Okay, might as well try my luck here.
Trying to make a skill that uses the default crossbow as an atttack animation using states.
How off the mark am I here?
<setup action>
add state 14: user
</setup action>
<target action>
motion attack:user
</target action>
<finish action>
remove state 14: user
</finish action>
Thats the Skill, following is the state:
<weapon motion: missile>
<weapon Image: 08>
Am I completely wrong or am I missing something obvious? This just gets me an error.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Hello!
I have recently found this thread while searching Google for help. I've looked through the many pages in this thread to try and find an answer, but I didn't see it, or might have missed it in the 74 pages.......
I have a couple questions that I'm hoping to get some assistance with.
I do have YEP Core Engine, Battle Engine Core, and all 3 ActSeq packs installed.
The first problem:
I have a skill that I wanted to have the weapon animation work with. I've got it to kinda work, but the animation is a bit off.
Here is a example of what I'm referring to:
When he takes a swing with the pipe, it doesn't line up correctly when I use the note tags in the skill.Spoiler
At first I thought I might have screwed up importing the animation, but the animation does work correctly when I do a normal attack with it.
Spoiler
Here is the note tags I've been using.
Spoiler<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>
The second problem:
Is there anyway to force a weapon animation, and graphic, for a weapon that the character is not equipped with? I'm trying to get the same character to shoot a gun that is equipped in a OFF HAND SLOT that I made. So the character has a pipe equipped in his main hand, and a gun in his off hand. I'm totally lost on what to even do for this.
Thanks! -
Guys - I've got animated battlers. They look real pretty! 8x20.
I am using YEP-Core Engine, Yep Battle Engine Core, VE Basic Module, VE Battler Graphic Setup, YEP ACT SEQ 1,2,3.
My problem is, probably simple fix... but when i have the notetag as below for a standard attack, the battler only goes through maybe 4 frames instead of the full 8 at the point of striking... I know i can put a "wait" line in there, but is there a default setting i can change inside either the YEP Battle Engine Core or do i need to use the note tag to allow a 'wait time' and for the 8 frames for the attack rows to display before the character returns to its starting position?
Any thoughts on this would be appreciated.
<Target Action>
move user: target, front, 5
wait for movement
motion swing: user
action effect
action animation
</Target Action> -
Guys - I've got animated battlers. They look real pretty! 8x20.
I am using YEP-Core Engine, Yep Battle Engine Core, VE Basic Module, VE Battler Graphic Setup, YEP ACT SEQ 1,2,3.
My problem is, probably simple fix... but when i have the notetag as below for a standard attack, the battler only goes through maybe 4 frames instead of the full 8 at the point of striking... I know i can put a "wait" line in there, but is there a default setting i can change inside either the YEP Battle Engine Core or do i need to use the note tag to allow a 'wait time' and for the 8 frames for the attack rows to display before the character returns to its starting position?
Any thoughts on this would be appreciated.
<Target Action>
move user: target, front, 5
wait for movement
motion swing: user
action effect
action animation
</Target Action>
I would try adding "wait for motion" after "motion swing: user"
I don't use more than the default frames so i'm not positive it'll work but that's what works for me. -
Does anyone know the best way to sequence a skill that executes a single hit, then follows up with an elemental magic attack that repeats based on how high a certain stat is?
So if users mat is 30 it should do 1 strike and 3 magic bursts. So every 10 points of mat adds an extra magic burst.
I'm still new to "if then" codes. Any help would be appreciated. -
Really weird question.
Using "Counter Control".
I can get everything working, but for whatever reason, if an enemy attacks a hero and triggers the hero's counter - the enemy will attack again after the counter is finished. Likewise for a hero attacking an enemy, the hero will attack again after the enemy does their counter.
I can't for the life of me understand why this happens. I've searched high and low and can't find anyone with a similar experience. Any help would be appreciated. -
Is the enemy countering, too?
Check the enemy's CNT rate.
If the enemy's countering too, try editing the plugin settings. There should be a default setting to where counters can't counter other counters. -
I tested that, no fix. I set the Counter Rate to 0% and there is no tag to set the counter skill to anything.
The enemy simply repeats the previous action.
