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

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Started by Blue001 2126 posts Page 52 of 107 View original ↗
  1. So i did try it and:


    the damage occurs before the video


    the video is playing two times


    and there is another damage coming.
  2. @JoeTheCrafter Is it an AoE skill?


    If that's the case change the target for whole in between the < > like this.


    <whole action>
    </whole action>


    And test it, if it doesn't work then please post an image of the skill in the edit, and of the common event.


    Also if your skill has the common event in the traits erase it.
  3. It is now working thank you for helping me it is sure that it will help others persons.
  4. Hey guys!


    So I haven't been working on MV for quite a while, but I made this action sequence as a hobby, since I liked making some cool looking skills.


    Let me know what you guys think!
  5. Hey guys i need your help ;_;


    Got a trouble when enemy cast a skill which involves Jump effect. As is indicated by the .jpg below, The jumping enemy was covered by the actors and it's looks weird...


    I wonder if I failed to understand the plugin or it's resulted from a potential bug?


    I would greatly appreciate it if somebody could sovle this problem! 

    BUG.jpg
  6. Syuan said:
    Hey guys i need your help ;_;


    Got a trouble when enemy cast a skill which involves Jump effect. As is indicated by the .jpg below, The jumping enemy was covered by the actors and it's looks weird...


    I wonder if I failed to understand the plugin or it's resulted from a potential bug?


    I would greatly appreciate it if somebody could sovle this problem! 


    View attachment 55630



    If I had to guess. Actors are always shown in front of enemies. Not sure if the plugin does that or MV itself. I'm thinking MV does that.


    If it didn't work this way, large image enemies would obscure actors running up and attacking them.
  7. I'm having an issue with the 'thrust'/'swing'/'missile' motions (it happens with "motion attack: user" as well) where it plays the 'skill' motion with the weapon floating there. Is there a known fix for this? I've found a workaround using Yami's SV battler plugin, but that only works as long as the actor's weapons all use the same motion (e.g. it wouldn't work for an actor that could use either a sword or a bow). For more information on my issue, check out this discussion. It's not a big problem, but it does affect the visual quality of the game.
  8. Mando Jetii said:
    Here is a download link for my test project: Sideview Battle Test. This project uses Yami's plugin to correct the original motion error but has a new error where the "wait" motion isn't playing right. Harold is the only character using Yami's plugin, the others just use default sprite sheets. Therese is still displaying the original motion error that I'm having with Yanfly's Action Sequence plugins.
  9. @Mando Jetii Hello, first I'm going to say you don't need to double post only edit your original post, you make the higher ups look at us funny.


    I'm going to make a guess and say that all of your skills have this particular part in the action sequence?


    <whole Action>
    move user: forward, 32, 4
    motion attack: user
    perform action <-------------This one
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    death break
    perform finish
    </whole action>


    If this is the case?
  10. Yes, "perform action" is included. It was easier than trying to insert the animations and all that. So "perform action" is what's overwriting the motion animation?

    emelian65 said:
    @Mando Jetii Hello, first I'm going to say you don't need to double post only edit your original post, you make the higher ups look at us funny.

    I didn't mean to double post this. I accidentally posted it here when I meant to post it here. I couldn't figure out how to delete the extra post, so I just left it with the quote box added.
  11. Mmmm, we really should probably consider make a writen guide of some of the action sequence commands, it is obvious that Yanfly help file doesn't really help much, if everyone is having problems like this.


    @Mando Jetii


    The Perform Action sequence is a shortcut, an easy way to call the start of a skill, as such it should only be really used in the <Setup Action> sequence, putting it anywhere else just mess with things.


    It is indeed overwrtting the Motion Attack: User as is happening later that the previous, however you really don't need to use it unless you are messing with the Setup Action, and as far as I can see you just want the default walking a bit, then cast animation, then whatever else. Because of that you don' t need perform finish either, and, because of where you are putting it you also don't need Death Break.


    Test the skills without the Perform Action in there, you'll see that the skill plays exactly the same but with the correct motion.


    If you need more help don't be afraid to ask.
  12. @emelian65


    Thanks! It worked exactly like you said. I remember when I first was experimenting with action sequences that the animation's weren't running & the enemies weren't taking damage; I had though that "perform action" was what added those, but it looks like that stuff is handled in other lines such as "action animation" & "action effect". Thanks!
  13. Okay, new question. Say I'm making a multi-hit attack and I want the last hit to cause double damage. How would I do that?


    I'm working on an MV remake of the VX Ace skill "Claw Dance". The original skill is a two-hit attack with a damage formula of a.atk * 12, but the attack animation shows five hits, with the fifth hit looking like it hurt more than the others. Using Yanfly's action sequences, I'm able to make the character move with the attack animation and damage the enemy with each strike. Aside from the fact that the fifth attack looks stronger than the others, the formula also divides better if I give double damage on the last attack (12 * 2 = 24, 24 / 6 = 4 but 24 / 5 = 4.8).


    Here is the current notebox code:


    <target action>


          move user: target, front center, 5


          wait for movement


          action animation: target


          face user: target


          motion attack: user


          move user: target, back base, 5


         wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, front base, 5


          wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, back center, 5


          wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, base, 5


          wait for movement


          action effect


          wait: 20


          face user: target


          motion attack: user


          move user: target, front head, 5


          wait for movement


          action effect


          action effect


          wait: 3


    </target action>


    <follow action>


          perform finish


    </follow action>


    You may notice that I have "action effect" twice for the last strike. This is so that it causes double damage, however this is technically two hits and shows up as such in the damage popup, so I would like to cause one double damage hit. The best solution I can think of off hand it to create a state that double's the user's atk and have the skill invoke the state before the final strike, then end it afterward.
  14. Mando Jetii said:
    Okay, new question. Say I'm making a multi-hit attack and I want the last hit to cause double damage. How would I do that?


