Is there a way to make a skill / action sequence that executes an entirely different skill?
For instance, let’s say I have:
Skill #20: Water
Skill #21: Blizzard
And I want to add:
Skill #22: Flash Freeze - A skill that casts Water on an enemy, and then follows that up by casting Blizzard.
Would I be able to achieve this? Seems like this would allow for some interesting combos...
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Anyone know why this skill animation (from this thread) causes a crossbow to fire twice? I just want it to show the crossbow, then shoot, and hit once. But it repeats itself and shoots twice for some reason, even after enemies are dead.
<setup action>
display action
perform start
wait for movement
</setup action>
<target action>
motion swing: user
motion wait: user
action animation
wait for animation
action effect: target
death break
</target action>
<finish action>
clear battle log
perform finish
wait for movement
</finish action> -
hey there, i was try to use your plugin yanfly and i love it.
but there's a bug or what.
i was try to hide skill at battle, but it still show.
i was use <Hide if Learned Skill: x> or <hide in battle> it wont make a skill hide in battle. -
Quick question about DragonBone battlers and these ActionSequences. It appears if a DragonBone battler dies while an ActionSequence is executing the game will crash with the following: Cannot read property 'hasDragonBone' of undefined. This likely means that some type of animation is trying to be played and the dragonBone battler just doesnt have it. So i opened up the log to try and debug this and here is the result:
Code:rpg_managers.js:1949 TypeError: Cannot read property 'hasDragonBone' of undefined at Sprite_Actor.forceMotion (KELYEP_DragonBones.js:1095) at Game_Actor.Game_Battler.forceMotion (YEP_BattleEngineCore.js:3913) at KELYEP_DragonBones.js:1054 at Array.forEach (<anonymous>) at Function.BattleManager.actionMotionTarget (KELYEP_DragonBones.js:1044) at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:566) at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack3.js:473) at Function.BattleManager.processActionSequence (YEP_DamageCore.js:1003) at Function.BattleManager.processActionSequence (YEP_X_ArmorScaling.js:562) at Function.BattleManager.processActionSequence (YEP_ImprovedBattlebacks.js:356)
Now here is the action sequence. It is a basic Penta Slash one slightly modified.
SpoilerCode:<setup action> immortal: targets, true animation 120: user camera focus: user, center, 5 zoom: 125%, 5 wait for zoom wait for animation reset zoom: 5 reset camera: 5 wait for zoom wait for camera </setup action> <Target Action> move user: target, front head, 4 wait for movement face user: target motion swing: user action animation action effect wait: 3 move user: target, back base, 4 wait for movement face user: target motion swing: user action effect wait: 3 move user: target, back center, 1 wait for movement face user: target move user: target, front head, 4 wait for movement face user: target motion swing: user action effect wait: 3 move user: target, back head, 1 wait for movement face user: target move user: target, front base, 4 wait for movement face user: target motion swing: user action effect wait: 3 move user: target, back center, 4 wait for movement face user: target motion swing: user action effect wait: 3 move user: target, front center, 1 wait for movement face user: target wait: 10 move user: target, back center, 4 wait for movement face user: target action effect death break wait: 5 immortal: targets, false </Target Action>
Any ideas as to what is wrong. It must be within the action sequence becasue if you kill the dragonBones monster with just a regular attack there are no issues. Or perhaps this is a known issue and there is a way to prevent a dragonBones monster from dying to an action sequence? I am new to using both the DragonBones combined with the ActionSequence so I appologize if this has been addressed already. -
So this One makes my character jump and cause a massive explosion, but it plays the animation individually for each target (it supposed to hit all targets) It only shows the jump once but the animation once before the jump, then it plays normally, then the animation plays again until it hits each target. I just want it to play once
Sequence<Setup Action>
Display Action
</Setup Action>
<Target Action>
camera focus: user
zoom: 115%, 40
camera offset: right, 60
wait for zoom
BGS : Wind10, 100
animation 3: user
hp -2%: user, show
motion damage: user
wait: 5
move user: forward, 350, 40
face user: away from target
jump user: 800, 120
motion swing: user
perform action
zoom: 130%, 60
camera focus: target
face user: home
wait for zoom
action animation
action animation: target
action effect: target
wait: 20
action animation: target
action effect: target
wait: 15
action animation: target
action effect: target
wait: 18
action animation: target
action effect: target
motion damage : user
wait for animation
wait : 5
death break
perform finish
</Target Action>
On a side note, Id like to know how to make an action sequence go faster. -
Hi,
So I'm using a summon plugin from this link https://forums.rpgmakerweb.com/index.php?threads/summon-actor.73950/ and I'm having an issue. I'd like to create an action to summon the actor, but whatever I do, as soon as I reach finish it will always swap to its default summon animation (aka characters just running off screen and having an actor come with them). I want to achieve everything phasing out and phasing back in on the summoned actor already being there after my custom actions are done. -
Hello. i have a action sequence that i like but i want it to go faster. how do i increase the sequence speed.
