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

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Started by Blue001 2126 posts Page 71 of 107 View original ↗
  1. I'm sure conditional works... not too sure if you can do this precisely
    for example i use a conditional on the action seq of basic attacks
    It checks if the motion of attack is missile, if it isn't than the chara steps to the enemy and attack...
    I'm pretty sure someone can and will tell you how to do it, i can just say that the if construct works... so try around a bit

    http://actionsequence.cf/
    In case you missed it here is an useful tool for trying out action seq
  2. Anything in here for a boomerang?

    I was hoping to have a boomerang ITEM that is thrown upon use. And, of course, seeing it thrown, hit the the enemy and perform an animation, and then return to the player character. With a chance of breaking upon use (not sure if I should handle that in the action sequence).
  3. Dear dev,

    I'm noob here, so please tell me, how this happen to me?

    I use newest version of RPG Maker MV from Steam, and those plugin which downloaded new from yanfly site:
    plugin.jpg

    It work for awhile. Than I started creating Class, Actor... and the Error started. Well, I alway "Missed" and there is no "Skill (Magic)" funtion in Battle Menu. What can I wrong? coul you please tell me? I added picture of my database here!

    always miss.jpg no skill.jpg

    Thanks!
  4. oh I know where is my stupid :))
    I delete all needed trait of Class. My bad... Sorry.
  5. Before I go ahead an submit a bug report to Yanfly, is anyone else having issues with the POINT argument in action sequence pack 2 since the 1.5.1 update? All of my arguments work correctly except the POINT argument for movement. Even tested this in a brand new project.
  6. Johnboy said:
    Before I go ahead an submit a bug report to Yanfly, is anyone else having issues with the POINT argument in action sequence pack 2 since the 1.5.1 update? All of my arguments work correctly except the POINT argument for movement. Even tested this in a brand new project.

    Did your POINT arguments work before the update? And after the update did you make any changes before you started having issues?
  7. Ryzler said:
    Anything in here for a boomerang?

    I was hoping to have a boomerang ITEM that is thrown upon use. And, of course, seeing it thrown, hit the the enemy and perform an animation, and then return to the player character. With a chance of breaking upon use (not sure if I should handle that in the action sequence).

    One of my characters of my project uses a Boomerang too, and in VX and VX Ace was simple to make that effect with Tankentai Battle System. However, the only plugin I know that can replicate the exact effect of throwing a weapon, is Victor's Throwable Objects, and unfortunatelly it is not compatible with Yanfly's Action Sequences Plugins.

    However, there is another way to try to replicate the effect of throwing a weapon. Use this code in the Attack skill:
    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>

    This code makes that all your characters that uses a weapon with the "Missile" movement will stay in his forward position, instead of approaching the enemy targets. The rest can be done playing animations over the targets that shows a boomerang.

    I know it is not the best solution to make this effect, but if someone can make this in a better way, I'll be glad to hear more options.
  8. @Oscar92player I'm sure that there must be a way to draw a picture from my weapon images (like the basic attack uses) and have it move across the screen, to the target, play attack animation (a slash or hit or whatever), then back across the screen and return to the actor. A draw image or something?
  9. @Ryzler Yes everything worked before my project was updated. Even starting a fresh project using the required plugins results in an error which points to Action Sequence Pack 2 directly.
  10. Ryzler said:
    @Oscar92player I'm sure that there must be a way to draw a picture from my weapon images (like the basic attack uses) and have it move across the screen, to the target, play attack animation (a slash or hit or whatever), then back across the screen and return to the actor. A draw image or something?

    If there is a way to do so, at this moment I can't realize how to do it. Also, I'm starting to use the Action Sequences too, and I'm learning how to replicate some things I have in a VX project, so at this moment I don't know to much about how to use properly the action sequences plugins.

    Maybe someone can help us with this question.
  11. Ryzler said:
    @Oscar92player I'm sure that there must be a way to draw a picture from my weapon images (like the basic attack uses) and have it move across the screen, to the target, play attack animation (a slash or hit or whatever), then back across the screen and return to the actor. A draw image or something?

    This really should be easy to do but for some reason we can't dictate how big our animation screen is while creating it. This gets even more pronounced if you are making the game in wide screen.
    You can see from this video I made:



    Imagine that my horse charge animation was the boomerang, you can see in my animation creation window I had its starting point all the way as far as it can be and when it is played in game it started nearly right in front of the enemy. >.<
    This really sucks and I wish there was a way to fix.
  12. @Pots Talos maybe try making your animation to screen instead of center?
  13. OnslaughtSupply said:
    @Pots Talos maybe try making your animation to screen instead of center?
    Lol, how the hell did I miss that?
    It really does help to have outside eyes. Thanks!
  14. @Pots Talos no problem. This community is so awesome and has helped me so much, I try to help out whenever I can with my limited knowledge.
  15. Johnboy said:
    Before I go ahead an submit a bug report to Yanfly, is anyone else having issues with the POINT argument in action sequence pack 2 since the 1.5.1 update? All of my arguments work correctly except the POINT argument for movement. Even tested this in a brand new project.

    I just tested this and am getting the same error. Did you submit the bug to Yanfly?
  16. Anyone know how to fix the animation happening before the sequence even starts and then it does the animation again?
  17. @Pots Talos Haven't had the chance yet. Been busy this weekend.
  18. So I updated to 15.1 this weekend and its been nothing but a headache. Now its even worst action sequence 2 isn't working properly. Heres whats supposed to happen with the skill its a slash style skill that hits twice consecutively. Instead of hitting twice, now it hit once for ALL my skills. Someone help or make a report to yanfly or something please.
  19. Can anyone help me with this? The fact that the animation happens before the the skill is getting to me a bit.

  20. @jsims8990 Can you show us a screenshot of the skill in your database? Also the note tags you're using to make the movements? Don't imagine anyone can help much without those