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

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Started by Blue001 2126 posts Page 68 of 107 View original ↗
  1. I'm having trouble where the enemy moves in under the party member character sheet, what would be the command I need to use to make it right? thanks
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  2. Hey guys, I had a curious question that I cannot seem to find an answer to.

    So I know the statement of:

    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end

    BUT is there a way to make it check to see whether the user is an enemy or actor? So like:

    if [user is not an enemy then]
    move user: targets, front, 20
    else
    perform start
    end
  3. So I'm having some trouble. I've just swapped from VXA, using Symphony, over to MV with Yanfly's stuff.

    In Symphony, you could create icons using one of the action commands. I can't seem to find that in Yanfly's battle engine stuff.

    Is there any way I can call on weapon sheets (like the Weapon Animation plugin uses) as part of a skill? If so, is there a way to tie it to the weapon image of the weapon the actor currently has equipped? Or even through another item (for example I'm using a "ranged weapon" equip slot type, and would like to call the image of the gun the actor currently has equipped)

    Related but slightly separate: Is there any way to create and animate an image, for example a grenade to appear and get thrown at the target?

    Does anyone have any suggestions? <3
  4. Dirge said:
    So I'm having some trouble. I've just swapped from VXA, using Symphony, over to MV with Yanfly's stuff.

    In Symphony, you could create icons using one of the action commands. I can't seem to find that in Yanfly's battle engine stuff.

    Is there any way I can call on weapon sheets (like the Weapon Animation plugin uses) as part of a skill? If so, is there a way to tie it to the weapon image of the weapon the actor currently has equipped? Or even through another item (for example I'm using a "ranged weapon" equip slot type, and would like to call the image of the gun the actor currently has equipped)

    Related but slightly separate: Is there any way to create and animate an image, for example a grenade to appear and get thrown at the target?

    Does anyone have any suggestions? <3


    I'm having the same issue. I have a weapon I'd like to use for a skill. I've tried copying some of the note/statements and I get different animations from what I need (which is for the character to simply slash as if she were attacking regularly - nothing fancy). Also, the plugin seems to have done away with the weapon file I put in the notes for the weapon animation plugin.
  5. @MannyManny I've actually semi-solved my own particular issue using Ramza's Dual Wield plugin ... I chatted with Ramza, and asked about using skills that only use one of the two weapons that are equipped, which he said he would look into implementing and thought it would be pretty simple to do.

    That said - I'd still really like to sort out calling specific weapon sheets and creating/animating icons like Symphony could do, that would be a HUGE benefit..
  6. I think I figured it out, except for one thing. Mt moving the plugins around I was able to see the weapon animation I wanted before the attack.

    I would really like to create a FF9 attack like Stock Break. All I need to a single swing of a sword before the attack hits all of the enemies at the same time. What I get with the note command below is an attack on everyone, and then individual attacks on all of the enemies again. Any guidance here would be appreciated greatly!

    <Target Action>

    motion swing: user

    perform action

    motion wait: user

    action animation: target

    wait for animation

    action effect: target

    death break

    perform finish

    </Target Action>
  7. Try using a "whole action" instead of a "target action". I'd put the Perform Finish in a finish action tag, along with an immortal: target, false and "clear combat log" as well, just as best practice.
  8. I follow you on the whole action, but you lost when I got you "finish action tag." At the risk of sounding really stupid, how do I do that?
  9. In general, check this link out. It's a great guide to Yanfly's action sequences! :D

    You have five kinds of actions available to you.

    <setup action> is the stuff that happens before the "meat" of the skill, this is for stuff like the battler moving forward a bit, unsheathing their sword, casting animations, that kind of preparatory stuff.

    <whole action> affects all the targets at once. This is for AoE stuff that should hit every target at once with the same effect.

    <target action> is for individual effects on individual targets.

    <follow action> is for cleanup after each individual targeting action, this is for things like removing IMMORTAL flags (so if your skill hits, say, three enemies one after another, you'd have a target action to do your attack on the first target, then a follow action to remove that target's immortal flags so if it's at 0 HP it dies, etc, then another target action for the next target etc.).

