I also forgot the steps on checking if the user is missile or not on attack skill. Also want to create a decision under attack to determine whether the attack is being used by user or AI. If AI, it doesn't use the animation that the user uses. Just so I can prevent duplicating attack skills
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
-
-
I also forgot the steps on checking if the user is missile or not on attack skill. Also want to create a decision under attack to determine whether the attack is being used by user or AI. If AI, it doesn't use the animation that the user uses. Just so I can prevent duplicating attack skills
Well for the first part you use this sequence Yanlfy create long ago.
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
and for the second point, the easiest will be to use.
if user.isActor()
else
end
add the different animations using the animaton X: target of the action sequence, you shouldn't have anymore problems with that. -
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($dataWeapons[X]))
wait: 15
motion attack: user
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
else
end
</target action>
Where X is the weapon id in the database.
Thank you so much !!! and if they were the two weapons ??? what should I do??? I need to add ??? and if I want to do that by attacking "2" times the normal damage is reduced to 75%, and if attack "4" times, the damage is reduced to 55% ???? -
Thank you so much !!! and if they were the two weapons ??? what should I do??? I need to add ??? and if I want to do that by attacking "2" times the normal damage is reduced to 75%, and if attack "4" times, the damage is reduced to 55% ????
Ok your first question how so?,
you mean several different weapons? In that case it going to become a very long sequence.at leats in that line
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6]) || user.hasWeapon($dataWeapons[7])
In the above example the sequence will work with weapons 5 - 7, I'm pretty sure there is another way of doing it but I'm not that good with Java script, it has to do with a loop I believe... but I have to test it a bit more, sorry
And for the second it has to do with the damage formula for example if you damage formula is like, a.atk * 4 - b.def * 2, which is the default in Mv then
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6])) {(a.atk * 4 - b.def * 2) * 0.55; } else {(a.atk * 4 - b.def * 2) * 0.75; }
in the above example if the user is using weapon 5 or 6 the damage of each hit will be 55% of what the normal damage of the skill will be. -
Ok your first question how so?,
you mean several different weapons? In that case it going to become a very long sequence.at leats in that line
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6]) || user.hasWeapon($dataWeapons[7])
In the above example the sequence will work with weapons 5 - 7, I'm pretty sure there is another way of doing it but I'm not that good with Java script, it has to do with a loop I believe... but I have to test it a bit more, sorry
And for the second it has to do with the damage formula for example if you damage formula is like, a.atk * 4 - b.def * 2, which is the default in Mv then
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6])) {(a.atk * 4 - b.def * 2) * 0.55; } else {(a.atk * 4 - b.def * 2) * 0.75; }
in the above example if the user is using weapon 5 or 6 the damage of each hit will be 55% of what the normal damage of the skill will be.
Excuse me ...then I have to put this skill into the notes box:
<target action>
move user: target, front base, 15
wait: 5
motion attack: user
wait: 5
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
if (user.hasWeapon($dataWeapons[9]) || user.hasWeapon($dataWeapons[12]))
wait: 15
motion attack: user
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
else
end
</target action>
and everything:
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6])) {(a.atk * 4 - b.def * 2) * 0.55; } else {(a.atk * 4 - b.def * 2) * 0.75; }
I have to paste it into the damage formula ??? -
Excuse me ... but I find trouble ... ;_; could you kindly show the whole box note of skill as you did in prior periods with these two new additions to show me what I need to paste and how ??? please!!! :(
Sure
This is the Action Sequence code.
<target action>
move user: target, front base, 15
wait: 5
motion attack: user
wait: 5
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
// In the code below you can keep adding "|| user.hasWeapon($dataWeapons[X])" for more weapons,
// When I learn to correctly do a loop I will replace it with that.
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6]) || user.hasWeapon($dataWeapons[7]))
wait: 15
motion attack: user
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
else
end
</target action>
The second code is the damage formula code,and it goes in the damage formula section of the skill editor.
-
Sure
This is the Action Sequence code.
<target action>
move user: target, front base, 15
wait: 5
motion attack: user
wait: 5
action animation
action effect
wait for animation
wait: 5
motion attack: user
wait: 5
action animation
action effect
// In the code below you can keep adding "|| user.hasWeapon($dataWeapons[X])" for more weapons,
// When I learn to correctly do a loop I will replace it with that.
if (user.hasWeapon($dataWeapons[5]) || user.hasWeapon($dataWeapons[6]) || user.hasWeapon($dataWeapons[7]))
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>
The second code is the damage formula code,and it goes in the damage formula section of the skill editor.
