Is there a way to run a custom collapse animation with action sequences? Like if I wanted all enemies to have an animation played on them as they collapsed/died, where would the sequence go?
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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@bis1994 I have to tell that what you did is awesome, is almost flawless, what you want is I believe is currently to complicate to set, you will need the POINT sequence that allows a character to move to a specific point on the screen can help you but, you have to remember this, you will have to set it in a way that it check for a battler position before deciding in wich position the characters must move, is way more complicated that what you are doing.
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@emelian65 I realized what was wrong while I was writing my second reply, I wrote Move user "foward" (instead of FORWARD) ... As I said... was my english's fault... then I just pasted the updated code there, only to know if is there realy a better way to achieve what I was intending to do! But thanks anyway!
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I'm not sure if this is the right place to be asking this, but I'm trying to make an action sequence where the user pulls out a machine gun and fires consistently on multiple targets. However, the user does the normal 'spell attack' motion instead of the 'missile' motion as written in the script. I've tried a lot of stuff but I don't know how to fix it.
The Sequence<Cast Animation: 0>
<target action>
add state 14: user
motion missile: user
perform action
action animation
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
motion missile: user
perform action
action animation
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
motion missile: user
action animation
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
motion missile: user
action animation
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
action animation
motion missile: user
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
action animation
motion missile: user
action effect
wait: 15
action effect
wait: 15
action effect
animation wait: 0
<\target action> -
@LordPudding cannot really test it right now, but you could try removing all the perform action of the code, you don't really need it if you are altering the way the actor acts during the attack.
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oh yeah, it's not working properly even without that. I forgot to clean that as that was one of my attempts of fixing it.
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Ok I just tried it, removing the perform action, and it work right, is the skill you are using removed from the [SV] Magic in the system tab of the database, all skill types in there will perform the spell motion by default and not even yanfly plugins can remove them.
https://forums.rpgmakerweb.com/inde...ing-and-discussions.46691/page-47#post-667896
Try rmoving the skill type from there alright, maybe it will work like you want it to work. -
I'm not sure what you mean, but I have removed the skill types from here.
The skill itself still is a 'Special' type skill so it can show up at my character's skill list.
However, in-game, he still does a casting animation. -
How do I choose a random enemy during an action sequence, I have a sequence that shoots a two random enemies one shot at a time. Pretty straightforward but the problem is the 2nd shot will sometimes shoot an enemy its only after killing instead of a different one. I know I could set immortal to true but the problem with that is its still a wasted shot.
I need to make sure the second shot only shoots a living enemy. The problem is the game doesn't read the enemy is dead until the end of the turn if that makes sense. -
Never mind, figured it out.
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In action sequence packs, i can only move my actor to a position relative to my target like this:
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)
However, sometimes i want to move my actor to a certain point (x,y) from the target, like "MOVE user: targets, 200, 300, (frames)" (it means the position is target's X+200 and Y+300), but i can't figure out how to do it, or the plugin itself does not provide something like that? -
@JamesRyan
think the only option is to use
MOVE user: POINT, X, Y, frames
I don't believe there is an option to use the enemy as a reference otherwise. -
That's hard to setup because my enemies' positions aren't static. I wish Yanfly could implement this feature soon. Victor Sant's Battle Motions plugin does provide this type of movement, but it cannot work along with Yanfly's Battle Engine.
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Is there a way to contact Yanfly? I really want to ask him/her to implement the feature i mentioned above.
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I'm trying to make an action sequence that uses multiple user motions while attacking multiple random targets.
Here is a video of what my character is currently doing
This is my current Action Sequence:
Code:<setup action> display action immortal: targets, true </setup action> <target action> motion thrust: user wait for motion attack animation: target wait for animation action effect wait: 5 motion missile: user wait for motion attack animation: target wait for animation action effect wait: 5 motion swing: user wait for motion attack animation: target wait for animation action effect wait: 5 motion thrust: user wait for motion attack animation: target wait for animation action effect wait: 5 </target action> <follow action> clear battle log immortal: target, false </follow action> <finish action> perform finish eval: RamzaDWCleanup(); </finish action>
Any help would be much appreciated.
