Ok, I'm sure there's a much cleaner way to do this, but I like the effect so I figured I'd share. This basically emulates (close enough, anyway) a typical Dragoon Jump from any of the Final Fantasy games.
Here's the Jump effect:
Spoiler
<target action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
opacity not focus: 0, 20
wait for opacity
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: target, front, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</target action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action>
And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:
Spoiler
<whole action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
ani wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
</follow action>
Like I said, I'm sure someone can come up with a much cleaner and shinier way to get this done as this is a Work in Progress, but I love this thread so much I wanted to contribute something.
Hey man I just checked your Action Sequence and I think that this here is alittle bit more smooth. The character also turns face to the back of the enemy. Check this out I just changed your Action Sequence alittle.
Spoiler
<setup action>
display action
immortal: targets, true
camera focus: user
zoom: 120%, 30
wait for zoom
perform start
wait for movement
se: Wind10
cast animation
wait for animation
</setup action>
<whole action>
</whole action>
<target action>
perform start
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
face user: backward
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
animation wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action effect
death break
action animation
animation wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: target
action effect
death break
action animation
animation wait: 5
action effect
Wait: 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for movement
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
action common event
</finish action>
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.
Hello. This looks like a simple 1 hit spell cast on the enemy? There are some misspelling parts and missing </> to close the starts. Here is your action sequence if it's still not posted by someone already enjoy
;)
Fix
<setup action>
display action
immortal: target, true
perform start
wait for movement
cast animation
wait for animation
</setup action>
<target action>
perform action
motion wait: user
zoom: 125%, 30
camera focus: target, center, 30
action animation
wait for animation
action effect: target
</target action>
<finish action>
immortal: target, false
clear battle log
perform finish
wait for movement
</finish action>
.
I'm having a Issue with a custom action sequence essentially its a 6 strike attack, the motions work when i test it without adding an animation or damage calculation. but when i add a base animation and damage it gives me this error.sorry for the length of the action.any clue where I've gone wrong.
<target action>
hide battle hud
opacity not focus: 0, 20
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, 5
wait for movement
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, back center, 5
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, back head, 5
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, front head, 5
face user: target
action animation: target
action effect
wait: 10
move user: target, front center, 5
face user: target
action animation: target
wait for animatiom
action effect
wait: 10
reset camera: 10
move user: home
face user: forward
wait for movement
<follow action>
opacity not focus: 100%,60
wait for opacity
show battle hud
</follow action>
Hello as mentioned you've forgot to add </target> to close the start and also the animation are spelled with the letter M at the end that could cause the animation issue you're having. Here is a rework of your action sequence. Hope you'll like it
:)
Skill
<setup action>
display action
immortal: targets, true
opacity not focus: 0, 20
ZOOM: 1.25, 15
camera focus: user, base, 40
wait for camera
perform start
wait for movement
cast animation
wait for animation
</setup action>
<target action>
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, 5
wait for movement
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, back center, 5
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, back head, 5
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
move user: target, front head, 5
face user: target
action animation: target
action effect
wait: 10
move user: target, front center, 5
motion attack: user
face user: target
action animation: target
wait for animation
action effect
wait: 10
</target action>
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
opacity not focus: 100%, 60
wait for opacity
show battle hud
</finish action>