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

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Started by Blue001 2126 posts Page 67 of 107 View original ↗
  1. I've found that using Yanfly's Weapon Unleash plugin is a pretty decent workaround to accomplishing what you want. You can assign a weapon with a <replace attack: x> notetag and then design the action sequence for that skill so that, when the player has that weapon, they use that attack over the default attack.
  2. Thanks, @trevers18 ! I'll try it soon.
  3. @MushReen actually Yanfly posted something for this on the first page, I just happened to notice it today lol

    Code:
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>
  4. you saved my day once again, @trevers18 xD
    Well, guess i just have to surf the previous post, then.
  5. Okay so I am trying to make a special attack of sorts for one of my characters and a problem I have is the cast effect that plays when activating it I'd like it to be powerup 2 rather than the golden ball of light but I have no idea how to feasibly change it the current set up I am using is this

    <target action>
    motion attack: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    death break
    </target action>

    I want the animation for the attack itself to be the same but the initiating it casting animation to be different can anyone help?
  6. @Red_Sword_Saint animation X: user will play a specific animation on your user. So try this:

    <setup action>
    perform start
    animation X: user
    </setup action>

    <target action>
    motion attack: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    death break
    </target action>

    X will be the animation ID you want to use.
  7. Johnboy said:
    @Red_Sword_Saint animation X: user will play a specific animation on your user. So try this:

    <setup action>
    perform start
    animation X: user
    </setup action>

    <target action>
    motion attack: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    death break
    </target action>

    X will be the animation ID you want to use.
    Alrighty so that takes care of the major issue thanks for your help!
  8. Hey guys, not sure if this is already a thing or not, but I decided to put together a quick tutorial.


    Okay so I have a skill, Fire. And I have a nice cast animation sequence for it that I think looks really good. now of course because i'm testing I've seen this skill sequence a lot of times, and to be honest, I've gotten a bit bored of it.

    So it got me thinking that it would be nice to have MULTIPLE action sequences for 1 skill. While I don't think this is default possible, this is how I have it set up.

    Using the SRD_MetronomeSkill plugin by SumRndmDude, you can make a skill like metronome from pokemon which calls any skill from your database.

    One of that plugin's parameters allows you to specify specific skills that the metronome skill can select.


    So here's the setup.

    I take my fire skill with it's damage and action sequence, and create 3 clones of it, say skills 7, 8 and 9 are all now the same fire skill. the ONLY difference between the 3 is the action sequence. so they all do the same damage, but they look different.

    Now if I want an actor to have the Fire skill, I don't give them any of these 3. What I do I give them a skill CALLED 'Fire'. say skill 10. this skill has no damage or anything. it's a blank skill, but with the metronome plugin, I make it a metronome skill through it's notebox and let it chose to randomly cast either skill 7, 8 or 9, which are the 3 differently animated variants of the fire skill.

    In this way you get the same effect but with multiple possible animations, which can make the game feel a bit less tedious and repetitive.

    Hope someone finds this useful.
  9. I'm trying to make a skill that deals damage based on a variable. Does anyone know how to make an action sequence for an if statement to check if a variable is a certain number? I'm stumped -_-

    Code:
    if $gameVariables.value(2) = 2
    action effect
    action effect
    else if $gameVariables.value(2) = 3
    action effect
    action effect
    action effect
    else
    action effect
    end

    What am I doing wrong?
  10. UptownAxe14 said:
    I'm trying to make a skill that deals damage based on a variable. Does anyone know how to make an action sequence for an if statement to check if a variable is a certain number? I'm stumped -_-

    Code:
    if $gameVariables.value(2) = 2
    action effect
    action effect
    else if $gameVariables.value(2) = 3
    action effect
    action effect
    action effect
    else
    action effect
    end

    What am I doing wrong?


    is the animation different for the variable difference or just the damage?

    If the animation remains the same and the variable just affects the damage number, then use the variable checker in the damage formula and just set up the action sequence as normal single action effect.

    http://www.rpgmakercentral.com/topic/36290-damage-formulas-101-mv-edition/

    The damage forumula would look something like:

    if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 }


    Does this help?
  11. Hey guys,

    First of all thx to all previous posts. That helped me a lot. I was able to implement your stuff to make my sword animations work the way I want it to work.

    But I been struggling a lot with 2 animations that I wanna do and I hope you can help me with that.

    1. Animation:
    I don't want any pre cast animation (like the yellow circle that is used as standard animation). And I don't want the spell to appear out of nowhere in the sky. I want it to come right out of the users hand. For that I need to move the user in front of the target, but not directly to the front. The user should only face the target in the same line but must still keep the same distance. Then I only have to adjust the animation, which should be no problem.

