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

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Started by Blue001 2126 posts Page 46 of 107 View original ↗
  1. Hi guys, i've a question.


    if I create a scripted battle where there is one condition: when the monster to get to 0 hp is transformed into another, and if you defeat him with a skill created with this plugin, as I have set for the move, when everything ends, he does not turn back, the enemy becomes the monster B, and only after it became (and the character finds himself in the enemy sprite, because it is big), back. How can I make the move is fully completed, with the character who returns to his standard position, and ONLY THEN cause the event page to continue?


    I've set the FINISH move in this way:


    <finish action>


    perform finish


    IMMORTAL: TARGETS, FALSE


    CLEAR BATTLE LOG


    WAIT FOR MOVEMENT


    Show battle hud


    </finish action>


    What should I change / add?


    Thank you very much!
  2. DarkSearinox92 said:
    Hi guys, i've a question.


    if I create a scripted battle where there is one condition: when the monster to get to 0 hp is transformed into another, and if you defeat him with a skill created with this plugin, as I have set for the move, when everything ends, he does not turn back, the enemy becomes the monster B, and only after it became (and the character finds himself in the enemy sprite, because it is big), back. How can I make the move is fully completed, with the character who returns to his standard position, and ONLY THEN cause the event page to continue?


    I've set the FINISH move in this way:


    <finish action>


    perform finish


    IMMORTAL: TARGETS, FALSE


    CLEAR BATTLE LOG


    WAIT FOR MOVEMENT


    Show battle hud


    </finish action>


    What should I change / add?


    Thank you very much!

    Not sure I understand what you mean.


    Are you saying the skill in question is the only skill that can transform enemy A into enemy B?
  3. Hello, I need help with (Tips & Tricks - Protect Critical)--- http://yanfly.moe/2016/08/15/tips-tricks-critical-protect-rpg-maker-mv/ ---


    instead of calling a buff, I want to add an edge health recovery and use only 1 fight, I'm trying modificarle nothing but t I not understand codes ..
    I need for some help..


    ---Spanish---


    hola, nesecito ayuda con el (Tips & Tricks – Critical Protect)


    en vez de llamar un buff, quiero añadirle una ventaja de recuperación de salud y de 1 solo uso por batalla, estoy intentando modificarle pero no entiendo nada de codigos..
    favor de nececitar un poco de ayuda

    Code:
    <Custom Battle Effect>
    // Reset Critical Protect flag each battle.
    user._criticalProtect = false;
    </Custom Battle Effect>
    
    <Custom Victory Effect>
    // Reset Critical Protect flag each battle.
    user._criticalProtect = false;
    </Custom Victory Effect>
    
    <Custom Escape Effect>
    // Reset Critical Protect flag each battle.
    user._criticalProtect = false;
    </Custom Escape Effect>
    
    <Custom Defeat Effect>
    // Reset Critical Protect flag each battle.
    user._criticalProtect = false;
    </Custom Defeat Effect>
    
    <Custom Respond Effect>
    // This is the HP Rate the target has to be under to activate Critical Protect.
    var crisis = [COLOR=rgb(255,0,0)]0.25[/COLOR];
    // Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
    if ($gameParty.inBattle() && target.isAlive() && target.hpRate() <= crisis && !target._criticalProtect) {
      // Set the critical protect flag to true.
      target._criticalProtect = true;
      // The number of turns the buff will last.
                     [COLOR=#0000FF]//---------------------------[/COLOR]
    [COLOR=#A9A9A9]  var turns = 5[/COLOR];
      // Adds DEF (ID: 3) buff to target.
      target.addBuff(3, turns);
                     [COLOR=#0000CD] //try to start this sector of the code, but can not find a formula that adds hp recovery [/COLOR]?
      // Play an animation to indicate it activated.
      target.startAnimation([COLOR=rgb(255,0,0)]53[/COLOR]);
    }
    </Custom Respond Effect>
  4. Vortex Help!


    I have this skill Im working on, that causes a vortex animation to play over my actor that goes transparent after he moves to my destination for the animation to play. I just want to get this main movement part down before i start adding to it, but i cant seem to get this basic idea perfect :(  any help would be appreciated. 


    Issues;


    Enemies take damage before entering vortex (before my action effect tags),


    sometimes enemies don't move to the correct spot..some move halfway and still take damage.


    after targets take damage and if they die, they die BUT theres still that stupid sound of them taking damage and it goes off for however amount  of enemies i had. (4=4 seperate sounds) Why!?

