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

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Started by Blue001 2126 posts Page 76 of 107 View original ↗
  1. Yanfly said:
    The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

    Give those a shot to see if the crashes still happen. It should be removed. :)

    Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

    <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>Have fun!
    OnslaughtSupply said:
    Spoiler
    <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>
    @SavageWolf09 check the first page of this thread, the second post that Yanfly posted

    Thx But when i tried this
    <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>
    The console open and gives me an error and somthing about an update
  2. Did you space everything out correctly? In the early posts when people put their action sequences they never spaced it out appropriately.

    So display actionimmortal: targets, true becomes:

    display action

    immortal: targets, true


    I'm on my phone and I am not going through the whole thing. Good luck.
  3. OnslaughtSupply said:
    Did you space everything out correctly? In the early posts when people put their action sequences they never spaced it out appropriately.

    So display actionimmortal: targets, true becomes:

    display action

    immortal: targets, true


    I'm on my phone and I am not going through the whole thing. Good luck.

    Finally figured out where i went wrong thx for the help
  4. If I wasn't on my phone!!!errgghh.
    Glad you got it working.
  5. There appears to be a bug in Yanfly's Weapon Animation plugin where if you have Counter Control and the enemy attacks after doing a counter attack with the same skill, the enemy won't even show a weapon image at all in the attack. Though it could possibly be with counters in general.

    Even when following the setup of adding the state at the beginning and removing the state at the end of the skill, you'll notice the issue when the enemy attacks after counter attacking with the same skill.

    There's also the issue on the player side where it won't display the same desired weapon image when they attack after countering with the same skill.

    If there's another way to show weapon images for sv_enemies in action sequences, I'd be more than happy to know though I hope I'm not the only one encountering this issue.
  6. Hi Guys,

    Another action sequence video showcase!

    Last one I posted was 3 months ago and little things have changed since then so check it out.

  7. Solved - It was a configuration on Battle Engine Core Plugin :)

    Hello guys, sorry if someone already asked that, but how do I remove this animation (img below)? It's like a charging animation showed before the animation setted in the Skill menu in the settings.


    rhmcZ
  8. Hugo Yasha said:
    Solved - It was a configuration on Battle Engine Core Plugin :)

    Hello guys, sorry if someone already asked that, but how do I remove this animation (img below)? It's like a charging animation showed before the animation setted in the Skill menu in the settings.


    rhmcZ


    If you mean the animation happens before the skill is executed, use <Cast Animation: 0> under the desired skills, that should prevent the animation from happening before a skill.
  9. RK DracoRoy said:
    If you mean the animation happens before the skill is executed, use <Cast Animation: 0> under the desired skills, that should prevent the animation from happening before a skill.
    Thanks a lot! This way I have an individual control over skills!
  10. Anyone knows how to check if an actor targets itself? I've made the attack command move the actor to the target and then face towards the target (or they'll attack backwards when using YEP Selection Control's ability to target allies with attack). However, when an actor attacks itself it will face backwards which looks kinda odd.
  11. BloodletterQ said:
    So it occurred to me that the evasion animation in battler sheets is pointless. Don't know what line(s) to add for evading to work properly.

    Tested without Yanfly's Plugins and I think he did something regarding the "flinch" codes to remove that pose.

    EDIT: I replaced "this.performFlinch"
    with

    in all the required areas such as "Yanfly.BEC.Game_Battler_performEvasion =" and the like

    This really worked for me. But is there any idea on how to get them evade when they dodge Magic attacks? They will still stand there when a magic attack is "missed".
  12. @RK DracoRoy
    Are you using Yanflys HitAccuracy plugin? If so open up that plugin and inside there is an accuracy formula and evade formula. Copy the formula in Accuracy into the Evade part, then put 1 for accuracy. You will want to put 1 in the accuracy formula and "1 - (formula)" in the evade formula because if Accuracy is 1, the attack can't miss, then evade is checked. The "1 -" part is because you want evade to fail so the target can be hit.

    The reason for this is that "Accuracy" failing means a miss while "Evade" succeeding means a dodge.

    This will fix the issue you are having and with it you won't need to edit the code with "this.performFlinch".
  13. @Pots Talos
    Ah! I've had userHitRate - targetEvadeRate as Accuracy and didn't mess with Evasion, but I did what you said and this really worked for me regarding magic attacks. I really appreciate the help to this problem I had a long while back.
  14. Just got MV, got Yanfly plug ins, now I'm a little confused. Is there a list of all the commands you can put into the notes for custom sequences? I basically want my user svbattler to disappear when the animation for the skill starts and then reappear when its done. I'm sure it's simple and I'm just clueless.
  15. Hi!, I need help, I write this command, but no matter what I do, I can not operate the zoom:

    <setup actions>

    display action

    inmortal: target, true

    perform start

    wait for movement

    cast animation

    wait for animation

    <setup actions>

    <target actions>

    perform action

    motion wait: user

    zoom: 125%, 30

    camera focus: target, center, 30

    action animation

    wait for animation

    action effect: target

    <target actions>

    <finish actions>

    inmortal: target, false

    clear battle log

    perform finish

    wait for movement

    <finish actions>

    If you can help me,
    I would be very grateful.
  16. Does anyone have a downloadable demo with any of these action sequences already set up?
  17. The list of commands can be found in the HELP for each of Yanfly's plugins.
    Load up MV, click plugin manager, find the action sequence plugin, select it, and click HELP button,
  18. Blue001 said:
    The list of commands can be found in the HELP for each of Yanfly's plugins.
    Load up MV, click plugin manager, find the action sequence plugin, select it, and click HELP button,

    I'm aware that the plugins have the commands listed in them, those are just the commands though, not fully made action sequences... I was asking if any of the custom made action sequences in this thread were in a demo lol.
  19. Yanfly said:
    <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>
    I read this on page 1 of this thread but no matter how i split it up i cant seem to be able to get the attack function to connect. is there a way to alter this to " move to enemy front base " then attack for melle characters I'm sure this is overly simple but my brain isn't firing on all cylinder's.
    thank you in advanced

    EDIT: here's a image of what I've got so far but the attacking part of the sequence still isn't working

    RE EDIT: all good got it fixed
  20. Not sure if anyone knows anything extensive about using custom motions but I have a question that did have a solution, but for some reason cannot find any evidence of it!

    Basically in conjuction with Yami's Side-view Battlers plugin, it basically allows you to make all motions have unique frames/speeds/loops to them.

    It also allowed you to create custom motions(in this case I named it Bacon), but none of Yanfly's or Yami's plugins actually mention the correct way to call the new motion. It can be done, since I've done it before a few months ago(but pretty much didn't save the test skills cause I didn't need it at the time). I just can't for the life of me, remember what the necisaru line is.

    In normal cases it would read: motion bacon: user

    Which of-course doesn't work. So does anyone know or possibly remember seeing the correct line usage to do it right?

    Edit: so the solution is to put "custom" in front of the regular action sequence string! Custom Motion Bacon: user Apparently that documentation is hidden in the pluggn itself!