Enemy casts Fireball
Hero counters with "Mana Shield"
(the same) Enemy casts Fireball
I started a new RPG, with only minimal scripts and tested it out and this doesn't happen. I'm guessing that means there is a conflict between scripts somewhere breaking it.
I tried disabling scripts on my main game until I only had the basic needed (Yanfly Core, Yanfly Battle Core, Yanfly Counter) and it is still getting me this double attack issue. -
Hallo sir, i found error about Quest Log System.
Screen Shoot :
ProjectPlugins :
http://my-picture.ga/uploads/58b542...b6f5681d0faabadb713fe13c5d12eb7756_QNF1LD.jpg
http://my-picture.ga/uploads/74c748...44d62fecf8ea8c1660fcc3d04b19448678_28NHX2.jpg
http://my-picture.ga/uploads/ad248f...7a4466e7173b615f89538d4629b30fb7e9_I9RAJU.jpg
Event :
http://my-picture.ga/uploads/806fc0...06dd8fa31e5b6c5fdd372cbb4408057e87_Y2EWD7.jpg
Error @ i open that Q :
Plugins List :
yanfly packet : https://www.dropbox.com/s/ihnfafxhvfpq39f/- YEP English -.rar?dl=0
1.5.1 packet Yanfly : http://yanfly.moe/2017/09/13/yanflys-desktop-optimized-version-update-rpg-maker-mv-1-5-1/ -
I am such a dummy.
Making a follow-up post to my previous help request for enemies attacking twice.
I figured it out. In the BattleEngineCore, I had the default turn set up to Standard Turn Battle. Well, I had removed STB from my game's scripts because it was conflicting with another aspect of battle - except I never swapped BattleEngineCore back to Default Turn Battle (DTB).
Fixing it in the BattleEngineCore solved all of my issues.
Wanted to follow up just in case someone who googles these conditions will know how I solved it :) -
Does anyone know how to get the idle breathing/floating animations from the Sideview Enemy scripts to work on actors? I'm using Victor's static actors script so both enemies and actors use static images as sprites, but the Yanfly SV Enemy script only works on enemies. Someone said there was a way to get it to work on actors but didn't know how it was done.
http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/
Can someone please help me? Thanks in advance! -
Are there any videos that show these moves in action?
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Bad guy needs action sequence too.
12 Shooter -
So, I have been working with trying to get a skill to perform differently based on the weapon equipped (or rather the weapon type that is currently equipped since I am using Yanfly's Item core to create statistically varied weapons which result in the weapon ID not being the same for similar weapons), however I am having some difficulty with setting up an action sequence to add an additional effect if x weapon type is equipped.
What I have been able to do is set skills to only be usable if a certain weapon type is equiped (thanks to Yanfly's Skillcore I can set the custom requirement)Weapon Dependent SkillCode:<Custom Requirement> // Get all currently equipped weapons for the user. var weapons = user.weapons(); // Set the weapon types to use the skill with. In this case weapon types 3,4,5,6,8,9,17,31,36. var fav = [3,4,5,6,8,9,17,31,36]; // Set the initial condition to be false. value = false; // Loop through each of the weapons. for (var i = 0; i < weapons.length; ++i) { // Get the currently looped weapon. var weapon = weapons[i]; // Check if the weapon exists and if the weapon type ID is in the array of required weapons. if (fav.indexOf(weapon && weapon.wtypeId) !== -1) { // Set the condition to be true. value = true; // Break the loop. break; } } </Custom Requirement>
What I was thinking I could do is reuse the aforementioned code to process during an action sequence. Particularly I want to have a skill that hits normally once, but if x weapon type is equipped, then it will hit twice. I thought I could do it like so:
First I would setup a common event to run the weapon type check code and have it set a variable to "1"
(Variable 42 does not seem to be updating to a value of "1")
common event 96Code:var weapons = user.weapons(); var fav = [0,18]; value = false; for (var i = 0; i < weapons.length; ++i) { var weapon = weapons[i]; if (fav.indexOf(weapon && weapon.wtypeId) !== -1) { value = true; break; } if value = true { $gameVariables.value(42) === 1 } }
Second, I would add the common event to the skill's action sequence as well as a conditional statement to say if variable 42 = 1, then add an additional attack.
