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

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Started by Blue001 2126 posts Page 48 of 107 View original ↗
  1. 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
  2. Aurawhisperer said:
    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.
  3. emelian65 said:
    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.



    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% ????
  4. Lionheart_84 said:
    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.
  5. emelian65 said:
    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 ???
  6. Lionheart_84 said:
    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.


    P.png
  7. emelian65 said:
    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???
  8. Lionheart_84 said:
    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.
  9. 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?
  10. 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>
  11. emelian65 said:
    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!!!  >_>
  12. Aurawhisperer said:
    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?
  13. 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
  14. Aurawhisperer said:
    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.
  15. That is perfect! and it works how I want it. Though I must ask, why the setup?
  16. 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.
  17. emelian65 said:
    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)
  18. Crimson Dragon Inc. said:
    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

    Spoiler
    https://www.youtube.com/watch?v=QFyUw_YqS_c



    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
  19. 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...
  20. zerobeat032 said:
    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.