    Spoiler
    <setup action>


    immortal: targets, true


    wait: 30


    opacity not focus: 0, 20


    hide battle hud


    </setup action>


    <whole action>


    motion chant: user


    flash screen: black, 30


    wait: 30


    opacity user: 0%, 15


    wait for opacity


    move user: forward, 200, 15


    wait for movement


    animation 153: user


    MOVE enemies: user, front center, 5


    shake screen: 3, 9, 120


    action effect


    wait: 10


    action effect


    wait: 10


    action effect


    wait: 10


    action effect


    immortal: targets, false


    move enemies: home, 5


    </whole action>


    <finish action>


    perform finish


    opacity not focus: 255, 20


    opacity user: 255%, 15


    show battle hud


    </finish action>
  5. PaybacK said:
    Not sure I understand what you mean.


    Are you saying the skill in question is the only skill that can transform enemy A into enemy B?



    No, no. During a scripted battle, if enemy A die, it become enemy B.


    BUT if i kill it with that skill that finish in that mode that i've written up, WHEN ENEMY A die, the character don't immediately go on his standard position (at right), it remain there, in front of the enemy... AND the enemy turn in enemy B, and only in that moment, when the event page in the battle finish the condition (enemy A = 0hp > transform into enemy B ), the character go in his standard battle position...


    I wanna that the character finish his skill, turn on his standard position AND ONLY IN THAT MOMENT, the event page check that the enemy's hp reach 0 and trasform it.


    Because if the character remain in front of the enemy, the enemy turn into B and the sprite is much bigger of enemy A and the hero finds himself over the sprite!


    I hope you have understood :(
  6. DarkSearinox92 said:
    No, no. During a scripted battle, if enemy A die, it become enemy B.


    BUT if i kill it with that skill that finish in that mode that i've written up, WHEN ENEMY A die, the character don't immediately go on his standard position (at right), it remain there, in front of the enemy... AND the enemy turn in enemy B, and only in that moment, when the event page in the battle finish the condition (enemy A = 0hp > transform into enemy B ), the character go in his standard battle position...


    I wanna that the character finish his skill, turn on his standard position AND ONLY IN THAT MOMENT, the event page check that the enemy's hp reach 0 and trasform it.


    Because if the character remain in front of the enemy, the enemy turn into B and the sprite is much bigger of enemy A and the hero finds himself over the sprite!


    I hope you have understood :(

    So you want the character to remain where he is as the enemy is defeated only if this skill is what would've killed him? If that's it, you might try having the skill apply a state (dont give it an icon) and having a conditional branch check if that state is applied, and then use enemy transform there. Battle events tend to interrupt action sequences.
  7. PaybacK said:
    So you want the character to remain where he is as the enemy is defeated only if this skill is what would've killed him? If that's it, you might try having the skill apply a state (dont give it an icon) and having a conditional branch check if that state is applied, and then use enemy transform there. Battle events tend to interrupt action sequences.



    i wanna that the character return to the standard position on the right BEFORE the enemy A turns in B, if it's killed by that move.


    It's clear? It's impossible that there isn't another way, for example "expect to finish the skill before resuming the battle", forgotting the event page with the conditional branch...
  8. <Target Action>
    if (user.State() = 28) {
    <Push Back User Row: 1>
    } else {
    <Push Forward User Row: 1>
    }
    </Target Action>


    In tandem with this Direct Commands plugin, I intend to have this "skill" be one which allows the user to change to the opposite row. I receive this error:

    Code:
    SyntaxError: Unexpected token {
        at Function.BattleManager.actionIfConditions (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_BattleEngineCore.js:2463)
        at Function.BattleManager.processActionSequenceCheck (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_BattleEngineCore.js:1982)
        at Function.BattleManager.updateActionTargetList (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_BattleEngineCore.js:1942)
        at Function.BattleManager.update (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_BattleEngineCore.js:1620)
        at Function.BattleManager.update (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/DreamX_ITB.js:670)
        at Scene_Battle.updateBattleProcess (rpg_scenes.js:2054)
        at Scene_Battle.update (rpg_scenes.js:2046)
        at Scene_Battle.update (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_BattleEngineCore.js:4155)
        at Scene_Battle.update (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_VictoryAftermath.js:817)
        at Scene_Battle.update (/C:/Users/Rudolph/Desktop/DSPV/js/plugins/YEP_RowFormation.js:2019)
  9. DarkSearinox92 said:
    i wanna that the character return to the standard position on the right BEFORE the enemy A turns in B, if it's killed by that move.


