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

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Started by Blue001 2126 posts Page 72 of 107 View original ↗
  1. Ryzler said:
    @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

    Ansatsuiken

    <Target Action>

    camera focus: user

    zoom: 250%, 20

    wait: 20

    camera focus: target

    zoom: 150%, 20

    camera offset: right, 50

    move user: target, front head, 5

    wait for movement

    motion swing: user

    Fade out: 10

    wait: 20

    action animation

    wait: 40

    motion swing: user

    action effect

    action effect

    action effect

    action effect

    action effect

    Fade in: 10

    immortal: targets, true

    </setup action>

    </Target Action>
  2. Here
  3. Below action animation try putting in wait for animation? And since it is supposed to affect all enemies you could try <Whole Action> instead of the <Target Action>, along with the closing so that </Target Action> becomes </Whole Action>

    So it would be, in all:

    <Whole Action>

    camera focus: user

    zoom: 250%, 20

    wait: 20

    camera focus: target

    zoom: 150%, 20

    camera offset: right, 50

    move user: target, front head, 5

    wait for movement

    motion swing: user

    Fade out: 10

    wait: 20

    action animation

    wait for animation

    wait: 40

    motion swing: user

    action effect

    action effect

    action effect

    action effect

    action effect

    Fade in: 10

    immortal: targets, true

    </setup action>

    </Whole Action>


    Not really my area of expertise but let me know how that goes for you.
  4. Seems like it worked
    Ryzler said:
    Below action animation try putting in wait for animation? And since it is supposed to affect all enemies you could try <Whole Action> instead of the <Target Action>, along with the closing so that </Target Action> becomes </Whole Action>

    So it would be, in all:

    <Whole Action>

    camera focus: user

    zoom: 250%, 20

    wait: 20

    camera focus: target

    zoom: 150%, 20

    camera offset: right, 50

    move user: target, front head, 5

    wait for movement

    motion swing: user

    Fade out: 10

    wait: 20

    action animation

    wait for animation

    wait: 40

    motion swing: user

    action effect

    action effect

    action effect

    action effect

    action effect

    Fade in: 10

    immortal: targets, true

    </setup action>

    </Whole Action>


    Not really my area of expertise but let me know how that goes for you.

    It looks like it worked. The whole screen fades to black and fades back in. and it doesn't show the animation. Makes it look badass. No damage counter though. Thanks for the help.
  5. I guess it's only because I have the screen fade to black though lol
  6. Delete the </Setup Action>
    as you never started the <Setup Action> to begin with.
    <Setup Action> goes before anything if your going to do something before any actual actions.
  7. Yeah, the </Setup Action> is kind of a waste of code, not sure if it pertains to the problem you were having
  8. Ryzler said:
    Yeah, the </Setup Action> is kind of a waste of code, not sure if it pertains to the problem you were having
    It really didn't. I deleted it anyway though.
  9. You fade the screen out and then play your animation and action effect, in your case the damage and then fade the screen in. You can't see it because the screen is faded out.
  10. Hey Guys,

    Newbie here :)

    Thought I join the action with the action sequences! here is a video of a test action i did.

  11. OnslaughtSupply said:
    You fade the screen out and then play your animation and action effect, in your case the damage and then fade the screen in. You can't see it because the screen is faded out.
    I actually wasn't paying attention. The damage counter appears after the screen fades back in.
  12. Is there a way to edit the death break code in the action sequence plugins or Battle Engine Core plugin?

    The action sequences I use are based on how MV plays in battle without Battle Engine Core enabled, but when the targets die, the actor stands in a little place in front of the other actors even in the victory scene which is off. (I'm aware that there's "move user: home", but with this action sequence I use, it would look out of place in battle.)

