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

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Started by Blue001 2126 posts Page 58 of 107 View original ↗
  1. @Johnboy - Thanks a bunch, it works great! Exactly what I wanted. :)

    (Also, if you manage to figure out how to process the damage to the user, it doesn't necessarily need to be equal to the damage dealt to the target...)
  2. @AsuranFish no problem. If you have any other sequences you might like built feel free to PM me. I love this kind of stuff.

    EDIT: Just rolled an idea around in my head and it turns out you don't even need lunatic mode to process damage to multiple targets. The action sequence supports this by default.

    In the Exhale skill, under the target action header, scroll down until you see "action effect"
    Change this to say "action effect: target" (without quotes obvs)

    Then either directly after that line or wherever you'd like the damage processed, simply put this:
    "action effect: user"

    This will cause the user AND the target to have damage processed, and by placing it directly under the first action effect, it will process that damage simultaneously, or by placing "wait for effect" after the first action effect and placing the second after the movement, along with "wait for movement", you can have it processed when the swallowed person is returned to their spot! There's also ways to adjust the damage rate as well between the two actors, this requires at least the YEP damage core plugin, and I believe by using the YEPX critical control plugin, you could even force the first hit to critical but not the second.

    As an added addendum, I believe I will start a premade action sequence thread which contains ONLY premade sequences so that members of the community can simply come, grab the code and follow the instructions posted with the code to get them up and running in minutes. Unless a mod or someone disagrees with the thread. I believe it could be a huge benefit to the community.
  3. @Johnboy - Thanks! I'll give that a shot. Also, I think having premade action sequences in one place would be very helpful!
  4. I'm curious to know if there's a way to randomize the attack animation. Since I have multiple attacks depending on agility, I'd like to be able to change up the animation for each hit as well.
  5. @BloodletterQ Should be able to do this easily using EVAL: within the action sequence. I'm far from proficient with js, but I could possibly whip up a quick sequence.

    As for different animations per hit, that's achieved by doing this:

    <target action>
    animation 1: target
    wait for animation
    action effect
    wait for effect
    animation 2: target
    wait for animation
    action effect
    wait for effect
    </target action>

    EDIT: Just for clarification, do you want attacks randomized based on the amount of agility or just randomized in general?
  6. Well I put it wrong. I already have worked the code which seems to only go up to two hits. Here is the code for a three hit combo.

    if user.agi >= target.agi + 5
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target
    else if user.agi >= target.agi + 10
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target
    motion missle: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target

    For some reason I can only do two attacks regardless of speed.
  7. @BloodletterQ I'm not really sure to understant the problem. I think it come from the first condition : if the second condition is true, then the fist is too. It mean that you can't go to the "else if" statement. So the second 2 hit combot will never happen.

    if you want to do more hits depending in your agility, then put a end between your conditions and remove the "else" to do two distinct "if" statements :
    if user.agi >= target.agi + 5
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target
    END
    if user.agi >= target.agi + 10
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target
    motion missile: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    collapse: target
    end

    This way, if the second condition is true, your ballter will perform the thrust of the first condition, then he will perform the thrust and the missile of the second (be carefull, a "i" is missing in your missile motion).

    If you want to do the thrust of the first condition OR the thrust then the missile of the second, then you need to modify the first condition :

    if user.agi >= target.agi + 5 && user.agi < target.agi + 10

    This way, if the second condition is true, the first is false. You will be able to do the fist condition or the second.
    I'm not sure the "&&" work with battle core engine, so if it doesn't, you can do two if statement.
  8. Ummm, hello everyone. How do you do.
    I'm still very noob to this 'rpg maker mv' and need to learn much.

    I want to ask to you guys about the action sequence.
    Why doesnt <cast animation: x> work in my note?
    Btw my note is like the following. Thanks before :)

    <cast animation: 35>

    <setup action>
    opacity user: 50%, 60
    wait for opacity
    jump user: 100, 60
    move user: target, back base, 60
    wait for jump
    </setup action>


    <whole action>
    face user: backward, 30
    wait for face
    immortal target true
    attack animation: target
    wait for animation
    wait 60
    opacity user: 100%, 30
    wait for opacity
    action effect
    wait for effect
    wait 60
    immortal target false
    </whole action>

    <finish action>
    face user: away from target
    jump user: 100, 60
    move user: home, 60
    wait for jump
    face user: forward
    </finish action>
  9. @GAKUMI I don't think that <cast animation: X> is processed by the action sequence plugins. If you want a casting animation, try this:

    <setup action>
    opacity user: 50%, 60
    wait for opacity
    jump user: 100, 60
    move user: target, back base, 60
    wait for jump
    motion chant: user <--------- this is your casting motion
    animation 35: user <--------- this is your casting animation
    immortal: targets, true
    wait for animation
    </setup action>

    <whole action>
    face user: backward, 30
    wait for face
    immortal target true
    attack animation: target
    wait for animation
    wait 60
    opacity user: 100%, 30
    wait for opacity
    action effect
    wait for effect
    wait 60
    immortal target false
    </whole action>

    <finish action>
    face user: away from target
    jump user: 100, 60
    move user: home, 60
    wait for jump
    face user: forward
    </finish action>
  10. sorry,
    Posted in wrong topic.
  11. @Fizzlewizzle This thread is exclusively for queries for the plugin Action Sequences. Please post your query in the correct thread.
  12. Johnboy, thanks a lot, and sorry for my late reply. That's a great help of youurs :D
  13. So here I wanna ask again.
    I'd plugged-in Yep_SkillCore and then plugged-in YEP_X_SkillCooldowns under it. I assume that this method is already correct.

