@The Working Man if you go to Yanfly's site, in the search bar type in "Actor Transformations" and there should be a video and some code.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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@Anorgar You nailed it sir! Thank you very much. I was referencing yanfly's Gamble Strike and thought that "!==" means "equals to". That's why it never works whatever I do.
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@The Working Man if you go to Yanfly's site, in the search bar type in "Actor Transformations" and there should be a video and some code.
Perfect, cheers! -
Anyone know why my thrust motion isn't playing? If you see on my "Steal" skill when the character appears behind the enemy he uses "motion thrust: user, no weapon" which has him out stretch his hand with his hood up but when using "motion thrust: user" for my "Sneak Attack" skill he is defaulting to his normal swing motion which has his hood down. Here are the two action sequences:
Steal<Steal>
<setup action>
</setup action>
<target action>
motion skill: user
wait: 25
opacity user: 0%
wait: 30
se: 00-Turn-Move
move user: target, back center, 25
wait for movement
opacity user: 100%
motion thrust: user, no weapon
action animation
move user: target, base, 8
wait for movement
wait: 25
opacity user: 0%
action effect
move user: return, 40
wait for movement
opacity user: 100%
</Target Action>
<follow action>
clear battle log
immortal: target, false
</follow action>
<finish action>
perform finish
eval: RamzaDWCleanup();
</finish action>
Sneak Attack<setup action>
display action
immortal: targets, true
</setup action>
<target action>
motion skill: user
wait: 25
opacity user: 0%
wait: 30
move user: target, back, 25
wait for movement
face user: target
opacity user: 100%
motion thrust: user
wait: 30
action animation: target
move user: target, front, 8
action effect
wait for movement
wait: 25
opacity user: 0%
move user: return, 40
wait for movement
opacity user: 100%
</Target Action>
<follow action>
clear battle log
immortal: target, false
</follow action>
<finish action>
perform finish
eval: RamzaDWCleanup();
</finish action>
Edit - When changing "Sneak Attack" to "motion thrust: user, no weapon" it will play the proper motion. -
So I've got this... It's supposed to play after a really long animation phase... However the effects and stuff only works in the middle of the animation. I tried to push all of the after effects to the end.
<target action>
camera focus: user
move user: forward, 48, 12
opacity all actors: 0, 20
action animation
zoom: 110%, 30
wait for opacity
wait:40
camera focus: target
</target action>
<follow action>
zoom: 100%, 60
wait for action animation
camera focus: user
wait: 30
opacity all actors: 100%, 60
wait for opacity
action effect
add luk buff: all living, 3, show
motion VICTORY: user
</follow action> -
Hi, I'm new here and I'm amazed by this thread. First things first, I have to apologise if it's difficult to understand my English since it's not my main language.
So, I want to make a (seems) simple move for a bow. Here how I want the move to be: user using a bow, take the bow out, and wait for few seconds (to make it looks like the user pulling the bow string to the highest tension in order to unleash a very powerful arrow), then user unleash arrow. as simple as that.
Here what I've tried, but I can't make user holding a bow longer than a small fraction of time.
<Armor Penetration: 25%>
<action setup>
display action
immortal: targets, true
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
</action setup>
<target action>
wait: 10
se: bow4
motion missile: user
motion wait: user
motion wait: user
motion wait: user
motion wait: user
se: bow5
action animation
wait for animation
action effect: target
</target action>
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</finish action>
Please , help me. Thank you in advance -
@Mega Man Volnutt You can play with "wait for animation", "wait for effect" or "wait for movement". I think if you are waiting for an animation, it should be "wait for animation".
If these don't work, try to play with "wait: x" to wait the right among of time.
@yellowvictory I already got a problem similar to yours : I'm not sure you can stop a battler motion with a weapon motion with only yanfly plugins. To compensate that, I play with the camera : I zoom the camera to my battler while he use the bow, then i zoom the target and display the effect. If you want the motion :
Attack motion with bowCode:<setup action> display action if user.attackMotion()==='missile' camera focus: user zoom: 250%, 20 wait for camera motion attack: user wait for animation wait: 10 end camera focus: target zoom: 150%, 20 camera offset: right, 50 immortal: targets, true </setup action> <target action> if user.attackMotion()!=='missile' move user: targets, front, 20 wait for movement wait: 10 motion attack: user wait: 10 else perform start wait: 20 end ATTACK ANIMATION: target wait: 5 action effect wait for animation wait for movement wait: 5 </target action> <follow action> immortal: targets, false </follow action> -
@Mega Man Volnutt You can play with "wait for animation", "wait for effect" or "wait for movement". I think if you are waiting for an animation, it should be "wait for animation".
If these don't work, try to play with "wait: x" to wait the right among of time.