    <finish action> is what you wrap up a skill with, this is generally for things like moving your battler back to its home spot, running WAIT actions, whatever else you want to have happen here. I make a point to put PERFORM FINISH, CLEAR COMBAT LOG and IMMORTAL: targets, false in a finish action at the end of all my skills so that it puts the user back at its home, removes the ability name from the top of the screen, and doesn't accidentally leave one of your targets unable to die. :)
  10. Dirge said:
    In general, check this link out. It's a great guide to Yanfly's action sequences! :D

    You have five kinds of actions available to you.

    <setup action> is the stuff that happens before the "meat" of the skill, this is for stuff like the battler moving forward a bit, unsheathing their sword, casting animations, that kind of preparatory stuff.

    <whole action> affects all the targets at once. This is for AoE stuff that should hit every target at once with the same effect.

    <target action> is for individual effects on individual targets.

    <follow action> is for cleanup after each individual targeting action, this is for things like removing IMMORTAL flags (so if your skill hits, say, three enemies one after another, you'd have a target action to do your attack on the first target, then a follow action to remove that target's immortal flags so if it's at 0 HP it dies, etc, then another target action for the next target etc.).

    <finish action> is what you wrap up a skill with, this is generally for things like moving your battler back to its home spot, running WAIT actions, whatever else you want to have happen here. I make a point to put PERFORM FINISH, CLEAR COMBAT LOG and IMMORTAL: targets, false in a finish action at the end of all my skills so that it puts the user back at its home, removes the ability name from the top of the screen, and doesn't accidentally leave one of your targets unable to die. :)

    I downloaded the guide, am going to be needing it quite a bit. Thank you for always being so helpful and responsive, @Dirge !
  11. Absolutely no problem, I feel like I'm constantly turning to the forums' community to help me fix my stuff too so I'm always happy to find someone I can help out in turn!
  12. @Dirge
    Using the YEP_WeaponAnimation, and some clever states, you can make an action sequence call on a weapon you don't even have equipped. All of the note tags for that plugin work on states, and in fact, states are the highest priority in determining which weapon sprite shows up. So make a state that has the desired weapon sprite in it's note tags, inflict the state on the attacker right before the 'motion attack: user' command in your action sequence, and then remove the state before the end of the sequence (so it doesn't make all of his normal attacks look like this weapon).

    I used this method to make my bardic music look like the caster was playing a harp, for which I made a special missile weapon sprite. The weapon isn't ever actually equipped by the actor, only seen by using this trick in the state.

    That should help. :)
  13. Has anyone else had any issues with compatibility with action sequencing and moghunters time system?
    It never breaks the battle but when I attack I get a weird console error talking about "sprite containers"
  14. @ramza That is DAMN clever. DAMN clever. I applaud you and I will make use of that trick, thank you.
  15. Ok I have a problem I cant figure out been bugging me for awhile when I have a skill that I setup to make the target jump in the air but once the enemy jumps the skills animation will fallow him and it just looks weird. Any way to set it so the skills animation does not fallow the target
  16. Can somebody help me with this? I'm wanting to have a skill change its action sequence depending on what weapon you have.

    I have two Fire Emblem-based skills named "Sol" and "Luna", that contain the action sequence to have the user attack twice:

    <setup action>
    display action
    cast animation: 51
    wait for animation
    immortal: targets, true
    perform start
    wait for movement
    </setup action>

    <target action>
    motion swing: user, sword
    motion wait: user
    action animation: target
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    motion wait: user
    death break
    wait for animation
    action effect: target
    motion wait: user
    death break
    wait for animation
    action effect: target
    motion wait: user
    death break
    </target action>

    <finish action>
    perform finish
    wait for movement
    immortal: targets, false
    clear battle log
    <finish action>

    I have a weapon named "Brave Sword", that is to attack four times. And like if the user is equipped with Brave Sword, this sequence for Sol and Luna would be used instead.

