I'm trying to have an actor move backwards, away from their home location, while still facing forward. I saw it done in the action sequence video, but I'm not sure how.
EDIT: I got it, just had to move 'face user: target' to below the move instead of above >.>
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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So I'm having issues finishing my jump attack called Powerful Slash.
I'm trying to do a 360 spin before my character reaches his 45 degree angle. Thing is, the spin isn't doing what I want it. This is what I have:
<target action>
move user: target, front center, 30
jump user: 200, 30
wait: 10
face target: backward
wait: 15
face target: forward
wait for movement
motion attack: user
attack animation: target
wait for animation
action effect
</target action> -
So I'm having issues finishing my jump attack called Powerful Slash.
I'm trying to do a 360 spin before my character reaches his 45 degree angle. Thing is, the spin isn't doing what I want it. This is what I have:
I'm not quite sure what you mean by a spin before reaching the 45 degree angle. But I'm assuming you want a character to jump, spin on a horizontal plane (aka not front/back flipping) and then makes an attack before hitting the ground? -
I'm having trouble figuring out how to combine Action Sequences with multiple (random) enemy targets.
I can't get the actor to move to random targets and perform the actions. (for example a triple attack but each slash is different and on a different random enemy, or it could be on the same enemy multiple times as well)
I've been experimenting with target1, target2, target3 within the target action but it doesnt seem to work. Any thoughts? -
Hey guys,
I'm looking for some help with my "Attack" skill. What I'm trying to do is set it so that certain weapon types do different actions. Well actually just the 1 weapon type. I have a weapon that casts different animations and works in a different way to all the other weapons. Now this would have been achievable with If user.attackmotion() == 'Missile' but since I have other weapons that are 'Missile' based, this will not work.
What i'm looking for is to reference the "Weapon type" in my IF statement. like "IF user.weaponType() == 'Special'"
But that code doesn't work... probably because it was a total shot in the dark lol.
Can anyone lend a hand?
EDIT:
Nevermind, I figured it out. I set up a passive state on the weapon(s) and used
"if user.isStateAffected(44)"
action stuff
else
if user.attackMotion() == 'Missile'
action stuff
end
hope that helps anyone who was having trouble with this too. -
I'm having trouble figuring out how to combine Action Sequences with multiple (random) enemy targets.
I can't get the actor to move to random targets and perform the action. (for example a triple attack but each slash is on a different random enemy, or could be on the same one twice as well)
I've been experimenting with target1, target2, target3 but it doesnt seem to work. Any thoughts?
I -think- you might overthinking it. I just checked one of the skills I have that does this. And it appears you only need to have it act like a single target. If its setup as a <target action> it should repeat it 3 times. Give this a shot:
Spoiler<setup action>
display action
immortal: targets, true
</setup action>
<target action>
move user: targets, front, 20
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
You might want to tinker with it to get the timing you want. As well as facing as due to the randomness sometimes the actor will attack an enemy in the back then move to the front and still be facing to the right. Something like a face to the left before each motion attack: user should do the trick.
But that should work if you have target scope on the skill set to three random enemies.
Don't quote me on this (unless it does work), but I think if you used whole action instead, it might do the action once and select three enemies to be hit simultaneously. I haven't tested that. Just adding it in here for others who might be reading. -
I -think- you might overthinking it. I just checked one of the skills I have that does this. And it appears you only need to have it act like a single target. If its setup as a <target action> it should repeat it 3 times. Give this a shot:
You might want to tinker with it to get the timing you want. As well as facing as due to the randomness sometimes the actor will attack an enemy in the back then move to the front and still be facing to the right. Something like a face to the left before each motion attack: user should do the trick.
But that should work if you have target scope on the skill set to three random enemies.
Don't quote me on this (unless it does work), but I think if you used whole action instead, it might do the action once and select three enemies to be hit simultaneously. I haven't tested that. Just adding it in here for others who might be reading.
Thanks for that! :)
And yes, this does work for the basic idea, but I was looking to have the multiple enemies targeted written within the sequence, rather than having it carry out the same single target sequence three times.
Even though your suggestion does the trick, it doesn't allow any variation in each strike or how it attacks multiple targets.
For example: what if you want the first strike to be a normal attack, the second a jump and strike and the third a forced critical hit with an extra animation?
This is very easily done in a sequence that attacks one enemy, but how would we do that in a skill that can potentially hit multiple (random) targets?
I'm starting to think this is simply a limitation in how Action Sequences works with interpreting the Skill's Scope setting... -
Thanks for that! :)
And yes, this does work for the basic idea, but I was looking to have the multiple enemies targeted written within the sequence, rather than having it carry out the same single target sequence three times.
Even though your suggestion does the trick, it doesn't allow any variation in each strike or how it attacks multiple targets.
For example: what if you want the first strike to be a normal attack, the second a jump and strike and the third a forced critical hit with an extra animation?
This is very easily done in a sequence that attacks one enemy, but how would we do that in a skill that can potentially hit multiple (random) targets?
I'm starting to think this is simply a limitation in how Action Sequences works with interpreting the Skill's Scope setting...
I believe I know what you mean. I don't believe it would be that tough (outside selecting targets). I think the way to do it is some form of Lunatic Mode with enemy x, where x is evaluated. Unfortunately my javascripting ability isn't really there.
Would be nice if the target typing could be updated to include random enemy, random actor, random opponent, random friend, and random all (along with dead, not dead, not user, not focus versions). That would make this really easy. -
I'm not quite sure what you mean by a spin before reaching the 45 degree angle. But I'm assuming you want a character to jump, spin on a horizontal plane (aka not front/back flipping) and then makes an attack before hitting the ground?