@yellowvictory I already got a problem similar to yours : I'm not sure you can stop a battler motion with a weapon motion with only yanfly plugins. To compensate that, I play with the camera : I zoom the camera to my battler while he use the bow, then i zoom the target and display the effect. If you want the motion :
Attack motion with bowCode:<setup action> display action if user.attackMotion()==='missile' camera focus: user zoom: 250%, 20 wait for camera motion attack: user wait for animation wait: 10 end camera focus: target zoom: 150%, 20 camera offset: right, 50 immortal: targets, true </setup action> <target action> if user.attackMotion()!=='missile' move user: targets, front, 20 wait for movement wait: 10 motion attack: user wait: 10 else perform start wait: 20 end ATTACK ANIMATION: target wait: 5 action effect wait for animation wait for movement wait: 5 </target action> <follow action> immortal: targets, false </follow action>
is there plugin for that? but it's ok, yours is good enough (actually it exceeds my expectation,it's cool!) . Thanks for fast reply and your creativity. -
@Blue001 The links in your opening post to specific attack types appear to be broken, as they simply jump back to the top of the page. I suspect they might have got messed up with the forum update. Could you please relink to the examples.
Thanks. -
Can anyone explains me how action squencing works i am a beginner to rpg maker mv
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Is there a way to permanently move an enemy?
I'd like a tonberry like mechanic where they slowly move towards a character every turn before eventually attacking. -
@Haydeos use the move: point argument, if you do not tell the enemy to move back home it will stay in the spot you move it to. You might have to make a couple action sequences to get it to work properly though.
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Long time no post! Wanna post again. Full Assault, Snipe Assault and Close Shots!
Full Assault : 0:30
Snipe Assault : 0:38
Close Shots : 0:48 -
Hi, I want my skill to use "if". Well Im unexperience to this thing so maybe you can help me. My result now
<target action>
move user: target, FRONT BASE, 15
face user: backward
wait: 20
action animation
move user: RETURN, 15
wait for movement
action effect
</target action>
So what I want is: if target to allies it will result above, but if target to the user itself it stay in his position and do the same result above from "action animation" to "</target action>". If can please reply Thanks :) -
@yellowvictory I'm sorry, my knowledge is limited to yanfly plugins,so I don't know if one exist for that. But feel free to use my attack motion.
@Mohkam Singh Echo made a very good tutorial to start with battle engine core plugins :
@ZeroDust You can use if statement to check if the user is the target : if user === target (it mean if the user and the target are the same battler)
here is the complete sequence with the if :
Sequence with ifCode:<target action> if user !== target move user: target, FRONT BASE, 15 face user: backward wait: 20 end action animation move user: RETURN, 15 wait for movement action effect </target action> -
I'm trying to make a skill that basically deal an additional attack if target is weak to element 2 but it won't trigger, so I'm assuming "target.elementRate(2)" is the wrong code lol
Does anyone what line of code to use for that condition?
SpoilerCode:<target action> move user: target, front base, 7 face user: forward wait for movement motion thrust: user wait for motion animation 161: target action effect wait for animation wait for effect if target.elementRate(2) > 101 motion swing: user wait for motion animation 162: target action effect wait for animation wait for effect else end move user: home, 24 face user: forward wait for movement </target action> -
@cekobico
Well actually is very simple the mistake is in here.
Code:if target.elementRate(2) > 101
Because the function is calling a Rate this means the program is calculating a number between 0.00 and 1.00, for example, if you set that an enemy receives half the damage of element 2 their element Rate will be 0.50, if an enemy receives double the damage from element 2 then their Rate will be 2.0, is not that is not working you are just simply telling the program that the enemy has to be 10100% or is 1010%? Weaker to the element for the function to work, simply adding a dot will fix the issue.
Code:if target.elementRate(2) >= 1.01
I also recommend the Equal symbol so if an enemy end up even with a fraction of the weakness the code works. -
@emelian65 oh god I'm scratching my head over such petty mistake. Learn something new everyday xD
Thank you very much, it works as intended now :D
EDIT: Since I don't think double posting is allowed....
Can anyone tell me how to :
> Generate a random variable
> Utilize IF/ELSE condition to check the value of the generated variable.
I assume it's using the line "eval: code" but I'm not sure how to generate it randomly.
What I'm trying to achieve is to make an attack, that randomly trigger a follow-up attack by a random percentage. -
This is probably a very simple request for those more familiar with action sequences, but here's my current dilemma.
I'm currently trying to make some "breath attack" type animations, and mostly have the animations completed, but it seems I may have made them backwards!
By default, the animation moves in from behind the target (off the edge of the screen), rather than across the screen from the user to the target.
The good news is, the default setting otherwise executes the way I want; the animation plays once, and the targets all take damage at the same time. In an effort to fix the animation direction, I tinkered with this a bit...
Code:<setup action> display action immortal: targets, true </setup action> <target action> zoom: 110%, 20 camera screen: target, front center, 20 camera focus: target, front center, 20 wait for movement motion attack: user wait: 10 animation 178: target, mirror wait for animation action effect </target action>
But that doesn't really work as I want, because instead of having the effect hit the entire party at once, it plays out as successive hits, as if the skill was used several times in a row against each target, rather than one skill hitting all members.
Any help would be greatly appreciated!
Edit: (I removed the part about the skill going off twice - I fixed that by setting the animation to "None" and declaring it only in the Notebox)
Edit #2: I'm an idiot, and all I needed to do was change "target action" to "whole action", emphasis for anyone else who ever has the same issue... however I'm still having an issue with the attack issuing the damage twice. -
Instead of having action effect in the <whole Action>, put it in <Target Action>.
<Whole Action>
animations and movement stuff here
</Whole Action>
<Target Action>
action effect
</Target Action>
This should fix your double processing issue.