    <setup action>
    display action
    perform start
    wait for movement
    </setup action>

    <target action>
    motion swing: user, sword
    wait: 12
    action animation: target
    wait: 12
    action animation: target
    wait for animation
    action effect: target
    wait: 12
    death break
    wait for animation
    action effect: target
    wait: 12
    death break
    </target action>

    <finish action>
    perform finish
    wait for movement
    clear battle log
    </finish action>

    I would like to know if this is possible to do an edit of the code inside the plugin. Like if the target dies, the rest of the skill is skipped but the selected actor would automatically move back to its location and wait for the movement to finish, especially before the victory scene happens.

    Or is it possible to edit the death break code to just skip the target action to go to finish action, instead of cancelling the whole skill?
  13. jsims8990 said:
    I guess it's only because I have the screen fade to black though lol
    If you make a 192x192 black image and create an animation in the database using that image you can have animations play over it. If you do that just remember to remove your fade out and create all the fading effects with the animation image in the database. Hope that makes sense.
  14. Deadpola said:
    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
    Yo my friend, I've made some modifications to your sequence, I hope you like it
    Spoiler
    <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, back
    wait for movement
    motion swing: user
    jump target: 300, 120
    jump user: 50, 90
    face user: target
    move user: forward, 50, 50
    wait for jump
    wait for movement
    </whole action>

    <target action>
    animation 30: target
    move user: target, front, 15
    motion swing: user
    wait: 50
    action effect
    wait: 12
    action effect
    wait: 12
    action effect
    wait: 12
    action effect
    wait: 12
    action effect
    wait: 12
    </target 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>
  15. I'm having a problem with a new action sequence I've created.
    For some reason it plays a full blast of damage before actually doing the sequence.
    Here is a video for reference:



    and here is my action sequence:

    Code:
    <Target: 8 Random Foes>
    
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    motion missile: user
    wait for motion
    action animation: target
    wait for animation
    action effect
    wait: 5
    </target action>
    
    <follow action>
    clear battle log
    immortal: target, false
    </follow action>
    
    <finish action>
          perform finish
    </finish action>

    It looks like it is playing all 8 attacks at once (character is also using the "skill" motion before hand which isn't even in the action sequence) and then moves onto the action sequence of shooting 8 times.

    Any help would be much appreciated.
  16. Try putting a blank whole action above your target action
    <whole action>
    </whole action>
    <target action>
    ...Stuff...etc...
  17. hey guys, I make a long animation (its like thunder coming for a sky) and i want it to damage the enemy 5 times with 1-2 seconds delay for each damage while that animation still playing. can you achieve that? so far i only can make the damage pop up until animation end
  18. action animation
    wait: 5 (*or 10 or 20, you'll have to play with the timing)
    action effect
    wait: 5 (*or whatever)
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait for animation
  19. <Cast Animation: 118>

    <Target Action>

    perform action

    action animation

    wait: 5

    action effect

    wait: 5

    action effect

    wait: 5

    action effect

    wait: 5

    action effect

    wait for animation

    death break

    </Target Action>

    i made that but the animation replay 3 time ( 1 animations is 30 seconds ) so 1 animation play until end then the damage pop up, animation play again after that

    i want to play 1 animation only and the damage pop up while animation still playing. any tips?
    OnslaughtSupply said:
    action animation
    wait: 5 (*or 10 or 20, you'll have to play with the timing)
    action effect
    wait: 5 (*or whatever)
    action effect
    wait: 5
    action effect
    wait: 5
    action effect
    wait for animation
  20. I'm on my phone and just worked 12hours straight but try this
    <setup action>
    display action
    opacity not focus: 0, 20
    wait for opacity
    immortal: targets, true
    (*If you want animation 118 to play on your actor use this:
    motion chant: user
    animation 118: user
    wait for animation*)
    </setup action>
    <target action>
    motion spell: user
    wait: 5
    action animation

    wait: 5

    action effect

    wait: 5

    action effect

    wait: 5

    action effect

    wait: 5

    action effect

    wait for animation
    </target action>
    <follow action>
    immortal: target, false
    opacity not focus: 255, 20
    wait for opacity
    </follow action>