Pretty much.
Plus, I'm also having an issue using animations on all enemies. Choosing the scope feature of all enemies makes the PC stand there and do a cast animation, then delivers a second attack to all enemies again. Yet, I don't want this. Just want my character to move to the center of the screen, and launch an attack that hits all enemies. It's a Cleave attack :/ -
Pretty much.
Plus, I'm also having an issue using animations on all enemies. Choosing the scope feature of all enemies makes the PC stand there and do a cast animation, then delivers a second attack to all enemies again. Yet, I don't want this. Just want my character to move to the center of the screen, and launch an attack that hits all enemies. It's a Cleave attack :/
For your spin animation, try removing the 'wait for movement' and either leaving that line out, or replacing it with 'wait: x' where x gets the attack to line up when you want it to in the spin.
Spin<target action>
move user: target, front center, 30
jump user: 200, 30
wait: 10
face target: backward
wait: 15
face target: forward
wait for movement <---- Remove or replace with wait: x
motion attack: user
attack animation: target
wait for animation
action effect
</target action>
For your cleave you'll want to use:
<setup action>
stuff that moves character to middle
</setup action>
For your initial movement, power up, ect. Then use the following for the actual effect:
<whole action>
the flashy stuff where the character shows their weapon, flashy animation hits all, and then action effect for the damage.
</whole action> -
For your spin animation, try removing the 'wait for movement' and either leaving that line out, or replacing it with 'wait: x' where x gets the attack to line up when you want it to in the spin.
Spin<target action>
move user: target, front center, 30
jump user: 200, 30
wait: 10
face target: backward
wait: 15
face target: forward
wait for movement <---- Remove or replace with wait: x
motion attack: user
attack animation: target
wait for animation
action effect
</target action>
For your cleave you'll want to use:
<setup action>
stuff that moves character to middle
</setup action>
For your initial movement, power up, ect. Then use the following for the actual effect:
<whole action>
the flashy stuff where the character shows their weapon, flashy animation hits all, and then action effect for the damage.
</whole action>
Thank you for the Cleave help! Now I know from this point on to utilize setup much as possible if want the animation done right. Going to fix up leap next. -
Spin didn't work. This is what I have:
<setup action>
move user: target, front center, 30
jump user: 100, 20
wait: 10
face target: backward
wait: 15
face target: forward
wait: 10
</setup action>
<whole action>
motion attack: user
attack animation: target
wait for animation
action effect
</whole action> -
Also another question. Is it possible with yanflys animation pack that I am able to customize some kind of life drain?
What I mean is there's an item that MC forcefully wears from beginning to mid game that makes him stay as a Fellknighrt. The outcome of the item is to degen a tiny percentage per turn in battle, but if MC kills an enemy and an enemy by him alone, he can recover a small amount of HP.
My thoughts for the script are:
If target >= 0
B.hp * a.lvl or create a fix of 10 * a.lvl to prevent breaking
This will be under notetags on that specific item -
I hope this hasn't been mentioned earlier. This is a gigantic topic, and it's hard to sort through it all.
What would be the action sequence (setup action, whole action, target action, follow action, and finish action) for just a normal skill, that doesn't have any action sequence in it at all, be? Meaning, simply stating the move's name, playing the animation, damaging, collapsing if needed that stuff. Just, the exact action sequence that it plays by default.
So, how would you make the most simple, default attack skill?
I'd like to simply modify simple attacks to give them a little flare. Like having a normal attack, but damage plays twice. Might sound mundane, haha, but I can't do this unless I know exactly what the default is. -
@TheTitan99 Yanfly shows the Action Sequence for a default skill in this video (around 2:00). If I copied it correctly, it should be:
Code:<setup action> display action immortal: targets, true perform start wait for movement cast animation wait for animation </setup action> <whole action> </whole action> <target action> perform action motion wait: user action animation wait for animation action effect: target death break </target action> <follow action> </follow action> <finish action> immortal: targets, false clear battle log perform finish wait for movement action common event </finish action>
You only need to include the phases that differ from the default in the notetag - if e.g. you don't change anything about the finish actions, you can leave out that part. -
Anyone for mine?
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@Aurawhisperer I'm not 100% sure on what you're trying to accomplish, but that sounds like a passive state to me. You want the character to lose a bit of his HP every turn while he/she has this item, correct? And then if he gets a killing blow, he will regen a bit of HP?
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@Aurawhisperer I'm not 100% sure on what you're trying to accomplish, but that sounds like a passive state to me. You want the character to lose a bit of his HP every turn while he/she has this item, correct? And then if he gets a killing blow, he will regen a bit of HP?
Pretty much. And the actor has to be attacking in order for this effect to take active. If lets say the actor defends or uses an item, it doesn't take effect. Like how the Cecil Dark Knight is in the original FF4 -
@Aurawhisperer that definitely sounds like something you can accomplish via a passive state without needing to fiddle with the action sequences of every attack that character has. I suggest making a post here: https://www.reddit.com/r/rpgmaker_howto/
I'm not all that versed in Javascript, else I'd whip something up for you. -
@Aurawhisperer
You definitely need passive states, I think something like this should work...
Let's say the state you aretrying to aplly is state 10
you need to put this in the accesory
Code:Then in the state 10 note something like this.<Passive State: 10>
Code:And that should be all.<Custom Conclude Effect> if (target.isDead() || target.hp <= 0) { var recover = user.level * 10; user.gainHp(recover); user.startDamagePopup(); user.clearResult(); } </Custom Conclude Effect>