(its an attack where the actor dashes through the enemy, from the same direction multiple times. kinda like the flash running around the world to keep hitting the guy from the same direction multiple times.
Sequence<Target Action>
move user: BACKWARD, 100, 30
face user: target
move user: BACKWARD, 100, 30
face user: target
motion escape: user
move user: BACKWARD, 100, 20
face user: target
wait: 30
move user: forward, 1200, 1
move user: target, back base, 30
wait for movement
motion swing: user
action animation
action effect
move user: forward, 300, 30
move user: backward, 1500, 1
wait for movement
move user: home, 40
move user: BACKWARD, 100, 30
face user: target
move user: BACKWARD, 100, 30
face user: target
motion escape: user
move user: BACKWARD, 100, 20
face user: target
move user: forward, 1200, 1
move user: target, back base, 30
wait for movement
motion swing: user
action animation
action effect
move user: forward, 300, 30
move user: backward, 1500, 1
wait for movement
move user: home, 40
move user: BACKWARD, 100, 30
face user: target
move user: BACKWARD, 100, 30
face user: target
motion escape: user
move user: BACKWARD, 100, 20
face user: target
move user: forward, 1200, 1
move user: target, back base, 30
wait for movement
motion swing: user
action animation
action effect
move user: forward, 300, 30
move user: backward, 1500, 1
wait for movement
move user: home, 40
move user: BACKWARD, 100, 30
face user: target
move user: BACKWARD, 100, 30
face user: target
motion escape: user
move user: BACKWARD, 100, 20
face user: target
move user: forward, 1200, 1
move user: target, back base, 30
wait for movement
motion swing: user
action animation
action effect
move user: forward, 300, 30
move user: backward, 1500, 1
wait for movement
move user: home, 40
perform finish
</Target Action> -
Hi, is there a way to use note tags to tint assets in battle? I'd like to be able to darken specific enemies, actors and the battle back separately so I can visually emphasize who's turn it is and when they perform a special technique.
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This is awesome. You can create everything in your style. Yanfly is a genius. But I'll ask you guys. I've seen a script for VX Ace back then. Its name idk but something like Symphony? This plugin reminds me of it. Idk maybe I missed something. Anyway, who I am to ask anything, right? Thanks for the awesome job, Yanfly. Cheers. :kaoswt:
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Hello, I was playing around with a whole action sequence for an aoe spell but I don't like how the animation plays for each enemy.
Is there a way to play just one animation?
I know that the base game can achieve this but I want the spell to damage the enemies over 9 times so I use the action battle sequence to do this.
Code for "Fiery Force":
Code:<whole action> motion attack: user face user: target action animation wait: 4 action effect wait: 7 action effect action effect action effect action effect </whole action> -
Surprised no one has answered this yet, but @GameJester you can make the following changes and it should be fine:
action sequence<whole action>
motion attack: user
face user: target
animation 100: target
wait: 4
action effect
wait: 7
action effect
action effect
action effect
action effect
</whole action>
Change the 100 to your skill's current animation ID, and remove the default animation from the skill itself.
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Also, I have an action sequence modification to share. It makes your skill continuously repeat, attacking random targets, as long as you keep getting killing blows. Dunno if this has been done yet, but here it is.
Kill Streak<Post-Damage Eval>
if ($gameTroop.members()[BattleManager._action._targetIndex].hp <= 0)
{
var skillId = #
BattleManager._subject.forceAction(skillId, -1);
}
</Post-Damage Eval>
It's mostly plug and play, just copy and paste at the appropriate place in your sequence (the bottom usually) and replace the # with the desired skill ID. -
Is this a place to ask for help, as well? Because I'm looking to make a skill sequence that involves the entire party, and changes based on the number of party members, their states, and their positions in the party.
For example, there is a skill where the musician character will sing a song, and all other party members who are both alive and aren't afflicted by any debilitating states will dance to the music. The max party size in this game is 5.
Any party member
If user, moves to the middle of the screen and sings.
If dead or inflicted with debilitating state, does nothing.
The criteria to dance: Someone is in that party slot, alive, not inflicted with debilitating state, and not user.
P(arty) M(ember) #1
If criteria to dance are met, and PM #2 also meets the criteria, dances with PM #2.
If criteria to dance are met, but PM #2 does not meet the criteria, or no one is in Party Slot #2, dances alone.
PM #2
If criteria to dance are met, and PM #1 also meets the criteria, dances with PM #1.
If criteria to dance are met, but PM #1 does not meet the criteria, or no one is in Party Slot #1, dances alone.
PM #3
If criteria to dance are met, and PM #4 also meets the criteria, dances with PM #4.
