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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 49 of 107 View original ↗
  1. emelian65 said:
    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.



    grief... no wonder it wasn't working. yeah i'm not too great with that kinda stuff. so thanks a lot. gonna try this as soon as i can.
  2. I'm making a skill for a enemy boss. How do I make the enemy boss "whiten" or flicker or whatever prior to using the skill? The ENEMY EFFECT: target, whiten won't work, because I need to have the User of the skill Whiten which is the boss.
  3. emelian65 said:
    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



    Think you could do one for me?


    The user knocks the target into the air, jumps up and hits it once, knocking it back down and ending with a blast of fire, similar to how the lightning rush worked. There are 3 physical hits total, including the target hitting the ground. The fire blast will deal 6 hits, and it uses hadecynn's Engine Fire animation: http://forums.rpgmakerweb.com/index.php?/topic/55245-animations-archive-halloween-special/&do=findComment&comment=571952


    I hope you're still willing to do these! You're pretty good at it.
  4. quick question, slash, pierce,hit or blow?
  5. @emelian65 It's slashes. He's using a greatword-type weapon for this whole thing.
  6. ThePotatoOfFire said:
    Think you could do one for me?


    The user knocks the target into the air, jumps up and hits it once, knocking it back down and ending with a blast of fire, similar to how the lightning rush worked. There are 3 physical hits total, including the target hitting the ground. The fire blast will deal 6 hits, and it uses hadecynn's Engine Fire animation: http://forums.rpgmakerweb.com/index.php?/topic/55245-animations-archive-halloween-special/&do=findComment&comment=571952





    2



    Sorry for the delay, this should be what you are looking for.

    Spoiler
    <setup action>
    immortal: targets, true
    camera focus: user
    zoom: 150%, 15
    display action
    immortal: targets, true
    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, 15
    wait for movement
    wait: 15
    motion victory: user
    jump user: 100, 30
    animation 2: target
    action effect
    wait: 5
    float target: 200, 30
    camera focus: target
    wait for float
    wait: 15
    camera focus: user
    float user: 300, 15
    wait: 15
    motion swing: user
    animation 6: target
    action effect
    wait: 15
    move user: backward, 300, 30
    face user: target
    float user: 0, 30

    camera focus: target
    float target: 0, 10
    wait: 10
    shake screen: 5, 5, 30
    action effect

    wait: 45
    animation 51: user
    wait: 40
    motion spell: user
    wait for animation
    animation 150: target
    Force Element: Fire
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    perfom finish
    reset camera: 15
    reset zoom: 15
    </target action>






     



    Spoiler
    https://youtu.be/pdNBlF0h9M8

    Animation 150, is in my project the engine fire animation.


    If you don't want  the camera movements, simply delete all the Camera Focus  and Reset Camera sequences.


    If you don't want the zoom, delete the zoom and the reset zoom sequence.


    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 
  7. You need gun sprites if you like gun skills with Yanfly Senquence.

  8. KayZaman said:
    You need gun sprites if you like gun skills with Yanfly Senquence.


    I like how you did the camera movements on the first one!
  9. lonewolph said:
    I'm making a skill for a enemy boss. How do I make the enemy boss "whiten" or flicker or whatever prior to using the skill? The ENEMY EFFECT: target, whiten won't work, because I need to have the User of the skill Whiten which is the boss.





     



    What do you mean by this, do you want the boss to, flicker before he is going to do the skill?, like a warning?