    It's clear? It's impossible that there isn't another way, for example "expect to finish the skill before resuming the battle", forgotting the event page with the conditional branch...

    OKAY I get it now, yeah I have that problem as well with one of my event battles. I think using a 'death break' command after the first action effect should make the skill end if the boss is killed
  10. I have an issue with the area of effect plugin. I'd like my animation to be played on just one enemy. When the AOE affects multiple enemies (which kind of is the idea here), then the animation plays on all enemies.


    This is the action sequence I used (for simplicity I removed all sound effects etc.). 

    <setup action>


    <aoe radius: 200>


    <aoe center animation>


    </setup action>


    <target action>


    </target action>


    <whole action>


    action animation


    action effect


    </whole action>


    Also I'm not sure, where the ideal place is to put <aoe radius> but it seems, it makes no difference where I put it. 



    I think I did everything exactly the way I'm supposed to do. Has anybody had the same issue? Is it may be a bug? 


    Thanks for your help guys!
  11. PaybacK said:
    OKAY I get it now, yeah I have that problem as well with one of my event battles. I think using a 'death break' command after the first action effect should make the skill end if the boss is killed



    No, that's not true. Death Break end the skill if the hero die when he's doing the skill.


    However, i've another problem.


    @Yanfly Please, can you help me a little with this problem?


    How can i prevent the system to give priority to the conditional page in a scripted battle?


    if condition is that enemy A <= HP 0, then start the event that transform enemy A in enemy B.


    BUT if i'm using a skill and enemy A die, conditional branch stop the skill and prevent the finish of it T_T


    How can i resolve it?
  12. I have a question! Does anybody remember Lunar for PS1?
    I wanted to make one similar and figure Yanflys's scripts would help.I don't know if its


    posible to set a new home location when a character finishes Using a Skill\Spell and if it is how would I do that??
    I figured since I'm using a script that implements an AOE it would make for a better battle system


    if the characters can move around the screen to dodge attacks rather than just standing there next to each other making it to easy to die
  13. xaviarsly said:
    I have a question! Does anybody remember Lunar for PS1?
    I wanted to make one similar and figure Yanflys's scripts would help.I don't know if its


    posible to set a new home location when a character finishes Using a Skill\Spell and if it is how would I do that??
    I figured since I'm using a script that implements an AOE it would make for a better battle system


    if the characters can move around the screen to dodge attacks rather than just standing there next to each other making it to easy to die

    I think you can do what you want using the Rows System plugin. Never played Lunar though, so I'm not sure.
  14. I have an animation inside my game, it's called Hexa-Slash.


    I already know its generic named, but i'd like some feedback about the animation!


    Hexa Slash










    Animation Sequence for note tag

    Spoiler
    <setup action>


    hide battle hud


    display action


    camera focus: actors, front center, 30


    zoom: 2.0


    opacity not focus: 0, 10


    immortal: target, true


    perform start


    cast animation


    wait for animation


    </setup action>


    <target action>


    camera focus: target


    zoom: 120%, 60


    opacity user: 50, 60


    motion walk: user


    move user: target, front center, 30


    wait for movement


    motion attack: user


    action animation


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    wait: 2


    move user: target, back head, 8


    wait for movement


    face user: target


    motion attack: user


    move user: target, front base, 10


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front base, 18


    wait for movement


    action effect


    opacity user: 255, 30


    face user: target


    wait: 30


    jump user: 200%, 10


    move user: return, 10


    reset camera: 60


    opacity not focus: 255


    wait for movement


    face user: target


    immortal: target, false


    </target action>


    <finish action>


    perform finish


    clear battle log


    wait: 30


    show battle hud


    </finish action>
  15. Please, some kind soul that help me with that problem? I very need a solution... :(
  16. MadeBySaints said:
    I have an animation inside my game, it's called Hexa-Slash.


    I already know its generic named, but i'd like some feedback about the animation!


