and y values for your specific game, will be.
  19. HasuHasi said:
    Yeah that would make sense. Maybe someone knows what parameter that would be...? :)


    You did help me a lot still, just having to write it down in every detail for you helped me to understand the problem better, so thanks a lot! Now I can work around it, so the problem is solved for me, but I'm still curious what that parameter would be.

    Glad I helped a LITTLE, nice that you at least found a workaround.
  20. Does anyone have any idea if it is possible to make the attacking character move to 2 random enemies one at a time and slash them. Sort of like Cyans omnislash from


    Final Fantasy. I want to give my character a dual slash move that targets 2 random enemies.