    Or is something else?
  10. Thanks Gods i found this thread!
    I've spent the whole night trying to figure out how to make the user jump off, followed by a slight pause (animations or some screen tints) then suddenly swoop down to attack the target. The result is always a dead end. I supposed that the - jump user: distance, frame - could work. Unfortunately I dont know how to stop the user in the midair.
    Pls help me :(
  11. Emberwing said:
    Thanks Gods i found this thread!
    I've spent the whole night trying to figure out how to make the user jump off, followed by a slight pause (animations or some screen tints) then suddenly swoop down to attack the target. The result is always a dead end. I supposed that the - jump user: distance, frame - could work. Unfortunately I dont know how to stop the user in the midair.
    Pls help me :(

    As far as I know you can't stop midair using jump. Using 'Float' might be better. Are you jumping above the screen, and waiting for a second for the effects, and then coming down?
  12. PaybacK said:
    As far as I know you can't stop midair using jump. Using 'Float' might be better. Are you jumping above the screen, and waiting for a second for the effects, and then coming down?

    Right. But not jumping out of the screen. Just a simple jump.
    And you are right. I've tested with "Float". Not very smooth but it seems to be the best solution tho


    <setup action>
    hide battle hud
    opacity not focus: 0, 60
    wait for opacity
    camera focus: user, center, 10
    zoom: 130%, 10
    display action
    wait: 12
    perform start
    motion chant: user
    animation 224: user
    wait for animation
    </setup action>

    <target action>
    tint screen: dark, 30
    zoom: 115%, 10
    float user: 200, 24
    move user: forward, 400, 24
    face user: forward
    wait for float
    wait for movement
    motion chant: user, blink
    animation 205: user
    wait for animation
    float user: 0, 12
    move user: target, front base, 12
    motion swing: user
    zoom: 130%, 10
    wait: 12
    animation 66: target
    action effect
    wait: 10
    </target action>
    <follow action>
    tint screen: normal, 30
    zoom: 100%, 10
    show battle hud
    opacity not focus: 100%, 60
    wait for opacity
    </follow action>


    I just got used to Yanfly Action Sequence so this is the best i can come up with.
    Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?
  13. Hello there, I need some help.


    I recently upgraded to Rpg Maker MV. In the past, I used the "Follow-Up Skill" by Yanfly to make a particular effect: I wanted a skill to show up an animation that I created personally with 3D rendered pictures and then, afterwards, the damage would occur with the follow up skill. To make it easier to understand:


    Skill 1: no damage, calls event showing a series of pictures, at the end triggers the follow up "skill 2"


    Skill 2: damage of the previous skill


    I am in absolute need to recreate this same effect for a new project I am working on... Is there any way at all to recreate this thing, maybe in an easier way that I didn't figure out, or in ANY WAY at all?


    Please help me!
  14. LuciferSynd said:
    Hello there, I need some help.


    I recently upgraded to Rpg Maker MV. In the past, I used the "Follow-Up Skill" by Yanfly to make a particular effect: I wanted a skill to show up an animation that I created personally with 3D rendered pictures and then, afterwards, the damage would occur with the follow up skill. To make it easier to understand:


    Skill 1: no damage, calls event showing a series of pictures, at the end triggers the follow up "skill 2"


    Skill 2: damage of the previous skill


    I am in absolute need to recreate this same effect for a new project I am working on... Is there any way at all to recreate this thing, maybe in an easier way that I didn't figure out, or in ANY WAY at all?


    Please help me!





     






     







     



    Well it depends,... does the "event" is actually an event or only an animation, by that I mean does it requires to run a common event, or is only for show if the "vent" is only an animation that you want before the skill damage then the only thing you need to do is using it like this.


    <setup action>
    immortal: targets, true
    perform start
    </setup action>

    <target action>
    //where X is the animation that you want to call upon
    //where target is eaither the enemies or the user
    animation X: target
    //you then wait fot he animaton to finish
    wait for animation
    //then you perform either the effect of the skill
    action effect
    //or the second animation, where Y is the second animation you want to call
    animation Y: targets
    //then you wait for the animation and for the effect
    wait for animation
    wait for effect
    </target action>


    And that should be, but only if the "event" is an animation nly.


    If it is actually a common event then


     you need to replace the first animation X: target with.


    common event: X


    in this way you can do everything you need in a sole skill.


