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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 73 of 107 View original ↗
  1. OnslaughtSupply said:
    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>

    hmm sadly the damage still pop up until animation end and animation played 3 time
  2. OnslaughtSupply said:
    Try putting a blank whole action above your target action
    <whole action>
    </whole action>
    <target action>
    ...Stuff...etc...

    You are the man, it worked!
    Question though, why does it need a blank action like that and should I just put a blank whole or target in all of my sequences?

    Thanks so much for the help!
  3. @Vayne88 what is the target scope? Single enemy, two random, three random?

    @Pots Talos for some reason when multiple targets are your scope and you want the sequence to play out on every enemy you have to put that in there.
  4. OnslaughtSupply said:
    @Vayne88 what is the target scope? Single enemy, two random, three random?

    @Pots Talos for some reason when multiple targets are your scope and you want the sequence to play out on every enemy you have to put that in there.

    All
  5. Change the <target action> and </target action> to <whole action> and </whole action> respectively
  6. Love to know what I'm doing wrong here.

    I'm trying to make an enemy skill that runs a common event, and based on the variable that common event creates, will add a status to a particular target.

    Again, this is an enemy skill, so the targets in question is the player's party. Here's my note tags:

    <cast_time:18000>

    <one animation>

    <Cooldown: 2>

    <setup action>

    display action

    immortal: targets, true

    perform start

    wait for movement

    </setup action>

    <whole action>

    action animation

    wait for animation

    action effect

    </whole action>

    <target action>

    common event: 11

    if $gameVariables.value(11) == 1

    ADD STATE 10: opponent 1, (show)

    else

    if $gameVariables.value(11) == 2

    ADD STATE 10: opponent 2, (show)

    else

    if $gameVariables.value(11) == 3

    ADD STATE 10: opponent 3, (show)

    end

    wait: 60

    death break

    </target action>

    <finish action>

    immortal: targets, false

    clear battle log

    perform finish

    wait for movement

    </finish action>

    It's doing everything in whole actions, but as soon as it gets to target actions, nothing happens, it seemingly just skips straight to the wait.

    I've checked my actors immunities, and they have no immunity toward the status in question. What's going on?

    Oh, and I've double checked that it is running the correct common event.
  7. I have been searching for various ways to to implement dual-wield into my game, and I am having issues with the action sequences.

    My intent is not only for the base skill that everyone uses, "Attack", but to use this for other skills as well:
    - If the user has only one melee weapon, they rush towards the enemy and attack only once
    - If the user has only one ranged weapon, they stay put and shoot the enemy only once
    - If the user dual wields only melee weapons, they rush towards the enemy, swing both weapons and do damage
    - If the user dual wields only ranged weapons, they stay put and shoot the enemy twice and do damage
    - If the user dual wields melee AND ranged weapons, they do one of two things:
    1) If they are wielding melee/ranged, they move towards the enemy, swing then shoot
    2) If the are wielding ranged/melee, they shoot THEN move towards the enemy and swing

    I tried using a combination of different scripts/codes/whatever, but I am running into some errors.

    Coding
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    <target action>
    EVAL: user._weap1 = user.equips()[0];
    EVAL: user._weap2 = user.equips()[1];
    EVAL: user.forceChangeEquip(1, null);

    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

    EVAL: user.forceChangeEquip(0, user._weap2);
    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

    EVAL: user.forceChangeEquip(0, user._weap1);
    EVAL: user.forceChangeEquip(1, user._weap2);
    </target action>

    The issues that I am having are:
    - a non dual-wielding actor (i.e. is using a sword/shield, or a two-handed weapon) will attack with their weapon and then punch the target
    - non dual-wielding enemies are hitting twice, and errors are popping up in the console (picture is provided)

    Any assistance with this would be amazing! I am at my wits end trying to figure this out on my own.

    Edit: So what I ended up doing was leaving the standard "Attack" alone and using the script to move the user if they were melee, or stay put if ranged. I then used Yanfly's "Weapon Unleash" plugin to make another "Attack" skill with the dual-wield animation replace the regular "Attack" command for dual-wield characters/classes.
  8. Chorogon said:
    @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!