    However, everytime I noted <cooldown: 2> on a skill note, the skill would still be normally played. It wouldn't have cooldown at all. Why? I just really get depressed about this.
  14. Quick question: How do you set a variable to a target's (or user's) ID?

    EDIT:
    Let me rephrase that: How do you set a variable to a target or user's ID using action sequences? I know about the "Change Variable x = y" action but I don't know what line of code I need to put into y to acquire a target or user's ID number from the database.
  15. How do I make the buff count visible? Please :B

    HELP.jpg
  16. @GAKUMI I don't quite understand. <Cooldown: 2> would make it so that the skill is useable and then would go on a 2 turn cooldown. Do you mean it is still useable after used and while it is still on cooldown? If that is the case there could be several issues. It could be something as simple as skill plugins placed above battle plugins to something more complex such as the use of an ATB battle system.
  17. Nobody's answered my simple question yet:
    Quick question: How do you set a variable to a target's (or user's) ID?

    EDIT:
    Let me rephrase that: How do you set a variable to a target or user's ID using action sequences? I know about the "Change Variable x = y" action but I don't know what line of code I need to put into y to acquire a target or user's ID number from the database.

    I posted this on Monday and it really is an easy question. The only reason I need to ask is because I'm not familiar with the RMMV internal infrastructure yet.

    Let me explain what I'm trying to do. It's really something that should have been built into VX Ace, but it still hasn't made it into MV: You can create items that "Grow" the base statistics of a character, but although it includes all eight base stats, it is missing EXP. I'm trying to make an item that increases a character's EXP. I've already figured out how to do it, just call a common event with a "Change EXP" command that sets the actor using a variable, all I need is the ability to set a variable to the Actor ID of the target character. Since Yanfly's Action Sequences work in items & include the ability to set variables using "Change Variable [var ID] = [script]", I figured I could get my item working if I just knew what script to enter.
    Could someone please tell me what script I need to access a target actor's ID?

    P.s. Or if someone has a simpler solution that produces the same effect (e.g. an action sequence that increases the target's EXP directly), please let me know. I may be over-complicating this.
  18. @Mando Jetii I think you can get the actor ID thanks to actorId() : use EVAL : var actorid = user.actorId(); or target.actorId() and this should return the id of the actor using the item.

    But for what you are trying to do, i think it's easier to give a state to your target that give a bonus xp :
    Spoiler

    This way you don't need the target id. If removing the state at the end of the battle don't work, remove it after walking 1 step.
  19. Not gonna lie, I only just started toying with A.S 1-3 like a week ago, and I'm thusfar impressed that my only error so far is just an UpToCapitaliziation for failing to manage to remember a space or a comma somewhere, but I've got this one issue that I can't avoid that's bugging me, and really ruins one attack for me.

    Right now I use three A.S-based skills, one being posted in this thread by Yanfly (Attack script), so that one is bugfree thankfully. I removed the A.S for the second skill I made because it was so time consuming and painful to watch, but I kept the first because it wasn't overly bad, if not a bit strange.

    Crusade:
    Scope: All Enemies (selected in the vanila gui not with Yanfly plugin)
    Damage formula: a.atk * 7 - b.def * 2 (Damage type: HP damage, Element Light)
    Can crit, 20% variance
    Attack animation selected in GUI: Animation 7 Slash Effect
    -----------Imagine this is the notebox I'm bad with asci art----------

    <Learn Require Skill: 33>
    ------------------------------------------
    <setup action>
    add state 3: target
    hide battle hud
    opacity not focus: 0%, 40
    wait for opacity
    </setup action>


    <target action>
    motion walk: user
    move user: target, front, 5
    wait for movement
    motion attack: user
    animation 7: target
    wait for animation
    </target action>


    <finish action>
    remove state 3: target
    action effect
    move user: forward, -100
    wait for movement
    opacity not focus: 100%, 40
    wait for opacity
    death break
    show battle hud
    </finish action>

    ------------------------------notebox end------------------------------------

    The function this skill provided was to be fairly straight forward, just a quick mass retaliation skill for the tank to use when her TP hits 95 or higher. Unfortunately, when this skill is used, the character steps forward a little, draws it's weapon and at the same time animation 7 plays on all targets and they take damage as per the skill, then the character charges at all targets and slashes them again. Any idea how to make this not as painful? I had the same problem with an AOE spell for my mage, who was going to use Water All 3 as the animation and just do tons of damage to all enemies on the screen like Crusade would, but the same problem arises, and there's a step forward, the animation and damage goes off, and then the animation goes on again and again as each target is hit by the effect one by one.
  20. @Draconic_Story_Teller I had the same problem recently. It's because when you want to perform an area effect or a full foe attack, you should use <whole action></whole action> instead. The <target action> will play the sequence on any targets one by one, that's the second effect you have and don't want. Before the <target action>, the <whole action> is automaticlally played, and that's why you have an area effect before your battler move.
    I still have a problem with <whole action> : when I use animation x: target, the animation play on every targets. To do exactly what I need, i just let the <whole action> empty and move my battler before.
    Spoiler
    <setup action>
    add state 3: target
    hide battle hud
    opacity not focus: 0%, 40
    wait for opacity
    motion walk: user
    move user: target, front, 5
    wait for movement
    motion attack: user
    wait: 5
    </setup action>

    <finish action>
    remove state 3: target
    action effect
    move user: forward, -100
    wait for movement
    opacity not focus: 100%, 40
    wait for opacity
    death break
    show battle hud
    </finish action>

    If you let RMMV generate the action effects on the targets, it will work fine. Try this code and your action should work the way you intend it to.