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

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Started by Blue001 2126 posts Page 78 of 107 View original ↗
  1. @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.
  2. 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: zSx8Tl6.png

    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>
  3. @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.
  4. @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.Bez tytułu.png
  5. @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!
  6. 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.

    ========================================================
    (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
  7. 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.
  8. 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>
  9. 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.
  10. Toremneon said:
    I have some questions for them but don't want to start a new thread
    Why?
  11. 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>
  12. Thomas Smith said:
    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.
  13. Toremneon said:
    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:
  14. 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 !
  15. 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?
  16. BloodletterQ said:
    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?
    Maybe try an "If..else" tree in your sequence with the amount of target's HP left?
  17. 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?
  18. 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...