@msazako you've done an excellent job with those visual effects.
I've used similar animations but those camera effects make them look a ton better.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Thank you for your help. I'm going to try this. But I think this is something yanfly's plugin lacks. Maybe I'll try writing an extension soon. :)
Hey. This may not be YEP_ActionSequence.
But it could be a basis for building an extension for what you're looking for :) Good luck!
https://forums.rpgmakerweb.com/index.php?threads/ve-throwable-objects.59297/ -
I need your help!
My fighters spell this same spell twice!?!? Others spells with code like this, works fine. Other problem is, when i want make magic attack for two random enemies - fighters spell magic attack 4x
Video, screens and code:
screens:
and code:
<target action>
CAMERA FOCUS: user, FRONT HEAD, 10
wait for camera
ZOOM: 190%, 5
wait for zoom
wait: 15
MOTION Skill: user
ANIMATION 149: user
Wait for animation
CAMERA FOCUS: target, FRONT HEAD, 10
wait for camera
wait: 10
MOTION Skill: user
ZOOM: 150%, 5
wait: 15
Action animation
Wait: 20
Wait for animation
Action effect
Death break
</target action> -
@jinrey You don't have <setup action></setup action> as your header and <finish action></finish action> as your footer.
In order to override your character doing the standard skill animation for magical and physical attacks, you must have those present. -
@msazako
Yes, but others skill i have done with code like this and they works corectly. BTW, I found a solution. The problem was in animations. Animations when they apply to the whole screen cause such an error. When I changed for center, code works. -
@jinrey Hmmm interesting. I've always done mine with header/middle/footer for the sake of organization and I never had problems regardless of position (mind you, I tend to go overboard and extremely complex with my action sequences), so this is new to me. Great find!
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EDIT: SOLVED!
Does anyone have the conditional branch code to place in the skill's notebox that says,
If the target is hit successfully then play motion damage animation, else motion Evade animation?
I have tried everything, believe me, lol.
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(After boning up on my javascript and using my supreme powers of relentless focus, I have finally figured out the code. This code should help out ALOT of people.)
If you are looking for this, look no further. The code to check if damage greater than 0 has occurred on the target, is as follows;
CODE:
if (target.result().hpDamage > 0)
And thanks to @Pots Talos, the evade is fixed as well with his suggestion.
My formula in the skill's notebox: (This takes place right after Action Effect: Target)
You can also use this code for enemies and actors so your not making a mess by trying to call each individual actor/enemy. The wait time varies on your plugin's parameters though. My handmade SV's are pretty fast.
if (target.result().hpDamage > 0)
Motion Damage: target
wait: 20
end -
EDIT: I DISCOVERED I'D ACTUALLY DONE THIS USING AI CORE IN THE PAST. NOT ACTION SEQUENCES. (But I'd still like to know... because I can make my monsters dance around each other if they are alive)
I was wondering if anyone could tell me the 'if' code for "more than one monster".
What I want to happen is that I have a monster attack once. Then it checks to see if any of its friends are still alive. If they are, then it gets brave and attacks the player a second time.
Code might be something as simple as:
Action effect: Target
If enemy>1
Action effect: Target
Else: be sad
I basically want the player to have to cut down the multiple attacks coming at them by killing off their foes. -
Hey, I'm kinda curious to see if theres a way to make a sequence for the Slash Special 2.
I wouldn't mind if you just helped me out, I don't wanna force anyone to make one for me. I just wanna see a basic run down on what I have to do. I'd be really appreciative!
Thanks!
(EDIT)
Actuallyyyyyyyyyyyyyyyy I got it! I'll show you guys the sequence so maybe you can try it out for yourself!
<setup action>
clear battle log
display action
immortal: target, true
perform start
wait for movement
camera focus: target
zoom: 175%
wait for zoom
move user: target, front head, 10
wait for movement
</setup action>
<target action>
perform action
action animation
motion attack: user
wait: 5
move user: target, feet, 10
action effect
wait: 15
action animation
motion attack: user
wait: 5
move user: target, back head, 10
wait: 10
action effect
wait: 20
wait for movement
death break
move user: target, front base, 20
wait for movement
face user: target
</target action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action> -
Is there a thread like this for the Victor Engine and action Sequences.
