Putting it in the effect box means action effect is what is calling it.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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So how could I make it happen at the beginning before the spell is initiated? I already tried calling the event from the Note box, but it hasn't worked. Maybe I don't have the tags right.Putting it in the effect box means action effect is what is calling it.
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Hey everyone,
I'm trying to make a skill that has a chance of applying a state, but I only want a particular animation to play if the state is applied.
Because I'm using an action sequence for the skill, I was wondering how to run a check on the target to see if it has the state applied (after I run the action effect).
How would I do this?
EDIT: Urgh, it annoys me how simple this is. I guess I'm having trouble understanding that if statements are pretty universal.
Spoileraction effect: target
if target.isStateAffected(10)
animation 164: target
end -
So, I just want to make the characters walk up to the enemies and attack them but somehow enemies end up behind actors and it looks really bad.
I'm using this in the attack skill.
Spoiler<Setup Action>
motion walk: user
move user: target, FRONT CENTER, 60
wait for movement
motion standby: user
face user: target
</Setup Action> -
@XD005
Try this instead
<Target Action>
motion walk: user
move user: target, FRONT CENTER, 60
wait for movement
motion attack: user
Action animation
Wait for Animation
Action effect
</Target Action> -
It is possible to make a state change opacity ?
I use a « stealth » skill with this notetag :
Code:<target action> opacity user: 25%, 10 wait for opacity add state 12: user, show </target action>
But opacity comes back to default when I use another skill... -
Hello. This is a great thread, but it could use some navigation... It's not very easy finding what you need by reading 75 pages.
Is there a compilation list of premade action sequences somewhere we could use? Thanks a lot. -
Using YEP_RowFormation, is there a way to check what row a character is in inside an action sequence?
So that I could create something like:
Code:if user.isbattler.row(2) motion swing: user, no weapon wait: 10 animation 125: target else -
Would love to know where I've went wrong here.
I'm trying to make a skill that applies a state and follows up with an extra animation when that state is applied to the target in question.
If the target is already affected by the state, the aforementioned extra animation should not play.
Here is my target sequence:
Spoiler<target action>
if target.isStateAffected(2)
remove state 2: target
end
if target.isStateAffected(10)
action effect: target
wait for animation
wait for effect
else if !target.isStateAffected(10)
action effect: target
wait for animation
wait for effect
animation 164: target
wait for animation
end
death break
</target action>
What ends up happening, is that the extra animation (animation 164) never runs, and I don't know why. I've tried multiple different ways of doing this sequence, using nested elses (using an extra plugin) and using labels, but nothing seems to be following the target action instructions. -
Hey there,
This code is the standart attack. but some actors have standart double-attack with two different animations and some just a normal attack
This Code works fine but i got this error inBattleCodeCode:<target action> if user.actorId() == 6 motion evade: user jump user: 50%, 30 move user: target, base, 30 wait for movement motion swing: user wait: 10 motion attack: user wait for animation action effect else motion evade: user jump user: 50%, 30 move user: target, base, 30 wait for movement motion attack: user wait: 10 animation 6: target action effect end </target action>
Code:TypeError: undefined is not a function ACTION SEQUENCE IF CONDITION ERROR user.actorId() == 6 TypeError: undefined is not a function {stack: (...), message: "undefined is not a function"}
And i hate errors ^^ -
Hello.
In YEP_ActSeqPack2 POINT function for "move target" has stopped working.
Got this error: undefined is not a function.
Others have the same error?
Maybe from the last update? -
Yes it's a known bug for quite some time now. As a workaround you can use the new OFFSET command to move things around.
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I'm using Victor Sant battle engine and currently using the home,here function.it means that actor will set a new home position everytime instead of returning to his home position. Is there an option in yanfly to do so?
Thank you guys -
Special Slash 3: (Note: For Special Slash 3 to look right you need to go into Animation in the database and change its position to 'Center')
Copying this code like how it is now doesn't work and I find it hard to make it like it should be for it to work so why is everyone typing it like above?Spoiler<target action>jump user: 800%move user: target, base, 10wait for movementmotion swing: useraction animationwait: 15jump user: 500%move user: forward, 25move user: target, base, 10wait for movementmotion swing: userwait: 15jump user: 500%move user: forward, 100, 3wait for movementmove user: target, back head, 5wait for movementmove user: target, front base, 5motion swing: userwait: 15jump user: 400%move user: backward, 250, 20wait for movementmove user: target, back head, 5wait for movementmotion swing: useraction effectaction effectaction effectaction effect</Target Action> -
They're just copy and pasting from the notebox and it formats it weird, like it leaves off the fact that its a line down and I guess ppl are too lazy to fix it.
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Can anyone help me with the action sequence of pokemon switch style? =[
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Edit.
Nothing, I solved. -
aww man!!
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Hi I wanted to make a simple attack animation where if you have a melee weapon the actor will move towards the target then attack and if they have a range weapon they instead stay back and attack. I've figured the melee part with
<Target Action>
MOVE user: target, FRONT BASE, 5
Perform action
Motion user: wait
Action ANIMATION: target
action effect
</Target Action>
But I need help with the range part. -
@SavageWolf09 check the first page of this thread, the second post that Yanfly postedSpoiler<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>