HI guys' I'm in a bit of trouble.
I want to tint screen during an action sequence than have the screen return to what it was before said sequence ran.
I use alot of varied tint screens, so I can't just use tintscreen "x", then tint screen and type in the color as I need it to load the last color in use before the sequence. Any advice?
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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tint screen: normal - At least if you're looking to reset the screenHI guys' I'm in a bit of trouble.
I want to tint screen during an action sequence than have the screen return to what it was before said sequence ran.
I use alot of varied tint screens, so I can't just use tintscreen "x", then tint screen and type in the color as I need it to load the last color in use before the sequence. Any advice?
I suppose you could also use a common event to save the screen tint code to a variable, then use another one to call it, but I've no idea how to go about this. -
Hello there. I know I've mentioned this before, but I thought to bring it up again.
I have a weapon called "Brave Sword" and two skills called "Sol" and "Luna".
-Brave Sword grants the user 4 strikes (2 strikes if the user's speed is less than the enemy's speed).
-"Sol" and "Luna" are two skills that, by default, strike two twice (once is user's speed is less than the enemy's speed).
I'm using Yanfly's AutoPassiveStates and I'm wanting to modify the two skills whenever equipped with Brave Sword, here is the action sequence for Sol and Luna provided below:
Code:<target action> if (user.isStateAffected(48)) if (user.agi >= target.agi) 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 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 else 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 end else if (user.agi >= target.agi) 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 else motion swing: user, sword motion wait: user action animation: target wait for animation action effect: target motion wait: user death break end </target action>
My issue lies after the first "end". I put a Passive State on the Brave Sword weapon where anybody who has access to "Sol" and "Luna" while equipped with the weapon can perform the action.
The top part all the way to the first "end" works perfectly, but for the ones who don't have Brave Sword equipped are somehow attacking twice and then follow up with attacking once, when their speed is lower than the enemy's speed.
The "else" above the "if (user.agi >= target.agi)" is supposed to be conditional, like "if user isn't affected by State 'X'. If they're equipped with a weapon other Brave Sword and the speed is lower, they should only attack once and that's it.
Is there something I did wrong here? It works perfectly for user's who have Brave Weapon whether speed is lower or higher, but the ones without Brave Weapon are not following the sequence I was intending.
And here I made a pretty detailed version of the problem, so I will just link it here.
https://forums.rpgmakerweb.com/inde...ed-on-brave-sword-equipped.82960/#post-766989 -
Hello there, makers.
I'm having a weird issue with my skill.
This is a neutral-damage, All-Enemies scoped skill, which animation changes based on which state is applied on the user.
Here's the code:
Code:<setup action> clear battle log display action immortal: targets, true perform start wait for movement animation 129: user wait for animation </setup action> <whole action> motion attack: user wait for motion if user.isStateAffected(11) animation 130: enemies end if user.isStateAffected(12) animation 131: enemies end if user.isStateAffected(13) animation 132: enemies end if user.isStateAffected(14) animation 133: enemies end if user.isStateAffected(15) animation 134: enemies end wait for animation action effect wait for effect death break </whole action> <finish action> immortal: targets, false clear battle log perform finish wait for movement remove state 11: user remove state 12: user remove state 13: user remove state 14: user remove state 15: user remove state 16: user TP -100%: user </finish action>
As it shows, all of the states are removed, and the user's TP is reduced to zero.
My issue is: For some reason, every enemy takes TWO hits.
WHY!? -
I added a blank target action and it solved alot of my problemsHello there, makers.
I'm having a weird issue with my skill.
This is a neutral-damage, All-Enemies scoped skill, which animation changes based on which state is applied on the user.
Here's the code:
Code:<setup action> clear battle log display action immortal: targets, true perform start wait for movement animation 129: user wait for animation </setup action> <whole action> motion attack: user wait for motion if user.isStateAffected(11) animation 130: enemies end if user.isStateAffected(12) animation 131: enemies end if user.isStateAffected(13) animation 132: enemies end if user.isStateAffected(14) animation 133: enemies end if user.isStateAffected(15) animation 134: enemies end wait for animation action effect wait for effect death break </whole action> <finish action> immortal: targets, false clear battle log perform finish wait for movement remove state 11: user remove state 12: user remove state 13: user remove state 14: user remove state 15: user remove state 16: user TP -100%: user </finish action>
As it shows, all of the states are removed, and the user's TP is reduced to zero.
My issue is: For some reason, every enemy takes TWO hits.
WHY!?
<target action>
</target action>. Mayhaps it works for you? -
@PauloHPBender you could also just move action effect into <target action>, that will also work.
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Question. Is there a possible way to make the nul elements similar to FF10 exactly like that?
What I mean is lets say my character uses nul fire. Nul fire nullifies all attacks of fire; however, can only protect their allies one time from fire attacks. When the fire attack hits them, the nul fire energy disappears. I tried looking to see if this setup is possible, but I feel it has to be scripted.
An example:
Beginning of the clip is what I am talking about. Though doesn't show demonstration to the after effect if those characters are attacked by those elements. -
How do I get an animation out of the front of my hero to the target like a fireball?
Is there any sequence in which the ability departs from my direction toward the target? -
I added a blank target action and it solved alot of my problems
<target action>
</target action>. Mayhaps it works for you?
Thanks a lot, problem solved! -
I'd like to know how to use the action sequences to fire a projectile?
Like, say some sort of ball of magic, using an animation? It's supposed to be a simple thing, but I have no idea how to put it together, and I'm a bit lost as to even starting something like that up. -
Hey, guys. I'd like to have a skill move the user back by one row. That's simple enough, but it seems that the skill, which hits multiple targets, moves the user back one row for every hit made. I've tried using <whole action> over <target action> to set up the skill, but the result remains the same. Does anyone have an idea? And thank you very much. Setting these up is one of my shortcomings for sure.