I have some questions for them but don't want to start a new thread or double another thread.
Maybe someone can help. -
Why?I have some questions for them but don't want to start a new thread
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Hey there!
I got done with a revised doing of one of my characters' ultimate! Here it is if you wanna check it out for yourself!!
<setup action>
bgm: memorize
bgm: Theme1, 90, 150, 0
clear battle log
display action
hide battle hud
immortal: target, true
camera focus: user
opacity all opponents: 0, 60
wait for opacity
zoom: 250%
wait for zoom
animation 40: user
motion guard: user
wait: 45
wait for animation
wait: 60
opacity focus: 100%, 20
motion walk: user
</setup action>
<target action>
camera focus: target
zoom: 175%
wait for zoom
opacity not focus: 0, 60
wait for opacity
move user: target, front base, 10
motion wait: user
animation 40: user
wait: 60
opacity user: 30%, 30
wait for opacity
action animation
shake screen
flash screen: white, 20
motion attack: user
move user: target, back base, 10
wait for movement
perform action
opacity user: 250, 30
wait for opacity
camera focus: user
zoom: 250%
wait for zoom
wait: 60
face user: target
wait: 5
motion guard: user
wait: 30
zoom: 500%, 5
wait for zoom
motion thrust: user, no weapon
wait: 45
camera focus: target
zoom: 150%
wait for zoom
wait: 30
move user: target, front center, 10
motion attack: user
action animation
wait: 15
move user: target, back center, 10
motion attack: user
action animation
wait: 15
move user: target, front base, 10
motion attack: user
action animation
wait: 15
move user: target, back base, 10
motion attack: user
action animation
wait: 15
move user: target, front base, 15
wait for movement
face user: target
camera focus: user
zoom: 300%
wait for zoom
motion guard: user
wait: 45
camera focus: target
zoom: 175%
wait for zoom
action effect
wait for effect
wait: 5
action effect
wait for effect
wait: 5
action effect
wait for effect
wait: 5
action effect
wait for effect
wait: 5
action effect
wait for effect
wait: 5
motion walk: user
wait for animation
</target action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
show battle hud
</follow action>
<finish action>
immortal: target, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
bgm: memory
action common event
</finish action> -
Why?
Just don't want to do make a thread that is already there, but my search did not gave me what I was looking for here. So maybe I need to do a new thread then. But this one is actually close, just with different engine. -
Just make a new thread :kaojoy:Just don't want to do make a thread that is already there, but my search did not gave me what I was looking for here. So maybe I need to do a new thread then. But this one is actually close, just with different engine.
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Hi guys !
I'm sure this question was ask like 2000 times, it's about dual wield.
I'm using :
YEP Action Sequence (1,2,3)
YEP_Weapon animation
YEP_WeaponUnleash
here is my Dual Wield attack
<target action>
wait: 1
move user: target, back base, 5
wait for movement
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, front base, 5
wait for movement
motion attack: user
face user: target
action animation: target
wait for animation
reset camera: 10
action effect
move user: home
face user: forward
wait for movement
<\target action>
But for now, the character use the two same weapon skin even if he's equipped with two different weapons.
Is there a way to have two differents weapon skin with those pluggins ? or should I change it ?
Thanks all and happy making ! -
I posted already but is there a way to skip to the last part of the action sequence if one of the hits kills the target?
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Maybe try an "If..else" tree in your sequence with the amount of target's HP left?I posted already but is there a way to skip to the last part of the action sequence if one of the hits kills the target?
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Hey there!
I'm thinking about making an ability for my mage where he does multiple magical attacks and each attack does different damage based on the element he's using. Is that possible or can I only use one set of elemental attacks? -
@Gregaur I highly recommend Ramza's Dual Wield Plugin.
https://forums.rpgmakerweb.com/inde...d-dual-wield-plugin-updated-feb-2-2018.79566/
@Raven Burns In case you want to make a skill that has no damage formula (steal armor) but want to check for hit you can use.
if (target.result().isHit() === true) -
Would it be possible to create a sequence where the player is meant to look like they are diving to the ground and sliding? Like when you steal a base in baseball? I feel like it would involve using the "dead" animation and moving the character creatively and maybe an effect that could look like sand or dust being thrown up... but I haven't been able to put it together...