Hey, i've 0 knowledge of javacript, can someone help me with this?
I want to make a skill that change effect based on a game variable, but i have no idea of what to write in the notetag, any suggestion?
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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@SALAMANDROG You need to do something like this using if... statements
Code:<target action> if v[1] >= X then somehting happens else something else happens </target action>
Although if I'm being honest I don't remember if you should use only v[X] with x being the variable or using the whole $game.Variables.value(1) >= x, you cold try. -
Well, i've tried and when my actor use this skill it open a pop-up stating that something went wrong with steal&snatch plug in, so i put it off, but it still interfer, what's happening?@SALAMANDROG You need to do something like this using if... statements
Code:<target action> if v[1] >= X then somehting happens else something else happens </target action>
Although if I'm being honest I don't remember if you should use only v[X] with x being the variable or using the whole $game.Variables.value(1) >= x, you cold try. -
Mmm that means the code is wrong somewhere, it could be the variable code that I gave you just let me test it to see if it is the variable code.
@SALAMANDROG
EDIT: Ok really hope you read this :p
Code:<target action> if ($gameVariables.value(X) >= Y) /////action sequence code///// else /////action sequence code///// end </target action>
Where X is the variable you are testing and Y is the number that you want it to be above of, I just test it and it worked, if you ae still experiencing problems maybe you should try posting you Action Sequence code in here to see if the error is being triggered by anything else. -
Maybe off topic, but related to yanflys plugins. So I adjusted the screen resolution under the main plugin core of yanfly, and tried to test battle via database to see how it looks. Consequently, it error out saying width is null. Tried the test while starting an in game, and battle screen is able to show just fine.
How can I fix this problem? -
I've been messing with this plugin and I think I'm starting to understand the basics. However, I can't make this work. I want actors not to move forward when casting a skill, I want them to stay in place during the whole execution. How do I do that?
Also, is it possible to make this plugin compatible with moghunter's chain commands plugin (a plugin that allows the player to connect different skills through quick time events)? So, I made some skills where the player moves in front of the enemy and attacks, then I want the qte to appear while the player is in front of the enemy. But because the skill is already "finished", the actor returns to its original location and then the qte appears.
I'm really sorry for derrailing the thread, but I've been starting a lot of new threads lately.
Thanks for reading!!! -
@Doomguard the first one is easy actually you only need to use <setup action></setup action>, using it in any skill will completely erase the default sequence of events that happens before the skill is properly executed, the movement of that actor and the cast animation (if you have it enabled) are some of the actions that are affected.
About the second, I don't actually think is possible but I have never use MogHunter chain commands plugin, from what I understand the QAE forces the actor to use the second skill, have you tried to look into SumRndmDde timed attack plugin, some of them work in a similar way to what you are asking, and are actually compatible into yanfly action sequences, som maybe that is another option to you. -
Is the action sequence pack 2 supposed to work with the battle engine cores frontview mode?
Even though I display an Actor sprite, I can't make him or an enemy use the move action.
I tried doing:
It plays the animation correctly but both my actor & the enemy don't change location of their sprite.Code<target action>
move user: targets, front, 20
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait for animation
wait for movement
wait:5
</target action>
I was so happy to find a solution to implement a front view system with an actor and now it seems these 2 plugins
aren't compatible even though both are from yanfly :(
Am I doing something wrong or is this an intended "not"-feature with the front view? -
@Benji01 If I remember correctly the front view battle disables all sprite movement so actor won't actually move forward, the reason both modes are compatible has to do with how much other function the actions sequence add to skills
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Hi, I'm sorry for being for noobish. But can any of you help me do a simple zoom effect. All I want is for the camera to zoom on the player and the player to play his animation. Again sorry very new to this
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Can someone help me with a basic zooming effect, just zoom to the player and have him execute his animation? Sorry very new to this
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@Joey Camarillo first, please do not double post you make the mods and admins to look fun at us ok, second you first need the three action sequence plug-ins for a zoom to work, after that is a simple
Code:<target action> camera focus: user, center, 0 zoom: 150%, 30 wait for zoom action animation action effect wait for animation wait for effect reset camera: 1 reset zoom: 30 </target action>
It should be as easy as this, please test it and remember that the plugins have a lot of information in their help files -
I'm trying to make a skill where the character creates two dublicates of themselves, then all three will attack the enemy at once but I'm not sure how to do it.
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I'm trying to make a skill where the character creates two dublicates of themselves, then all three will attack the enemy at once but I'm not sure how to do it.
Nothing special required there. Each character will need their own animation. And what you do is add the SV Actor animation to the right of the animation image itself. You'll need to play around with the position a bit.
There's not a way to 'clone' the actor themselves that I know of. So you'll have to fake it by editing the animation image file itself. -
@Doomguard the first one is easy actually you only need to use <setup action></setup action>, using it in any skill will completely erase the default sequence of events that happens before the skill is properly executed, the movement of that actor and the cast animation (if you have it enabled) are some of the actions that are affected.
About the second, I don't actually think is possible but I have never use MogHunter chain commands plugin, from what I understand the QAE forces the actor to use the second skill, have you tried to look into SumRndmDde timed attack plugin, some of them work in a similar way to what you are asking, and are actually compatible into yanfly action sequences, som maybe that is another option to you.
Is the action sequence pack 2 supposed to work with the battle engine cores frontview mode?

