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

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Started by Blue001 2126 posts Page 80 of 107 View original ↗
  1. Try:
    wait: x
    Where "x" is the amount of frames.
  2. @Captain_Joshua You need to be precise with the command. Think of it as being "grammatically correct".

    The whole code should be "wait: 30" (without quotes). I don't know if capitalization matters, but the colon and the space after the colon is VERY IMPORTANT.

    Edit: ninja'd lmao
  3. Hi guys,

    I am trying to create an action sequence where my character attacks a random number of enemies based on amount of TP. The amount of TP can only be between 0 and 3, and I would like it so that when the character has 1 TP, they attack 2 random enemies, 2 TP is 3 random enemies and 3 TP is 4 random enemies. I am having some trouble figuring this out.

    The closest I could get was this, using Action Sequnce Loops by Bibek https://forums.rpgmakerweb.com/index.php?threads/action-sequence-loops-1-10.79043/ but it only returns an error. The cost is 1 TP and the scope is 1 Random Enemy:

    <target action>

    var tp = user.tp + 2

    while tp > 0

    CAMERA FOCUS: target, CENTER

    zoom: 105%

    JUMP user: 50%

    MOVE user: target, FRONT BASE

    wait for movement

    FACE user: target

    MOTION attack: user

    ATTACK ANIMATION: target

    WAIT FOR ANIMATION

    ACTION effect: target

    DEATH BREAK

    PERFORM FINISH

    tp -= 1

    end while

    </target action>

    Please help!
  4. Lionheart_84 said:
    @chocopanda
    Beautiful video and skill moves !!! :eek: I would be interested in the skill: "Heavenly Judgment" and "Gale Slash" !!! :biggrin: in particular the sequence of the transformation of "Heavenly Judgment" !!! :wink: would you like to share it ???
    I find it beautiful !!! :wink::wink::wink: I would like you to post the moves set at least of the transformation sequence !!! :biggrin::biggrin::biggrin:

    BUMP!
  5. Taemien said:
    I'm interested to know how the Gale Slash animation tracked from the character to the enemy.

    I'm thinking there was an animation with reversed cells emanating from the character and then another one that picks up as normal and strikes the target?

    The "Gale Slash" uses a plugin called "MoveAnime2" from this website https://tm.lucky-duet.com/viewtopic.php?t=1145
  6. Lionheart_84 said:
    @chocopanda
    Beautiful video and skill moves !!! :eek: I would be interested in the skill: "Heavenly Judgment" and "Gale Slash" !!! :biggrin: in particular the sequence of the transformation of "Heavenly Judgment" !!! :wink: would you like to share it ???
    I find it beautiful !!! :wink::wink::wink: I would like you to post the moves set at least of the transformation sequence !!! :biggrin::biggrin::biggrin:

    For sure..

    "GALE SLASH" (it uses a plugin called "MoveAnime2" so if you don't have it, it wont work and you need to manually create a common event for it)


    <whole action>

    immortal: targets, true

    opacity not focus: 0

    wait for opacity



    <target action>

    motion attack: user

    jump user: 100, 15

    wait: 12

    common event: 91

    attack animation 356: targets

    wait: 15

    action effect

    </target action>



    <follow action>

    immortal: targets, false

    opacity not focus: 255

    wait for opacity

    </follow action>



    </whole action>


    for the heavenly judgement transformation, i just used the transformation power up trick from Yanfly's tips and tricks videos..
  7. Just made a breakthrough recently:



    It's a really complicated Action Sequence since it requires you to have the 1st character in the Character database and the current user to be in your party, but with enough patience, you can achieve it.

    For those who are wondering how I achieved the red background with the characters being silhouettes, I simply used an animation that has 30 frames, and 200 frames of changing the target's tint to (0,0,0,0). There's also a common event that switches the background to a full red color, then switches it back. Timing should be your top priority when executing this.

    That said, I'm only going to share my code to achieve the red backdrop and the silhouettes:

    Code:
    <target action>
    Fade out: 5
    wait: 5
    MOVE character 1: POINT, 1152, 0, 1
    MOVE target: POINT, 550, 320, 1
    MOVE user: POINT, 0, 0, 1
    OPACITY user: 0%, 1
    OPACITY target: 100%, 1
    OPACITY character 1: 0%, 1
    MOTION EVADE: character 1
    MOTION EVADE: user
    MOTION DAMAGE: target
    FACE character 1: target
    FACE target: character 1
    common event: 196
    CAMERA FOCUS: target, BASE, 1
    ZOOM: 300%, 180
    FACE target: FORWARD
    wait: 5
    Fade in: 5
    
    ZOOM: 200%, 180
    wait: 90
    OPACITY user: 100%, 15
    OPACITY character 1: 100%, 15
    
    wait: 90
    MOVE character 1: POINT, 550, 320, 30
    MOVE user: POINT, 550, 320, 30
    
    MOTION SPELL: user
    MOTION SWING: character 1
    
    FACE user: target
    FACE character 1: target
    
    wait for movement
    
    animation 317: target
    *animation 314: target
    *animation 314: user
    *animation 314: character 1
    common event: 197
    MOVE character 1: POINT, 450, 420, 180
    MOVE user: POINT, 650, 420, 180
    MOTION SPELL: user
    MOTION SWING: character 1
    wait: 90
    animation 315: target
    animation 316: target
    common event: 196
    animation 318: target
    animation 318: character 1
    animation 318: user
    
    MOVE character 1: POINT, 1, 900, 30
    MOVE user: POINT, 1152, 900, 30
    MOTION SPELL: user
    MOTION SWING: character 1
    
    
    wait: 90
    DAMAGE RATE: 7500%
    action effect: target
    immortal: targets, false
    wait: 90
    wait: 90
    
    wait: 10
    
    Fade out: 30
    wait: 30
    common event: 34
    move user: return, 1
    move character 1: return, 1
    common event: 219
    common event: 31
    wait: 30
    Fade in: 30
    </target action>

    *NOTE: Animation 314 should be the animation that turns everybody into silhouettes.
  8. chocopanda said:
    For sure..