    I'm working on an MV remake of the VX Ace skill "Claw Dance". The original skill is a two-hit attack with a damage formula of a.atk * 12, but the attack animation shows five hits, with the fifth hit looking like it hurt more than the others. Using Yanfly's action sequences, I'm able to make the character move with the attack animation and damage the enemy with each strike. Aside from the fact that the fifth attack looks stronger than the others, the formula also divides better if I give double damage on the last attack (12 * 2 = 24, 24 / 6 = 4 but 24 / 5 = 4.8).


    Here is the current notebox code:


    <target action>


          move user: target, front center, 5


          wait for movement


          action animation: target


          face user: target


          motion attack: user


          move user: target, back base, 5


         wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, front base, 5


          wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, back center, 5


          wait for movement


          action effect


          wait: 5


          face user: target


          motion attack: user


          move user: target, base, 5


          wait for movement


          action effect


          wait: 20


          face user: target


          motion attack: user


          move user: target, front head, 5


          wait for movement


          action effect


          action effect


          wait: 3


    </target action>


    <follow action>


          perform finish


    </follow action>


    You may notice that I have "action effect" twice for the last strike. This is so that it causes double damage, however this is technically two hits and shows up as such in the damage popup, so I would like to cause one double damage hit. The best solution I can think of off hand it to create a state that double's the user's atk and have the skill invoke the state before the final strike, then end it afterward.

    Get Yanfly's Damage Core plugin, if you don't have it. Then, before the final hit, use 'damage rate: 200%'. It'll make the last hit deal twice as much damage in a single hit, and you don't have to change it back to 100% afterwards (it resets at the end of the sequence).
  15. @PaybacK


    Thanks! I thought there was a way to do it using Yanfly plugins.
  16. Question: What do I do to prevent actors from moving backwards when using a skill (magic, or special)?


    My actor moves backwards, moves back to starting location, THEN forwards....


    <Cast Animation: 0>


    <whole action>


    move user: forward, 48, 12


    camera focus: user


    zoom: 110%, 30


    wait for zoom


    </whole action>


    Also: I got basic motion figured out... I can have my actor run towards a target's position... how do I keep the target there instead of returning to home position?
  17. I am new to forums but big RPG user since my childhood. Just trying to get my head around Action Sequences and came across this one: NOTE I realise this doesn't work with Yanfly's but perhaps we can get a translation so it does?







    When I input it into my game it doesn't want to work. My character does the movement and then the damage cuts in but no animation for summoning occurs.


    Can someone test it out in theirs and see if they get the same results? See below for the Action Sequence. 

    Spoiler
    Code:
    <action sequence: movement>
    motion: user, walk
    move: user, forward, 30, 48
    wait: user, move
    motion: user, reset
    </action sequence>
    
    <action sequence: execute>
    motion: user, chant
    wait: user, 24
    motion: user, 7, 3, 8, once
    wait: user, 24
    motion: user, 10, 3, 8, loop
    wait: user, 12
    animation: user, 142
    wait: user, animation
    opacity: all actors, 0, 80
    tint: lower, black, 80
    wait: user, 80 
    battleback: save
    battleback: DarkSpace, DarkSpace
    wait: user, 4
    tint: lower, clear, 80
    wait: user, 80
    animation: all targets, 141
    wait: user, 120
    pose: all targets, damage, 0
    move: all targets, close to position, 24, 408, 312, 96
    float: all targets, 48, movement
    wait: user, 40
    effect: all targets, 100%
    wait: user, 48
    effect: all targets, 100%
    wait: user, 48
    effect: all targets, 100%
    wait: user, 48
    effect: all targets, 100%
    wait: user, 48
    fall: all targets, to ground, 20
    wait: all targets, jump
    kill: all targets
    motion: all targets, reset
    pose: all targets, clear
    tint: lower, black, 80
    wait: user, 80 
    battleback: restore
    wait: user, 4
    tint: lower, clear, 80
    opacity: all actors, 255, 80
    wait: user, 80
    </action sequence>
    
    <action sequence: damage>
    </action sequence>
    
    <action sequence: return>
    motion: movable targets, move
    motion: user, return
    move: movable targets, to home, 12
    move: user, to home, 12
    wait: user, move
    wait: movable targets, reset
    </action sequence>
  18. Hello. Is there a way to have characters go up to an enemy and stay there (new position)?


    I can do the move commands with Yanfly Action Sequence Pack... but what if I want to disable them jumping back to their default row?


    These are the coded positions.


    MOVE target1: HOME, (frames)MOVE target1: RETURN, (frames)MOVE target1: FORWARD, (distance), (frames)MOVE target1: BACKWARD, (distance), (frames)MOVE target1: POINT, x coordinate, y coordinate, (frames)MOVE target1: target2, BASE, (frames)MOVE target1: target2, CENTER, (frames)MOVE target1: target2, HEAD, (frames)MOVE target1: target2, FRONT BASE, (frames)MOVE target1: target2, FRONT CENTER, (frames)MOVE target1: target2, FRONT HEAD, (frames)MOVE target1: target2, BACK BASE, (frames)MOVE target1: target2, BACK CENTER, (frames)MOVE target1: target2, BACK HEAD, (frames)
  19. I'm trying to create a state that does this using action sequences: 


    places a state on the target 


    after 3 turns, state expires, explodes


    and then deals damage to all enemies. 


    Then adds a new state? 


    Anyone have an idea? I can add the animations in myself, but I don't know how to create the action sequences.