Thanks. -
I'm trying to make an action sequence that uses multiple user motions while attacking multiple random targets.
Here is a video of what my character is currently doing
This is my current Action Sequence:
Code:<setup action> display action immortal: targets, true </setup action> <target action> motion thrust: user wait for motion attack animation: target wait for animation action effect wait: 5 motion missile: user wait for motion attack animation: target wait for animation action effect wait: 5 motion swing: user wait for motion attack animation: target wait for animation action effect wait: 5 motion thrust: user wait for motion attack animation: target wait for animation action effect wait: 5 </target action> <follow action> clear battle log immortal: target, false </follow action> <finish action> perform finish eval: RamzaDWCleanup(); </finish action>
Any help would be much appreciated.
Thanks.
Change <target action> and </target action> to <whole action> if you want to shoot all enemies.
Or do you want to just shoot a single random enemy each time. -
@padr81
I'd like to shoot a single random enemy each time. -
@padr81
I'd like to shoot a single random enemy each time.
Its a limitation with the action sequences. Yanfly hasn't added a random attribute to the target type.
The only thing I can think of it separating the skill into three skills. Each with the target random enemy in the database. Then have the 'first' skill call on the second somehow, then the second call on the third.
One way you can try this is using a common event that forces the actor to take the next action. You'd have to play around with the other options to make sure 'Spray' stays in the display part of the HUD. -
HI. I am trying to do a Jump Skill ala FF4 using yanfly tips and tricks..... Then i haves try to utilizes a single skill instead of two to do this..... AND success, just gives a look on my entire sequence and the jump status.
(Note also haves a bit of the damage core)
CodeCode:<Pre-Damage Eval> if (user._charge == 1) { value = user.atk * 10; } </Pre-Damage Eval> // Setup: Jump animation. <Setup Action> if user._charge == 0 display action camera focus: user zoom: 150% perform start wait: 60 se: Wind1, 80, 150 float user: 495%, 20 opacity user: 0%, 20 wait for float else if user._charge == 1 clear battle log display action immortal: targets, true move user: target, base, 1 end </Setup Action> <Whole Action> if user._charge == 1 camera focus: target zoom: 150% wait: 60 motion attack: user opacity user: 100%, 1 float user: 0, 20 wait: 10 animation 2: targets action effect shake screen: 5, 5, 5 wait for animation end </Whole Action> <Target Action> if user._charge == 0 action effect end </Target Action> <Follow Action> if user._charge == 0 add state 982: user else if user._charge == 1 reset camera reset zoom jump user: 200%, 30 move user: return, 30 wait for movement end </Follow Action> <Finish Action> if user._charge == 0 clear battle log reset camera reset zoom wait for camera wait for zoom else if user._charge == 1 immortal: targets, false clear battle log perform finish wait for movement action common event eval: user._charge = 0 end </Finish Action>
And the jump state
Code:<Cannot Select: All> <Custom Leave Effect> user._charge = 1; var skill = 25; var target = -2; BattleManager.queueForceAction(user, skill, target); </Custom Leave Effect>
But i am having a little problem whit the target actions in the action effect part that is used to flag the target... It is trying to deal the damage (that is 0 due the condition) and apply the states .. Don't haves a alternative action sequence or code piece to sets the flag for the Force Action in the state whiteout uses the "action effect" command? -
@Pots Talos just to build upon what @Taemien posted above, this is actually very easy to achieve using common events and placing each hit in 3 separate skills. Even continuing to show the skill name in the battle log should be very easy, just display the skill name on the first one and don't clear the battle log until after the third attack goes off. Your action sequence should look something like this, (this is a very basic setup):
Action sequence<setup action>
clear battle log
display action
tint screen: 0, 0, 255, 0, 240
</setup action>
<target action>
animation 81: target
wait for animation
action effect: target
wait for effect
</target action>
<follow action>
action common event
</follow action>
Then in your common event you would immediately use the force action command to call the next part. Don't forget to put the common event you want to call in the traits section of your skill.