    I think I may have found a way to remove the need for camera zoom or off-screen movement. In one of the Help files for the Action Sequences, I came across an extra tidbit in the section regarding "Move" that proved useful. The "offset" command. So, let's say you want to move your character toward their target, but want them to stay a certain distance you use something like

    move user: target, front base, 30, auto offset x -300

    So, you'd move the user to their target, over the course of 30 frames, being offset from their target along the x-axis plus/minus 300 pixels. I hope this helps. :)
  9. has anyone tried scripting a skill that starts the use of a second skill right after the completion of the first? was trying to do it through vanilla rpgmaker last eve without any luck.
  10. @yajirobi
    From Action Sequence Pack 2
    "<action copy: x:y>
    Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox."
    http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/
  11. Deadpola said:
    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

    Wow thankyou very much, I will try to learn this ^^
  12. OnslaughtSupply said:
    @yajirobi
    From Action Sequence Pack 2
    "<action copy: x:y>
    Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox."
    http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/

    that's in pack 1 as well. doesn't seem to work when placed in the notetag of another skill.

    got it to work as a follow action by scripting the second skill as a common event. still can't figure out how to select a new enemy after the first skill though...
  13. Hi guys! I'm new to action sequences and would like some help from the best forum out there! I'm trying to create a action sequence that has my character jump in the air, wait in the air, motions attack then action animation of shooting then jump back down. I have created what I want but I cannot seem to keep the attack motion on screen. My character swings but then goes back to normal half way through. Here's what I have so far, please help!
    Code:
    <setup action>
    
    display action
    
    motion wait: user
    
    animation 120: user
    
    wait for animation: user
    
    </setup action>
    
    <Target Action>
    
    float user: 200
    
    motion attack: user
    
    motion wait: user
    
    action animation
    
    Weapon motion attack: user
    
    wait for animation
    
    float user: 0
    
    action effect: target
    
    </Target Action>
  14. Put a
    wait for motion
    or a
    wait: 15 or 30 (you'll have to play with the timing)
    Right now your action sequence is forcing the motion wait: user immediately after motion attack and your not giving it a command to wait until completion.
  15. OnslaughtSupply said:
    Put a
    wait for motion
    or a
    wait: 15 or 30 (you'll have to play with the timing)
    Right now your action sequence is forcing the motion wait: user immediately after motion attack and your not giving it a command to wait until completion.
    I see what your saying but all that does is wait in between the motion attack and the animation and the motion attack still ends before the animation starts. What I'm talking about is making the motion attack stay until the animation is over. If I read your reply wrong please correct me or give me a snippet of how you would do it. Thanks for helping me!
  16. Attack motion is just swing, thrust, or missle and will not keep playing out. It runs its set sequence and that is it. Skill, cast, and item are also this way. Guard, ready and chanting will hold the pose until you command it to due otherwise. So if your wanting your character to swing his sword or whatever and hold it out there it won't happen through any of the attack motions unfortunately. You could always edit your sprite sheet and take away a lesser used pose such as sleep or something and put in the frames you want.
  17. OnslaughtSupply said:
    Attack motion is just swing, thrust, or missle and will not keep playing out. It runs its set sequence and that is it. Skill, cast, and item are also this way. Guard, ready and chanting will hold the pose until you command it to due otherwise. So if your wanting your character to swing his sword or whatever and hold it out there it won't happen through any of the attack motions unfortunately. You could always edit your sprite sheet and take away a lesser used pose such as sleep or something and put in the frames you want.
    Thanks for all your help. It's a bummer that you can't keep the swing motion out. I'll experiment with the sprite sheet.
  18. Total bummer ran into the same problem but with proper planning and such you can make due. I changed up my sprite sheet to make some animations more fluid. Like I use a dashing looking image set where evade is so when I move the actor at an enemy it looks like he's sprinting there and isn't out of place for an evade.
  19. OnslaughtSupply said:
    Total bummer ran into the same problem but with proper planning and such you can make due. I changed up my sprite sheet to make some animations more fluid. Like I use a dashing looking image set where evade is so when I move the actor at an enemy it looks like he's sprinting there and isn't out of place for an evade.
    Final note, I made a separate animation from the shoot normal animation that shows smoke. I attached it to play on the user and now it looks lke gun smoke. Covers it right up.
  20. Hi guys. this is my first post and I'm also new to the RPGMV thing. you guys put together some awesome stuff and as I'm new to this hole thing Im reading like a jackhammer. But I have come across my first BIG problem I just cant get around.

    I have installed the actseqpack1 and 2, along with Yanflys Battlecore and have them listed as follows in my plugins..

    CoreEngine v1.25
    BattleEngineCore v1.45
    X_ActSeqPack1 v1.12
    ActSeqPack2 v1.12

    My problem is that the ActSeqPack's dont show ANY parameters in the Parameters box.none at all in fact!
    I've updated everything, installed and uninstalled everything, they are also the only plugings I have running so far and Im gutted I can use these things!

    Please could someone help?