    Does this help you? If not, Can you give us more information?


    We will be able to help more.

    Emberwing said:
    I just got used to Yanfly Action Sequence so this is the best i can come up with.
    Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?





     






    2



    As far as i know there is no sequence for an afterimage effect, don't know if Yanfly will ever implement it, but if they have done it in another code then maybe the will use it.
  15. I made it work by downloading a script by another person. I had no idea anyway what to do with that string of code you made for me, mate XD


    But to say it again, this is what happens:


    -Skill 1: this is just a dummy skill, not making any damage, only used to call event.


    -Event gets triggered, a series of pictures with effects shows up on the screen, sequence finishes.


    -Skill 1 calls for the use of Skill 2


    -Skill 2 applies the damage and eventual altered effects.


    Thank you for your help!
  16. Emberwing said:
    Right. But not jumping out of the screen. Just a simple jump.
    And you are right. I've tested with "Float". Not very smooth but it seems to be the best solution tho



    <setup action>
    hide battle hud
    opacity not focus: 0, 60
    wait for opacity
    camera focus: user, center, 10
    zoom: 130%, 10
    display action
    wait: 12
    perform start
    motion chant: user
    animation 224: user
    wait for animation
    </setup action>

    <target action>
    tint screen: dark, 30
    zoom: 115%, 10
    float user: 200, 24
    move user: forward, 400, 24
    face user: forward
    wait for float
    wait for movement
    motion chant: user, blink
    animation 205: user
    wait for animation
    float user: 0, 12
    move user: target, front base, 12
    motion swing: user
    zoom: 130%, 10
    wait: 12
    animation 66: target
    action effect
    wait: 10
    </target action>
    <follow action>
    tint screen: normal, 30
    zoom: 100%, 10
    show battle hud
    opacity not focus: 100%, 60
    wait for opacity
    </follow action>


    I just got used to Yanfly Action Sequence so this is the best i can come up with.
    Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?

    The afterimage was so cool! I don't think it's possible here, but may show up later. We can only hope lol
  17. I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?
  18. Forthright said:
    I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?



    Copy and paste the attack skill. Adjust the new attack skill to use the animation of your choice and NOT to run up and attack. Replace the default attack of any ranged enemies you have with the new one.


    I actually use several 'Attack' skills for various enemies as they use different elements/weapon types and this helps with that.
  19. emelian65 said:
    Sorry for the delay, this should be what you are looking for.

    Spoiler
    <setup action>
    immortal: targets, true
    camera focus: user
    zoom: 150%, 15
    display action
    immortal: targets, true
    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, 15
    wait for movement
    wait: 15
    motion victory: user
    jump user: 100, 30
    animation 2: target
    action effect
    wait: 5
    float target: 200, 30
    camera focus: target
    wait for float
    wait: 15
    camera focus: user
    float user: 300, 15
    wait: 15
    motion swing: user
    animation 6: target
    action effect
    wait: 15
    move user: backward, 300, 30
    face user: target
    float user: 0, 30

    camera focus: target
    float target: 0, 10
    wait: 10
    shake screen: 5, 5, 30
    action effect

    wait: 45
    animation 51: user
    wait: 40
    motion spell: user
    wait for animation
    animation 150: target
    Force Element: Fire
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    perfom finish
    reset camera: 15
    reset zoom: 15
    </target action>







     



    Spoiler
    https://youtu.be/pdNBlF0h9M8

    Animation 150, is in my project the engine fire animation.


    If you don't want  the camera movements, simply delete all the Camera Focus  and Reset Camera sequences.


    If you don't want the zoom, delete the zoom and the reset zoom sequence.


    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 

    Thanks for your help!
  20. Forthright said:
    I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?





     






     






     






     



    I made a sequence that does something similar, however, it treats all the enemies as missile users, that means they won't advance towards the player unsless they have a sequence for that,here it is

    emelian65 said:
    Code:
    <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>