If criteria to dance are met, but PM #4 does not meet the criteria, or no one is in Party Slot #4, dances alone.
PM #4
If criteria to dance are met, and PM #3 also meets the criteria, dances with PM #3.
If criteria to dance are met, but PM #3 does not meet the criteria, or no one is in Party Slot #3, dances alone.
PM #5
If criteria to dance are met, dances alone.
On to a different sequence, though...
I saw someone had written something about a skill where the user backs up before rushing into the enemy. Well! I took that idea, and let the user's party members get in on the fun! I'm not sure it will work as expected for all possible party slots and only living party members, since the editor doesn't allow switching party slots or killing off certain party members to test, but what I can see so far seems to work!
https://sergeofbibek.github.io/ActionSequenceIDE/share.html?sequence=-LKOXesFYK7U5I9SL1l8 -
I have a bit of an issue here, for some reason when I use the maidens stance skill (177 I think) with the swordsman class character the name doesn't show up on the battle-hud name-call-thing but when I use that same skill with the magic-swordsman character it does show up.
What could i be missing here? -
I'm having trouble what should be a basic thing here.
I have a bow user with Bow-related skills. When using the skills like "Aim", the character performs a generic animation that isn't her firing a bow with the missile type animation. How do I accomplish this?
I have all the animation sequence plugins, but can't see in the Help file where this basic weapon animation being applied to a skill is located. -
...
I think this can be done through common events and force actions. I.e. Conditonal branch. If actor has certain state on (give an invisible state on the user when using Flash Freeze), force action user skill #20 then skill #21. Does that work? -
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..
how to manually add common event using moveanime2.js?? all i did was to put <move:10> in skill note tag but it doesnt work. can you teach me?
Edit: or can i copy your common event 91? -
@ramedina1234 Please don't double post (= posting right after yourself). Instead, please use the 'Edit' button to add something after you posted. I've merged your two posts this time.
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Hello there,
I wanted to make a sequence like the FF4 Eidolons, but for some reason on the top of the screen it won't show the name of the animation, and it won't even show my party member use the skill, they will fade immediately.
Please help T_T
<Cast animation: 122>
<setup action>
Display Text: \N[1] summons Shiva!
BATTLEBACK 3 ADD: battlebacks1, Crystal 2
OPACITY all actors: 0
</setup action>
<target action>
enemy effect: existing enemies, blink
</target action>
<finish action>
BATTLEBACK 3 REMOVE
OPACITY all actors: 255
</finish action>"] -
So this One makes my character jump and cause a massive explosion, but it plays the animation individually for each target (it supposed to hit all targets) It only shows the jump once but the animation once before the jump, then it plays normally, then the animation plays again until it hits each target. I just want it to play once
Sequence<Setup Action>
Display Action
</Setup Action>
<Target Action>
camera focus: user
zoom: 115%, 40
camera offset: right, 60
wait for zoom
BGS : Wind10, 100
animation 3: user
hp -2%: user, show
motion damage: user
wait: 5
move user: forward, 350, 40
face user: away from target
jump user: 800, 120
motion swing: user
perform action
zoom: 130%, 60
camera focus: target
face user: home
wait for zoom
action animation
action animation: target
action effect: target
wait: 20
action animation: target
action effect: target
wait: 15
action animation: target
action effect: target
wait: 18
action animation: target
action effect: target
motion damage : user
wait for animation
wait : 5
death break
perform finish
</Target Action>
On a side note, Id like to know how to make an action sequence go faster.
You're using <target action>. Use <whole action> instead and that shouldn't happen. -
I'm a definite noob to the action sequences, so bear with me. However, I've had success up until this point. I'm wondering if someone can help me with my basic attack: pretty much just need it to change the sequence a bit for when the character is using a ranged attack or not. My code seems like it's fine, however i keep getting an error when I add (what i think) the code is to make an exception for 'missile' attacks. Here's my code, can someone help me figure out what's wrong with it? Thanks to whoever can help me out!!
Action sequenceSkill #1 will be used when you select
the Attack command.
<Timed Attack: circle>
<End Timed Attack>
<setup action>
if user.attackMotion() !== ‘missile’
immortal: targets, true
camera focus: user
zoom: 200%, 15
wait for camera
wait: 35
move user: targets, front, 20
wait for movement
else
display action
immortal: targets, true
camera focus: user
zoom: 200%, 15
wait for camera
wait: 35
JUMP user: 100%, 25
move user: targets, front, 25
wait for movement
</setup action>
<target action>
move user: forward, 65, 10
MOTION ATTACK: user
wait:10
ATTACK ANIMATION: target
wait for animation
action effect
</target action>
<finish action>
immortal: targets, false
CLEAR BATTLE LOG
reset zoom: 0
move user: return 12
wait for movement
face user: forward
</finish action>