Action sequenceCode:<target action> se: wind7, 90, 70, -40 opacity user: 0%, 5 move user: target, front, 15 wait for opacity common event 96 if $gameVariables.value(42) === 1 opacity user: 100%, 5 wait for opacity motion thrust: user wait: 10 se: skill1 animation 1: target shake screen: 3, 9, 10 animation wait: 5 wait for animation action effect: target opacity not focus: 100% end opacity user: 100%, 5 wait for opacity motion thrust: user wait: 10 se: skill1 animation 1: target shake screen: 3, 9, 10 animation wait: 5 wait for animation action effect: target opacity not focus: 100% death break </target action> -
Anyone know how I can make a character expend TP during an action sequence? I'm making a skill that allows the user to attack continually until all TP is used, with each strike costing 10 TP.
Code:<setup action> display action immortal: targets, true </setup action> <whole action> </whole action> <target action> hide battle hud opacity not focus: 0, 20 motion missile: user wait for motion action animation: target wait for animation action effect wait: 30 if user.tp >= 10 $gameActors.actor(37).gainTp(-10) motion missile: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion thrust: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion swing: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion missile: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion swing: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion thrust: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion missile: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion swing: user wait for motion action animation: target action effect wait: 30 end if user.tp >= 10 motion thrust: user wait for motion action animation: target action effect wait: 30 end </Target Action> <follow action> clear battle log immortal: target, false </follow action> <finish action> opacity not focus: 100%, 60 wait for opacity show battle hud perform finish </finish action>
You can see near the top I tried using $gameActors.actor(37).gainTp(-10) but that didn't work.
Any advice would be much appreciated.
Thanks! -
I have a small problem. I'm playing around with action sequences and can't seem to get this magical skill to play out right. Everything works fine, except the part where I want the user to talk before performing the skill. I'm using a common event where the user talks via text, and the text does appear, but not at the beginning, rather at the end after the attack. I'd like to have this character speak at the beginning before going on to perform the skill, but it's not working. I even tried placing the "call common event" just in there without the <Follow Action> parts.
If anyone can help me get it right, I'd appreciate the help very much. If it can't be done, that's fine, I'll probably just remove the common event.
This is how I have it set up in the skill Note box at the moment. It's a fire magical skill that does twice damage, by the way.
Action Sequence for Magical Skill<Follow Action>
call common event
</Follow Action>
<Target Action>
perform action
move user: targets, front, 20
wait 60
flash screen: white
flash screen: red, 45
wait 60
motion wait: user
action animation
wait for animation
action effect
action animation
wait for animation
action effect
death break
</Target Action> -
Follow action goes after target action, so change your follow action commands to <setup action> and </setup action> respectively and see if that works for you.
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Follow action goes after target action, so change your follow action commands to <setup action> and </setup action> respectively and see if that works for you.
I changed it like you said, but the text still shows after the attack has been completed. It's not a big deal, so I probably will just get rid of the text and move on after a few more tries. Thanks, btw.
Here's how I changed it, in case you're wondering:
Code<Setup Action>
call common event
</Setup Action>
<Target Action>
perform action
move user: targets, front, 20
wait 60
flash screen: white
flash screen: red, 45
wait 40
motion wait: user
wait 40
cast animation
action animation
wait for animation
action effect
action animation
wait for animation
action effect
death break
</Target Action> -
@Eterna
And you're putting it in as
common event: X
Where X is the number of your common event?
That's weird, you might want to submit a bug report. According to Action Sequence Pack 1 documentation it should call the common event and not do anything else until completed. -
@Eterna
And you're putting it in as
common event: X
Where X is the number of your common event?
That's weird, you might want to submit a bug report. According to Action Sequence Pack 1 documentation it should call the common event and not do anything else until completed.
No, because it didn't work like that for me after several tries. So I had to insert the common event in the skill's own Effect box. Hm, maybe that's why it did show the text but after the skill goes through. Anyway, that's the only way I have been able to show the text, by putting the common event in the Effect box, I can't get it to show otherwise.