    <setup action>
    display action
    cast animation: 51
    wait for animation
    immortal: targets, true
    perform start
    wait for movement
    </setup action>

    <target action>
    motion swing: user, sword
    motion wait: user
    action animation: target
    motion wait: user
    action animation: target
    motion wait: user
    action animation: target
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    motion wait: user
    death break
    wait for animation
    action effect: target
    motion wait: user
    death break
    wait for animation
    action effect: target
    motion wait: user
    death break
    wait for animation
    action effect: target
    motion wait: user
    death break
    </target action>

    <finish action>
    perform finish
    wait for movement
    immortal: targets, false
    clear battle log
    </finish action>

    Is this possible to manage? Do I have to use If statements to accomplish this? If so, I would like a clear example of how to do it.

    And also, I know this seems so simple to do but:

    I'm trying to put text in like "force critical" and "hide battle hud" in some action sequences, but they don't execute that at all!

    Example of it not executing in battle.
    ----------
    <setup action>
    hide battle hud
    </setup action>

    <target action>
    force critical
    motion attack: user
    </target action>

    <finish action>
    show battle hud
    </finish action>
  17. Is there a way to move an enemy sprite to a position relative to the target in an action sequence?

    Specifically, some larger enemies aren't really suited to "move user: targets, front" because it causes an overlap. Would like to be able to say "move the user so it's about 200 px in front of the target"

    Couple of workarounds I've had suggested elsewhere including changing the opacity of all non-targets, which works well for some attacks, not others, and something like:

    Code:
    <target action>
    move user: targets, front, 20
    camera screen: target, front center, 20
    camera focus: target, front center, 20
    wait for movement
    move user: backward, 100, 0
    motion attack: user

    Which works fine for many attacks as well, but if the "move user backward" is more than 150 or so, it becomes really noticeable with the frame jump.
  18. Hey there everyone, I'm a little new here, now I know what you might be thinking "Oh no not another noob with more simple questions" but hear me out :)
    I'm currently using Yanfly's Action Sequence, and have come up with some Idea's but mostly you all have been posting how to implement those ideas better, so in short, thank you for posting the sequence codes here that have really helped me out.
    Now for my question, I have seen a few videos of this before and I would like to do it, It the Dual Tech sequence, I have been able to get it down to where the attack uses two characters abilities, but I'm trying to get it so that it's more like Chono Trigger, or Suikoden,
    You know where if you choose an attack from one character for a Joint attack then the second characters turn is skipped.
    Not sure where to start on this, like I mentioned before I have it so that the two characters join in an attack but after the joint attack the second character gets another turn,

    I'm not sure if I explained this OK or if it's just me talking in circles, Please let me know if anyone has an Idea on how to do this, or if you need more explanation.
  19. Hello,

    I am using the Action Pack, Standard Turn Battle System, and Weapons Unleashed. I currently have it set so the basic attack skill on one character is changed to "Conjure" It's simple magic that requires zero MP to cast. When the player chooses that option, they're given a choice between which element they'd like to have their basic attack become. This is performed by using:

    <target action>
    COMMON EVENT: 4
    <\target action>

    The common event is a set of choices, Fire, Water, Earth, etc... Followed by a forced action that calls upon the appropriate elemental skill.

    When the "Conjure" ability is used the first time. It properly goes through the motions, allowing you to choose which element type you'd like, and then casting it. When it comes to their next turn, however, when attempting to cast the same thing. Nothing happens. It as though it's not calling the common event on the 2nd, 3rd, etc... uses of the skill.

    This issue is only present when using the "Standard Turn Battle System." when that system is disabled, the player can select the element, watch it being cast, dealing damage and then continues on without hassle on the 2nd, 3rd, etc attempts.

    Edit: Am I missing something in my action sequence that stops the common event from continuing to run? I suspect this has something to do with the common event not ending. It can't call the common event when the common event is already called.

    I apologize should this be the incorrect place to post this.

    Thank you for your time.
  20. Um,hello guys,I need help with an action I wish to make,I just wish to know how to make the user looping in a cast motion during the whole animation,I searched on youtube and on Yanfly's action sequence pack but I couldn't find the explanation or I didn't understand it correctly.I am sorry if this is not the correct place to post this request.