    "GALE SLASH" (it uses a plugin called "MoveAnime2" so if you don't have it, it wont work and you need to manually create a common event for it)


    <whole action>

    immortal: targets, true

    opacity not focus: 0

    wait for opacity



    <target action>

    motion attack: user

    jump user: 100, 15

    wait: 12

    common event: 91

    attack animation 356: targets

    wait: 15

    action effect

    </target action>



    <follow action>

    immortal: targets, false

    opacity not focus: 255

    wait for opacity

    </follow action>



    </whole action>


    for the heavenly judgement transformation, i just used the transformation power up trick from Yanfly's tips and tricks videos..


    Thank you so much !!! :biggrin::biggrin::biggrin: Very beautifull!!! :wink::wink::wink: one thing: the animation "356" ... from where did you get it ??? o_O
    For the transformation ... I understand, but at least Action Sequence?!? :rolleyes:
  9. Lionheart_84 said:
    Thank you so much !!! :biggrin::biggrin::biggrin: Very beautifull!!! :wink::wink::wink: one thing: the animation "356" ... from where did you get it ??? o_O
    For the transformation ... I understand, but at least Action Sequence?!? :rolleyes:

    it's from vibrato's animation collection.. yeah i'll post the transformation thing once i get home
  10. chocopanda said:
    it's from vibrato's animation collection.. yeah i'll post the transformation thing once i get home

    Ok, thank you so much !!! :biggrin::biggrin::biggrin: Thank you very much!!! :biggrin::biggrin::biggrin: I'll wait!!! :wink::wink::wink:
  11. hello there folks :)
    how i can display the actors picture before he attacks?
    and how i hide the complete batte hud if the enemy attacks ?

    thanks.
  12. @msazako I did exactly as such, hell to confirm I wasn´t doing something wrong I directly copied the command from the two posts that suggested it, but no matter what I do the characters won´t wait for even a frame.

    motion dead: user

    wait: 100

    MOTION VICTORY: user

    wait: 200

    in the moment I have a skill set up like this, its supposed to inflict rage upon the enemy after the user is done cheering. However as it is now all it does is instantly apply the state without waiting for the amount of given frames.
  13. @Captain_Joshua Ohh! So you're trying to apply the state within the action sequence.

    Yeah, the default application doesn't work like that. You'll have to apply it manually within the code... so it should look a bit like this:

    Code:
    motion dead: user
    
    wait: 100
    
    MOTION VICTORY: user
    
    wait: 200
    
    ADD STATE X: target, (show)

    Where "X" should be the index number of the state you're trying to apply.
  14. can someone help me please?
    i will create a animation where the user are slashing all enemies on the battleground each after other .
    how i should do it ? i cant get it work.
  15. @msazako still the exact same result. I went ahead and removed the rage aplllier from the actual skill so it only activates the skill in the notetag... so now literally nothing happens. The actor just stands, does the casting animation goes back with no difference to before. On other skills the "move to location x" and stuff like that still works perfectly fine. it´s just the wait that never works...for some reason.
  16. @Captain_Joshua Can you show me the entire code? I can probably pinpoint some errors or maybe revise the entire sequence itself.
  17. @msazako honestly this is most peculiar...Up until now EVERY skill that had any kind of "wait" written into it didn´t work...but now for some reason it has suddenly started to work. I guess rpg maker just decided to accept the wait command now. Anyhow, thanks for your help!



    Edit: If an enemy is affected by an attack while beeing affected by a state that does not let them move (like for example paralysis) they won´t move around during the attack either...Is there a way to work around this?
  18. I got some curious issue using an eval command in the scripts:

    If I do a
    Code:
    <finish action>
    perform finish
    face user: forward
    clear battle log
    immortal: targets, false
    eval: $gameParty.removeActor(5)
    </finish action>

    The actor remains in the $gameParty object. If I do a $gameParty.removeActor(5) after the action sequence, or I call it directly in console the actor is removed from the party.

    I also tried with
    Code:
    while ($gameParty.members().contains($gameActors.actor(5))){$gameParty.removeActor(5)}

    and while the actor is removed inside the action sequence, after the action sequence ends... the actor is back in my party.

    Why I can't get rid of this actor?
  19. I´m having problems with a specific skill I´ve been trying to implement.
    This is what I have written into the notetag for the skill.
    <whole action>
    common event: 13
    motion guard: target
    animation 147: target
    wait for animation
    add def buff: target, 8, show
    The skill is supposed to have the user tell the rest of the party to focus on their defense, followed by a shield animation over all current actors...the problem is just that after it´s done the user proceeds to use the Motion Chant animation X times, with X beeing the amount of actors affected by the skill...Is there a way around having the user awkwardly use the cast animation x times after the skill is over?

    Secondly I´ve also been thinking about implementing another skill...As you may know MV has the possibility of having one actor act as a substitude for all actors with less health, taking the hits instead of them. Is there a possibility to have them substitute for only one/multiple specific actors rather then just substituting for whoever has lower health in the moment?
  20. Lionheart_84 said:
    Ok, thank you so much !!! :biggrin::biggrin::biggrin: Thank you very much!!! :biggrin::biggrin::biggrin: I'll wait!!! :wink::wink::wink:

    BUMP!