    2. Animation:
    I want to create an animation, that touches your ally or an enemy. E.G. when you heal an ally or curse / ban an enemy. I want to have the user to start by accumulating healing (elemental magic etc. ...) power in his hand and then touch the ally. So I need a spell animation affecting the user and the ally / enemy. For the enemy it could be sth like a hand of dark magic to bann a demon etc. ... Additionally I want the user not to show the basic magic casting circle. And I want the user to use thrust or missle motion for it. My problems are mainly that I don't know how to delete / stop the magic animation and that I don't know how to use animations for both the user and the target.

    The thing is I have no idea how to achieve these 2 animations with this plugin. I've checked out the vid by Yanfly showing it and even some other vids and examples, but non provided anything that could help me with this issue.

    It would be great if you could provide a text for the yep plugin doing that or if you could even make a vid showing it.


    Regards

    BigDaddy
  12. ShellFlare said:
    is the animation different for the variable difference or just the damage?

    If the animation remains the same and the variable just affects the damage number, then use the variable checker in the damage formula and just set up the action sequence as normal single action effect.

    http://www.rpgmakercentral.com/topic/36290-damage-formulas-101-mv-edition/

    The damage forumula would look something like:

    if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 }


    Does this help?

    It does, thanks! But I figured it out. It turns out I can only call switches in action sequence if statements, but it works. I was using this to make Card Magic, which would deal damage based on what card you drew. Thanks!
  13. Does anyone know if it's possible to make Pokémon's Solar Beam with Yanfly's action sequences?

    A move I trigger one turn, but it needs to wait a while before it can be unleashed.


    Right now the aweful idea i'm using is to have 2 skills, Solar charge and Solar Unleash. You use the solar charge skill one turn, and it seals itself and adds Solar Unleash, but it's not automatic casting of the Solar unleash so it's not what it want.
  14. ok kinda new to this how would i get a a actor using a skill to change out the appearance of what weapon he is using i have been stuck on this for awhile? guy has a handgun equipped but skill has him pull out a rpg and fire it?
  15. Ashfell said:
    ok kinda new to this how would i get a a actor using a skill to change out the appearance of what weapon he is using i have been stuck on this for awhile? guy has a handgun equipped but skill has him pull out a rpg and fire it?

    Ok i found a work around for this with making the entire weapon an animation and centering it in the right position near the actor this is what i got this is my minigun skill.



    here is another skill i made Mech Armor


    and another


    and my last one for this guy


    guess this will work for now i tried using states to change the weapon but it failed.
    if anyone can find a better way let me know this took awhile to do.
  16. I'm having trouble getting the action sequence packs work because it keeps crashing in 1.4! Please help me.
  17. @Ashfell that's a bit weird that the state is not working. They should have priority according to the Weapon Animation plugin (which I'm assuming you're using.

    If you haven’t noticed yet, these notetags are made for actors, classes, enemies, weapons, armors, and also states. What this means is, the weapon animation changes will behave more like traits. Priorities will occur in the following order:

    States
    Weapons
    Armors
    Classes
    Actors
    Enemies

    This means that if a battler is affected by a state that would modify its weapon appearance, any other weapon animation changes that the user would have will be overwritten by the state’s weapon animation change until the state wears off.

    http://yanfly.moe/2016/01/28/yep-63-weapon-animation/

    I'm sort of looking for a similar fix. What I'd like to do is a magic wand can be used in the 'offhand' slot. When attacking, the primary weapon appears. But when casting a spell, the offhand weapon appears if it is wand (nothing if a shield, weapon, or sealed) and the graphic of the wand appearing is dependent on the one equipped.
  18. Taemien said:
    @Ashfell that's a bit weird that the state is not working. They should have priority according to the Weapon Animation plugin (which I'm assuming you're using.



    http://yanfly.moe/2016/01/28/yep-63-weapon-animation/

    I'm sort of looking for a similar fix. What I'd like to do is a magic wand can be used in the 'offhand' slot. When attacking, the primary weapon appears. But when casting a spell, the offhand weapon appears if it is wand (nothing if a shield, weapon, or sealed) and the graphic of the wand appearing is dependent on the one equipped.

    yeah i use pretty much all yanfly plugins and it just work work not sure why i have the state created and have it on the weapon as well but nothing. but ive gotte pretty good with just using animations it takes alot of time but its worth it in the end.
  19. nm fixed it
  20. Ok I have a skill called smoke grenade. it works perfectly except when it finishes my party does a victory dance and it goes through all the exp and stuff. if i runaway from battle it just goes to the black screen then world map. is their a command for my action sequence i need to do that?