View attachment 51988
Thanks thanks thanks!!! You've been a great help !!! you are very good!!! and you've also got a lot of patience with me !!! I hope that in the future if I ever need, you know help me !!! you were kind and very good !!!
For example ... you know how you could create an enemy that ANY attack the cause only 1 point of damage ... and only with critical hits I will cause him damage and normal with a certain weapon to cause at least 2 points of damage ??? type the metal slimes of Dragon Quest series !!! You know??? -
Thanks thanks thanks!!! You've been a great help !!! :D you are very good!!! and you've also got a lot of patience with me !!! I hope that in the future if I ever need, I know iautare !!! you were kind and very good !!!
For example ... you know how you could create an enemy that ANY attack the cause only 1 point of damage ... and only with critical hits I will cause him damage and normal with a certain weapon to cause at least 2 points of damage ??? type the metal slimes of Dragon Quest series !!! You know???
Well that doesn't really goes in here(remember this is the Action Sequence thread),
But i will explain it to you the reason the metal god/slime receives so little damage is because their extremely high defense stat, you can do an enemy like that simply by(while checking your actors stats so it's not exaggerated according to you character stats) maximising said enemy defence, this however, can turn into a problem if you don't know the exact numbers the formula will return, RPG MV will return 0 of damage for any negative number,you can, however, alter the damage formula so it always deals at least 1 point of damage.
Math.max(a.atk * 4 - b.def * 2, 1)
I don't remember the code to check for criticals, but even with the above damage formula the critical hits do about 20-30 of damage to an enemy with max def, and to do at least 2 points of damage to one the enemy you can add.
if (a.hasWeapon($dataWeapons[5])) {Math.max(a.atk * 4 - b.def * 2, 2); } else {Math.max(a.atk * 4 - b.def * 2, 1); }
however you willhave to add it to all skills, so it will get tedious after a while.Again sorry,I'm sure there is another way of doing it but my javasxript knowledge is very small. -
I don't have a lot to share in terms of sequences just yet, but I do have a question:
Is it possible to change the motion used for movement calls like "MOVE USER: TARGETS, 20" and "PERFORM START"? Larger sprites look really weird just wiggle sliding across the screen when they're moving across the screen. I've tried calling something like, "MOTION SKILL:USER" before I call any "MOVE USER" commands, but that doesn't seem to work at all. I can change the motions in every other instance, just not for movement...
Any ideas on this? -
So would it be like this?
<target action>
if user.isActor()
if user.attackMotion() !== 'missile'
else
perform start
end
move user: targets, center front, 5
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
else
motion attack: user
end
</target action> -
Well that doesn't really goes in here(remember this is the Action Sequence thread),
But i will explain it to you the reason the metal god/slime receives so little damage is because their extremely high defense stat, you can do an enemy like that simply by(while checking your actors stats so it's not exaggerated according to you character stats) maximising said enemy defence, this however, can turn into a problem if you don't know the exact numbers the formula will return, RPG MV will return 0 of damage for any negative number,you can, however, alter the damage formula so it always deals at least 1 point of damage.
Math.max(a.atk * 4 - b.def * 2, 1)
I don't remember the code to check for criticals, but even with the above damage formula the critical hits do about 20-30 of damage to an enemy with max def, and to do at least 2 points of damage to one the enemy you can add.
if (a.hasWeapon($dataWeapons[5])) {Math.max(a.atk * 4 - b.def * 2, 2); } else {Math.max(a.atk * 4 - b.def * 2, 1); }
however you willhave to add it to all skills, so it will get tedious after a while.Again sorry,I'm sure there is another way of doing it but my javasxript knowledge is very small.
Thanks anyway!!! :D I will try as you suggested !!! and sorry, in fact I was wrong section !!! my fault!!! >_> -
So would it be like this?
<target action>
if user.isActor()
if user.attackMotion() !== 'missile'
else
perform start
end
move user: targets, center front, 5
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
else
motion attack: user
end
</target action>
When I used it the battlers and the actors disappear,which means you are calling something inexistent in the battler sheets.
For first glance the problem seems to be the use of your if conditional...
What exactly are you trying to do in here? -
Alright... what I am trying to achieve is do two decision statements altogether under attack. First is to check and see if the attacker is actor or an npc. If npc, instead of using the animations that the actor uses, it uses default attack. The other if statement checks if the actor is using melee or missile. If it's missile, it checks the actor and uses the default method for missile instead of using thee other method, which is mainly used for attackers due to movement and aggressive use for the animation.