Even though I display an Actor sprite, I can't make him or an enemy use the move action.
I tried doing:
It plays the animation correctly but both my actor & the enemy don't change location of their sprite.Code<target action>
move user: targets, front, 20
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait for animation
wait for movement
wait:5
</target action>
I was so happy to find a solution to implement a front view system with an actor and now it seems these 2 plugins
aren't compatible even though both are from yanfly :(
Am I doing something wrong or is this an intended "not"-feature with the front view?
Thank you!!! Worked wonders -
Nothing special required there. Each character will need their own animation. And what you do is add the SV Actor animation to the right of the animation image itself. You'll need to play around with the position a bit.
There's not a way to 'clone' the actor themselves that I know of. So you'll have to fake it by editing the animation image file itself.
Dang, I was kind of hoping that there would be some way to do it without faking it for the purposes of using different weapons the character can use. Otherwise I'd have to make giant what if lists and tons of different animations for each possible weapon that the character has. -
Hello, I just would like to know if is it possible make a sequence where the user moves some distance away from targets's front base, without having to go to target's front base first (it was possible with theolized for vx), for example, I would like to do an sequence where the user goes to the same position as the target, but with some distance from it and shoots a energy ball. I've manages to do this, but the user must go to target front base first, then move backwards to shot... (It looked kinda weird...) Thanks in advance!
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Hello everyone i do need help i did my best and try to figure but seem the monster just instant die with just my first even my attack was set 10
is their a bug in my bug do need help. Thank you.
Code:<setup action> immortal: targets true display action opacity friends not user: 0%, 60 camera focus: user, 15 zoom: 150%, 60 perform start wait for movement wait: 60 wait for animation tint screen: -255, -255, -255, 0, 30 wait: 30 zoom: 300%, 10 camera focus: target, center, 0 wait: 10 tint screen: normal, 30 move user: target, front camera focus: user, 15 zoom: 200%, 15 wait for movement wait: 30 move user: backward, 100, 60 face user: forward jump user: (150%), 60 </setup action> <target action> animation 12: target motion attack: user action effect: target move target: backward, 10,2 face target: forward wait: 12 animation 121: target motion attack: user action effect: target move target: backward, 10,2 face target: forward wait: 12 animation 121: target motion attack: user action effect: target move target: backward, 10,2 face target: forward wait: 12 animation 121: target motion attack: user action effect: target move target: backward, 10,2 face target: forward wait: 12 jump user: (150%), 30 move user: backward, 100, 30 face user: forward motion attack: user animation 123: all opponents action effect: all opponents wait: 3 wait: 30 wait for movement </target action> -
@Borrowed_Time Modified your skill a bit so I could actually see what is happening, it seems that the battler is for some reason leaving the field, he is not actually getting killed his image is leaving the field and it is causing bugs, so maybe you could try with this modified version of your skill, tell if you like it, if not we can modified it more.
Code:<setup action> immortal: targets, true display action opacity friends not user: 0%, 60 camera focus: user, 15 zoom: 150%, 60 perform start wait for movement wait: 60 wait for animation tint screen: -255, -255, -255, 0, 30 wait: 30 zoom: 300%, 10 camera focus: target, center, 0 wait: 10 tint screen: normal, 30 move user: target, front camera focus: user, 15 zoom: 200%, 15 wait for movement wait: 30 move user: backward, 100, 60 face user: forward jump user: 150%, 60 </setup action> <target action> animation 12: target motion attack: user action effect move target: backward, 2, 2 face target: forward wait for animation animation 12: target motion attack: user action effect face target: forward wait for animation animation 12: target motion attack: user action effect wait for animation animation 12: target motion attack: user action effect wait for animation jump user: 150%, 30 move user: backward, 100, 30 face user: forward motion attack: user animation 123: opponents action effect: opponents wait for animation wait for movement </target action> <follow action> opacity all actors: 100%, 60 opacity enemies: 100%, 60 reset camera: 60 reset zoom: 60 wait for zoom </follow action> -
Hello, I just would like to know if is it possible make a sequence where the user moves some distance away from targets's front base, without having to go to target's front base first (it was possible with theolized for vx), for example, I would like to do an sequence where the user goes to the same position as the target, but with some distance from it and shoots a energy ball. I've manages to do this, but the user must go to target front base first, then move backwards to shot... (It looked kinda weird...) Thanks in advance!
This is what I used
Code<target action>
camera clamp on
camera focus: target, 20
zoom: 150%, 30
wait for zoom
opacity user: 0%, 1
move user: target, Front base, 1
wait for movement
MOVE user: BACKWARD, 500, 1
wait for movement
opacity user: 100%, 1
WAIT FOR OPACITY
FACE user: FORWARD
MOVE user: Forward, 105, 40
wait for movement
MOTION MISSILE: user
action animation: target
WAIT FOR ANIMATION
action effect
PERFORM FINISH
</target action>
I wanted simply to make the user move to around 400 pixels (I don't know exactly if is pixels, I mean the therm used for determine distance like Move user forward "400", sorry my english is not good at the moment...) and then shoot a energy ball into the target (I ve already made this animation. But I want to do this without having to make the user go to the enemy's front (with 0 opacity) and have to go back and then forward again to release the energy ball, but simply moving direct o 400 pixels of distance from the target and then shot!! If anyone could help me with this, I will be very grateful...