    Hexa Slash










    Animation Sequence for note tag

    Spoiler
    <setup action>


    hide battle hud


    display action


    camera focus: actors, front center, 30


    zoom: 2.0


    opacity not focus: 0, 10


    immortal: target, true


    perform start


    cast animation


    wait for animation


    </setup action>


    <target action>


    camera focus: target


    zoom: 120%, 60


    opacity user: 50, 60


    motion walk: user


    move user: target, front center, 30


    wait for movement


    motion attack: user


    action animation


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    wait: 2


    move user: target, back head, 8


    wait for movement


    face user: target


    motion attack: user


    move user: target, front base, 10


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front base, 18


    wait for movement


    action effect


    opacity user: 255, 30


    face user: target


    wait: 30


    jump user: 200%, 10


    move user: return, 10


    reset camera: 60


    opacity not focus: 255


    wait for movement


    face user: target


    immortal: target, false


    </target action>


    <finish action>


    perform finish


    clear battle log


    wait: 30


    show battle hud


    </finish action>

    Well done! That looks cool! Almost makes me want to show some of mine off lol
  17. MadeBySaints said:
    I have an animation inside my game, it's called Hexa-Slash.


    I already know its generic named, but i'd like some feedback about the animation!


    Hexa Slash










    Animation Sequence for note tag

    Spoiler
    <setup action>


    hide battle hud


    display action


    camera focus: actors, front center, 30


    zoom: 2.0


    opacity not focus: 0, 10


    immortal: target, true


    perform start


    cast animation


    wait for animation


    </setup action>


    <target action>


    camera focus: target


    zoom: 120%, 60


    opacity user: 50, 60


    motion walk: user


    move user: target, front center, 30


    wait for movement


    motion attack: user


    action animation


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    wait: 2


    move user: target, back head, 8


    wait for movement


    face user: target


    motion attack: user


    move user: target, front base, 10


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back base, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, back middle, 18


    wait for movement


    action effect


    face user: target


    motion attack: user


    move user: target, front base, 18


    wait for movement


    action effect


    opacity user: 255, 30


    face user: target


    wait: 30


    jump user: 200%, 10


    move user: return, 10


    reset camera: 60


    opacity not focus: 255


    wait for movement


    face user: target


    immortal: target, false


    </target action>


    <finish action>


    perform finish


    clear battle log


    wait: 30


    show battle hud


    </finish action>

    Looks really cool! my only gripe is that he seems to be dragging a little bit as each individual slash plays out. It's really noticeable once you start seeing that his slashes are starting before he moves. I might suggest speeding up the amount of frames it takes him to do each movement, just so he keeps up with the visual slashes.
  18. I was looking through the posts here and trying to see if anyone has anything that allows you to change a battler's sprite sheet in the middle of battle. For instance, one hero would use a specific skill that would then trigger the transformation. Maybe this will also cause a state to appear that gives them a buff while in this form. After a certain amount of turns the state wears off and they change back. I am also open to their form stays unless they use another skill to transform back. I apologize if something similar was posted, there are 37 pages to go through.
  19. jadedthoughts said:
    I was looking through the posts here and trying to see if anyone has anything that allows you to change a battler's sprite sheet in the middle of battle. For instance, one hero would use a specific skill that would then trigger the transformation. Maybe this will also cause a state to appear that gives them a buff while in this form. After a certain amount of turns the state wears off and they change back. I am also open to their form stays unless they use another skill to transform back. I apologize if something similar was posted, there are 37 pages to go through.


    jadedthoughts said:
    I was looking through the posts here and trying to see if anyone has anything that allows you to change a battler's sprite sheet in the middle of battle. For instance, one hero would use a specific skill that would then trigger the transformation. Maybe this will also cause a state to appear that gives them a buff while in this form. After a certain amount of turns the state wears off and they change back. I am also open to their form stays unless they use another skill to transform back. I apologize if something similar was posted, there are 37 pages to go through.


    jadedthoughts said:
    I was looking through the posts here and trying to see if anyone has anything that allows you to change a battler's sprite sheet in the middle of battle. For instance, one hero would use a specific skill that would then trigger the transformation. Maybe this will also cause a state to appear that gives them a buff while in this form. After a certain amount of turns the state wears off and they change back. I am also open to their form stays unless they use another skill to transform back. I apologize if something similar was posted, there are 37 pages to go through.

    I have this! Its less an action sequence and more of a plugin that lets you change graphics based on states. I'm not at my laptop atm, but i show you the plugin in about an hour
  20. Thank you very much!