In Java it would've checked that script fine, but this is JavaScript and I'm no pro with JavaScript. I know somewhere in that script, there's a minor logic error -
Alright... what I am trying to achieve is do two decision statements altogether under attack. First is to check and see if the attacker is actor or an npc. If npc, instead of using the animations that the actor uses, it uses default attack. The other if statement checks if the actor is using melee or missile. If it's missile, it checks the actor and uses the default method for missile instead of using thee other method, which is mainly used for attackers due to movement and aggressive use for the animation.
In Java it would've checked that script fine, but this is JavaScript and I'm no pro with JavaScript. I know somewhere in that script, there's a minor logic error
Ha I see, then you are adding a bit more else and end in there.
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.isActor()
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
end
</target action>
This action makes the actor walk to the enemy and swing/thrust or use the missile motion, the enemy however only walks a bit and then the attack takes place, don't know if it is what you where asking for. -
That is perfect! and it works how I want it. Though I must ask, why the setup?
-
Mmm huh, nothing to important just the way I like it,
You can even erase it.
Edit: I don't know I'm bored and feeling generous, I'll make an action sequence to whomever ask first:p. -
Mmm huh, nothing to important just the way I like it,
You can even erase it.
Edit: I don't know I'm bored and feeling generous, I'll make an action sequence to whomever ask first:p.
so i was thinking of an attack that starts out with a 5 slash sword combo and is then ended with a 5 hit magic blast (using the lightning animation one time but dealing 5 hits) -
so i was thinking of an attack that starts out with a 5 slash sword combo and is then ended with a 5 hit magic blast (using the lightning animation one time but dealing 5 hits)
Well you dind't tell me much so I took some liberties.
Code:
Spoiler<setup action>
immortal: targets, true
camera focus: user
zoom: 150%, 15
display action
perform start
wait: 5
motion skill: user
animation 52: user
wait for animation
wait for movement
</setup action>
<target action>
move user: target, front base, 20
wait for movement
move user: target, back base, 20
wait: 10
motion swing: user
animation 6: target
action effect
wait for movement
move user: target, front base, 20
wait: 10
motion swing: user
animation 6: target
action effect
wait for movement
move user: target, back base, 20
wait: 10
motion swing: user
animation 6: target
action effect
wait for movement
move user: target, front base, 20
wait: 10
motion swing: user
animation 6: target
action effect
wait for movement
move user: target, back base, 20
wait: 10
motion swing: user
animation 6: target
action effect
wait for movement
wait for animation
wait for effect
jump user: 300%, 20
move user: backward, 500, 20
face user: forward
wait for movement
animation 51: user
motion spell: user
camera focus: target
wait for animation
animation 76: target
shake screen: 5, 5, 30
Force Element: Electricity
action effect
wait: 1
action effect
wait: 2
action effect
wait: 3
action effect
wait: 4
action effect
perfom finish
reset camera: 15
reset zoom: 15
</target action>
And this is how it look, the Skill was Named Lighting Rush
Edit: Still bored, and still want to practice if you liked the above one, then I can make a sequence for you, just be a bit more specific, in what you want. Whomever ask first :p -
hey everyone... i'm having a slight issue with IF... ELSE statements... i wanted an attack that showed a different animation depending on HP, but i can't seem to get it to trigger when the HP is below half...
<target action>
camera focus: target
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
wait for opacity
if ($gameActors.actor(1).hp <= .50 )
move user: target, back, 20
wait for movement
motion attack: user
face user: target
wait: 10
action animation: target, mirror
wait for animation
action effect: target
else
move user: target, back, 20
wait for movement
motion attack: user
face user: target
wait: 10
animation 2: target, mirror
wait for animation
action effect: target
end
</target action>
just curious if anyone may know what i messed up on lol... -
hey everyone... i'm having a slight issue with IF... ELSE statements... i wanted an attack that showed a different animation depending on HP, but i can't seem to get it to trigger when the HP is below half...
<target action>
camera focus: target
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
wait for opacity
if ($gameActors.actor(1).hp <= .50 )
move user: target, back, 20
wait for movement
motion attack: user
face user: target
wait: 10
action animation: target, mirror
wait for animation
action effect: target
else
move user: target, back, 20
wait for movement
motion attack: user
face user: target
wait: 10
animation 2: target, mirror
wait for animation
action effect: target
end
</target action>
just curious if anyone may know what i messed up on lol...
5
Well it the problem is you if statement, this is javascript, I don't know why you choose to word it in th e way you did but is worded wrong
if ($gameActors.actor(1).hp <= .50 )
this doesn't exist, so to say, I'm going to guess you are only going to use this skill with one actor,in that case you should do something like.
if (user.hp <= user.mhp * 0.50)
try replacing the one above with the newone and see if it works.