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@bis1994 @JamesRyan if you're still looking for an answer for your situation, i think i may have the solution. I've had this question/problem myself for quite some time now and i couldn't find the answer anywhere. But shown below is my way of getting around this problem. i just copied and pasted the code i used for one of my skills.
Code:<setup action> display action immortal: target, true camera focus: user zoom: 160%, 20 wait: 20 move target: forward, 150, 20 wait: 20 move user: target, front base, 30 move target: backward, 150, 15 face target: user wait: 30 animation 152: user wait: 40 animation 126: user, mirror wait: 20 <\setup action> <target action> zoom: 105%, 15 wait: 40 camera focus: target, center, 20 zoom: 140%, 10 wait: 10 animation 127: target wait: 10 action effect wait: 29 action effect wait: 5 <\target action> <follow action> reset camera: 30 zoom: 100%, 30 move user: home face user: target wait: 15 show battle hud wait: 30 perform finish <\follow action>
Heres a link that showcases what the action sequence would look like:
The trick i used was to have the target move forward a bit off camera. By doing this, when the user moved to "target, front base" the user moves to the position where the target moves forward to. And while the user is moving to the target who is now forwards a bit, another line moves the target back to the original position, creating the illusion that the user stops a certain distance in front of the target.
note: im using small sprites as my enemies. if you're using bigger sprites, you may need to zoom in or decrease the amount of movement done by the target. another useful method might be to make the opacity of the targets 0 while they move so they dont show themselves accidentally.
You can remove the camera commands to see whats actually happening. Hope this helps you! -
Hello,
I'm currently trying to figure out, how you can insert an animation and sound effect, when you successfully hit an enemy and another sound effect when you don't, for example a wind sound.
I already have searched thoroughly in this thread and i know there are codes like "target.result().isHit()", but i don't know, where exactly to put it in the given code below:
Code:<target action> action common event if (subject.actorId() == 1 && $gameVariables.value(14) === 1) motion thrust: user wait: 12 animation 146: target action effect if (target.result().isHit()) animation 134: target SE: Swordhit else SE: Wind7 end if (subject.actorId() == 1 && $gameVariables.value(14) === 2) motion swing: user wait: 12 animation 147: target action effect if (target.result().isHit()) animation 134: target SE: Swordhit else SE: Wind7 end </target action>
This doesn't seem to work...
The issue I'm having is probably to put an if-statement inside an if-statement...
Need some help, thank you in advance... -
Hello, i wan to ask how to link skill? like Skill 1 then 2 then 3 with YANFLY BATTLE plugin
And look like if it's a skill for Scope: All Enemies
if i use tag <target action> .... action effect .... </target action>
User will try to play animation same times as enemies' number
so if there are 5 enemies, actor will play animation of that skill for 5 times
Is there anyway to fix this?
This is my code lines
<setup action>
display action
</setup action>
<target action>
motion uti1: user
wait: 10
animation 67: target
action effect
wait for animation
wait: 30
motion spell: user
animation 125: user
wait: 15
wait for animation
</target action>
<finish action>
clear battle log
perform finish
</finish action> -
Is it possible to create an attack where the enemy would absorb one of the ally npcs, and the allies would have to damage that enemy a certain number of times to release their ally? Otherwise in each turn, the ally would take damage due to suffocation.
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Ok so I just got this plugin and am attempting the following. I want whenever a hero/enemy uses their Attack action to perform the following,
-Move the attacking sprite in front of the targeted sprite
-Zoom in on action
-Wait for zoom
-Perform attack animation
-Show hit and damage numbers
-Zoom back to normal
-Move attacking sprite back to position
I'm new to this so I'm not quite sure how to get this working... -
First of all, before I ask this question - I want to apologize for the fact that I haven't gone through this whole thread looking for the answer. I did do a search, but the terms a little hazy.
My question is really basic - how do I get a static enemy battler to 'hop over' within a certain distance to the party member it is targetting before performing the rest of its attack. Keep in mind the particular skill in question is a basic attack skill that I will assign to an enemy. Everything else in the notetag works, it's just figuring out what correct command to use. I have tried this in the setup actions, and a few variations:
MOVE user: target1, FRONT CENTER, 25
Annnnnd I can't get the battler to do anything other than inch forward a little. Any thoughts? I feel like I'm on the wrong track here. -
Umh can i ask a question???
i've made an action sequences for a skill, and at a time the pg should take a jump back, the problem is, can i fix his direction so he won't look back while jumping back?
<setup action>
clear battle log
display action
immortal: targets, true
opacity not focus: 0
camera focus: focus
animation 120: user
hide battle hud
wait for animation
</setup action>
<whole action>
move user: target, front
wait for movement
motion swing: user
jump target: 300, 120
jump user: 50, 90
face user: target
move user: backward, 50, 90
wait for movement
</whole action>
<target action>
move user: target, back, 30
perform action
motion swing: user
animation 30: target
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
show battle hud
opacity not focus: 255
reset camera
</finish action>
this is the code BTW
EDIT i solved it changing move user: backward, 50,x to move user: forward, -50,x -
Is there a way for yanfly's Selection Control plugin: <single or multiple select> to have an action sequence?
If you use SLICE skill and choose "single", you only swing your sword to an enemy.
And if you choose "multiple" for the same skill, your character will slash all your enemies in one go. -
Hi is there a way to make a conditional action sequence?
Maybe like suikoden 2 critical strike
Attack skill have normal camera but when it's critical the camera will be zoom focus on that attacking character doing massive dmg to target enemy.
Thanks everyone.
Normal attack do "Normal attack" sequence
If normal attack is critical do "critical" sequence
Thankyou verymuch