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

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Started by Blue001 2126 posts Page 47 of 107 View original ↗
  1. jadedthoughts said:
    Thank you very much!

    Here ya go:




    It'll let you bind individual sprites, faces, and SV sprites to states, so you can still have buffs applied. When the state is cleared, the actor will return to their original sprite.
  2. Thank you for the followup! I really appreciate it.
  3. No prob.
  4. 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 know you already have an answer, but here's another option for the sake of keeping your options open! Using yanflys plugins and you can also make this effect aattched to a state.
    http://yanfly.moe/2016/07/06/tips-tricks-actor-transformations-rpg-maker-mv/#more-3276
  5. No one can figure out the vortex issue? I tried everything ;(
  6. Hello, I am trying to make a character which mainly use a melee weapon, but he also have a skill that make use of gun, I am trying to have him swap into a gun only when he use said skill, how can I achieve this?


    Also I am having problem trying to make a simple gun shot skill to work correctly, the character whip out the gun and use the missile motion for a very short time frame but then the motion immediately changed into (magic cast?) open arm motion with the gun icon floating in on his hand, like this.

    Spoiler
    gunproblem.png

     here is the sequence I used.

    Spoiler
    <target action>


    motion attack: user


    action animation


    action effect: target


    </target action>



    This problem is persistent for me every time I try to use missile weapons, I have also tried using Yanfly's sequences he posted a while back that make characters moves into melee or stay and shoot missile depending on weapon used, but the same issue still happen for guns showing the open arms motion.


    I apologize if this has been answered before, I have browse all 37 pages here and I might have missed the solution for this.
  7. How do I get rid of the skill/casting animation?
  8. BloodletterQ said:
    How do I get rid of the skill/casting animation?

    If I am not mistaken, you can change the animation to 0 at the Yanfly Battle Engine Core Plugin. For instance, if you want to have no animation while summoning magical skills, you just have to set it to 0.


    Does anyone know if it is possible and how to do an attack animation that looks like this?

    Spoiler
    https://www.youtube.com/embed/spvNLcREqfY?rel=0&start=45&end=52&autoplay=1





     
  9. 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.
    PaybacK said:
    Here ya go:





    It'll let you bind individual sprites, faces, and SV sprites to states, so you can still have buffs applied.
    When the state is cleared, the actor will return to their original sprite.



    Thank you @jadedthoughts for asking this question, I have the same problem. And thank you @PaybacK for sharing this solution! :rock-left: :D :rock-right:  I'll give it a go. It's really quite tricky to create successfull morphing/transforming skills/spells just with Battle Eventing; I've been trying hard just with States + Common Events in Battle, but the results are not perfect and I always find problems. For instance, when my actor dies while transformed, and then it's brought back to battle with a Potion or Spell, the "transformed image" -SV sprite- remains, but his Stats/Weapons/Skills are reset to normal... and many problems of the sort. There are some tutorials on YouTube that give superficial solutions to Morph/Transform but they don't solve the many issues that arise from doing this just with Common Events in Battle. I'll let you know if I succeed with this solution. 
  10. Andronius said:
    Thank you @jadedthoughts for asking this question, I have the same problem. And thank you @PaybacK for sharing this solution! :rock-left: :D :rock-right:  I'll give it a go. It's really quite tricky to create successfull morphing/transforming skills/spells just with Battle Eventing; I've been trying hard just with States + Common Events in Battle, but the results are not perfect and I always find problems. For instance, when my actor dies while transformed, and then it's brought back to battle with a Potion or Spell, the "transformed image" -SV sprite- remains, but his Stats/Weapons/Skills are reset to normal... and many problems of the sort. There are some tutorials on YouTube that give superficial solutions to Morph/Transform but they don't solve the many issues that arise from doing this just with Common Events in Battle. I'll let you know if I succeed with this solution. 

    Glad I could help!
  11. bedjoe44 said:
    Hello, I am trying to make a character which mainly use a melee weapon, but he also have a skill that make use of gun, I am trying to have him swap into a gun only when he use said skill, how can I achieve this?



    You use a state that changes the user weapon.


    YEP.63 – Weapon Animation (be sure to read everything in the help file before asking more)


    After the state is created you can add it into the sequence,


    using this before any motion involving the weapon,


    add state X: user




    just remeber that for the attack to take place you have to use,


    motion missile: user



    bedjoe44 said:
    Also I am having problem trying to make a simple gun shot skill to work correctly, the character whip out the gun and use the missile motion for a very short time frame but then the motion immediately changed into (magic cast?) open arm motion with the gun icon floating in on his hand, like this.

    Spoiler
    View attachment 50299

     here is the sequence I used.

    Spoiler
    <target action>


    motion attack: user


    action animation


    action effect: target


    </target action>



    This problem is persistent for me every time I try to use missile weapons, I have also tried using Yanfly's sequences he posted a while back that make characters moves into melee or stay and shoot missile depending on weapon used, but the same issue still happen for guns showing the open arms motion.


    I apologize if this has been answered before, I have browse all 37 pages here and I might have missed the solution for this.



    Mmm don't know about that, I remember someone saying that you should remove the skill type from a certain part in the editor,


    Right now I'm on work,. so later I can try and find the solution to that particular problem
  12. Ok to anyone wondering about the whole, 


    My actor keeps chanting, even if the skill is not a spell.


    Go to the system tab in your database editor.


    Databse_1.png


    In the upper rightmost corner, you will see a window that says something like SV Magic or SV Spell,something like that, you should see in there your skiltypes, Delete all the skill types that don't use chanting.


    Databse_2.png


    That should stop the chanting motion before the skill is performed.
  13. Wanna share my action sequence skills!





    Thanks to Yanfly for plugin, and thanks to It's A Trapp Production for voices
    Snake Attack 0:35
    Jump n' Kicks 0:56
    Wrist Shot 1:14
    Uppercut :1:29
    Flash n" Bang  1:54
    Flash n' Slashes 2:10
     
  14. Hay, how do I get the -------- for dividing the different plugins like Yanfly has on the videos?
  15. A request!!!


    How can you create a skill with Action Sequence in which normally attacks an enemy "2" times in quick succession,


    and if I have a specific weapon equipped, well-attacks "4" times in quick succession ???
  16. Need a little help here. Trying to figure out how to make a basic bodyslam move. I have the animation picked out, and the code written out, but the AI keeps on showing the default attack method instead of showing an actual bodyslam. Any idea how I would approach this?


    My code:


    <target action>


    move user: target, center, 5


    wait for movement


    motion attack: user


    perform action


    attack animation: target


    wait for animation


    action effect: target


    perform finish


    </target action>
  17. Cecilnailo said:
    Hay, how do I get the -------- for dividing the different plugins like Yanfly has on the videos?



    This is not the place to ask for that you know.  When you download all of yanfly rar file that contains all of their plug-ins in there the ------ file is found.

    Lionheart_84 said:
    A request!!!


    How can you create a skill with Action Sequence in which normally attacks an enemy "2" times in quick succession,


    and if I have a specific weapon equipped, well-attacks "4" times in quick succession ???





     






     



    well a 2 hit skill will be something like this


    <target action>
    move user: target, front base, 15
    wait: 5
    motion attack: user
    wait: 5
    action animation
    action effect
    wait for animation
    wait: 5
    motion attack: user
    wait: 5
    action animation
    action effect
    </target action>


    to make the skill have 4 hits if a specific weapon is equipped I believe you need to add.


    <target action>
    move user: target, front base, 15
    wait: 5
    motion attack: user
    wait: 5
    action animation
    action effect
    wait for animation
    wait: 5
    motion attack: user
    wait: 5
    action animation
    action effect

    if (user.hasWeapon($dataWeapons[X]))
    wait: 15
    motion attack: user
    action animation
    action effect
    wait for animation
    wait: 5
    motion attack: user
    wait: 5
    action animation
    action effect
    else
    end
    </target action>


    Where X is the weapon id in the database.

    Aurawhisperer said:
    Need a little help here. Trying to figure out how to make a basic bodyslam move. I have the animation picked out, and the code written out, but the AI keeps on showing the default attack method instead of showing an actual bodyslam. Any idea how I would approach this?


    My code:


    <target action>


    move user: target, center, 5


    wait for movement


    motion attack: user


    perform action


    attack animation: target


    wait for animation


    action effect: target


    perform finish


    </target action>





     






    2



    Well there is not really a motion for bodyslam, motion is the sprites that the SV battler has, a way to do that is to make the sprite change quickly like.


    <target action>
    move user: target, front center, 15
    wait for movement
    wait: 15
    move user: target, back center, 15
    motion dead: user
    action animation: target
    action effect: target
    wait for animation
    wait for effect
    perform finish
    </target action>


    don't know if this is what you are searching from,maybe you can use it...
  18. Aurawhisperer said:
    Need a little help here. Trying to figure out how to make a basic bodyslam move. I have the animation picked out, and the code written out, but the AI keeps on showing the default attack method instead of showing an actual bodyslam. Any idea how I would approach this?


    My code:


    <target action>


    move user: target, center, 5


    wait for movement


    motion attack: user


    perform action


    attack animation: target


    wait for animation


    action effect: target


    perform finish


    </target action>

    Exactly what movements are you looking for? This code looks like a simple attack animation.
  19. Well the code the previous poster offered rid of the default, and made it look a bit like a bodyslam. What I'm looking for is when the player delivers a bodyslam to not use the default attack setting which is the open arms one. It looks real silly, and doesn't fit the role of a bodyslam. Of which the dead actor made a good part.