Okay, so it seems that each weapon's side-view is entirely defined by three images, the same images used for all three attack types. The only difference I can find is subtle differences in the way the actors' hands move. I know there are ways to code changes to the side-view weapon type, so the only way I can think of would be to make new image sets for swing/thrust and change the displayed weapon when you need to use the non-default movement. There very well may be an easier way, but this is the best I can come up with. As I said earlier, I've done very little with the different attack motions.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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Quick question I know the Display Action tag is used to show a skill's name in the battle log but is it possible to have the skill show something else instead?
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Edit: not enough sleep and i derped.
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Hi.
I do not know much English so please excuse me.
The question is this, I'm trying to use the Yanfly plugins, but I came across an error:
The installed Plugins are:
1- YEP_Battle Engine Core
2- YEP_X_ActSeqPack1
3-YEP_X_ActSeqPack2
4-YEP_X_ActSeqPack3
When starting a battle appears this error:
[this._enemy.isFloating is not a function]
By pressing F8 I have this information:
Please help me! -
Mensagem apagada
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I wound up making this one as like a charge and then it launches a beam attack.
<target action>hide battle hud
opacity not focus: 0, 20
wait for opacity
tint screen: dark
motion chant: user
ani wait: 45
se: Wind10
opacity user: 0%, 5
move user: target, front, 5
wait for opacity
opacity user: 100%, 5
wait for opacity
action animation
motion spell: user
ani wait: 23
shake screen: 3, 9, 10
ani wait: 23
action effect
immortal: target, false
tint screen: normal
Wait 30
move user: home, 5
face user: forward
wait for animation
As you can see with this code I have made before I have him charging an attack, dashing foward and casting a beam attack that lasts about 23 frames, however I find that when I do so he plays the animation of him casting it (the battler holds his arm out) but then stands idle for the rest of the attack having the beam just coming awkwardly off right side of his body.
So I was wondering how do I get him to hold the spell animation WHILE the attack animtion is going? -
Hello y'all.
My question may or may not have been answered already, but there's 86 pages of posts here and... yeah...
So! I want to make the screen flash if my character's stat - agility in this specific case, is higher than the target's stat.
Like, if attacking character's stat x is higher than the target's stat x, screen flashes and the rest of the action sequence is executed.
I'm good with the sequencing, I just want to know how to make this specific comparison within the sequencing.
Thanks in advance! (And sorry for being a bit lazy here :X) -
@JessicaAnne is this what you're looking for?
if user.agi > target.agi
FLASH SCREEN: WHITE, 60
end
Rest of the sequence -
Now I feel really stupid for not trying something that simple after messing with script lines and other stuff. o.o
But yep, that's exactly what I needed. Thanks for the (surprisingly easy) answer, @zarroc407 ! -
I'm trying to get my characters to look as if they're stepping forward to the enemy in battle. I changed the sprite sheet so the evade images have the walking cycle, but when my character moves to attack it only shows the first frame before moving forward and then attacking.
Does anyone have any idea how to make it both play the frames and moving forward? Or will I have to get creative and do something else?
Here's what I have for the attack animation:
Thanks in advance!Spoiler<target action>
motion evade: user
move user: forward, 58, 14
wait for movement
motion attack: user
wait: 3
action animation
wait: 5
action effect
wait for animation
</target action>
SpoilerWhat order do you have your plugins in? Yanflys plugins all need to be placed in a certain order, or else some scripts will call functions and they won't work correctly.Hi.
I do not know much English so please excuse me.
The question is this, I'm trying to use the Yanfly plugins, but I came across an error:
The installed Plugins are:
1- YEP_Battle Engine Core
2- YEP_X_ActSeqPack1
3-YEP_X_ActSeqPack2
4-YEP_X_ActSeqPack3
When starting a battle appears this error:
[this._enemy.isFloating is not a function]
By pressing F8 I have this information:
Please help me!
Edit: I posted too early i hate myself -
This is a bit complicated, but it should work.Quick question I know the Display Action tag is used to show a skill's name in the battle log but is it possible to have the skill show something else instead?
I haven't tested it, but it uses a lot of concepts I have used for my own purposes regarding mechanics that I know work so it should work. Hope it helps.Long explanationStep the first (skip if only one actor can use the skill. Also can be skipped if there is a single actor who will always be in your party): Create state X. Give it no attributes or effects. At some point before you want the message displayed, add "add state x: user".
Step the Second: Create a skill for each possible version of displayed text. If you only want it to say one thing every time, you only need to do one, if there are different things you want it to say based on conditions, create one for each possible text display. Give the skill no type or effects, but name it what you want displayed. In the notes section, put in sections for each step ( ie <whole action></whole action>), with "display action" in any of the steps. You need to make sure you include every step because if you don't, you run the risk of the character running the automated animation for that step.
Step the third: Create Common Event X. For each character that can cast the skill, create a condition branch "if actor x is affected by state x." Under each conditional, use whatever conditionals you are using to determine what you want it to say, with "force action -> Actor X uses the skill with the name you want displayed" at the end. If it can only say one thing, force action is the only step it needs. If only one actor can cast it or if there is one actor who will be with you at all times, remove the state based conditional and force that actor to use the skill.
Step the fourth: In your original attack (the one that actually deals damage), replace "display action" with "Common Event: X"
Step the fifth: At the end of your action sequence for the main attack, add "remove state x: user" -
Im having issues getting the jump/land skill to complete... i keep getting an error and ive been tiddling with it for better part of two days... im finally to the point of frustration. How did you get it to work? ive attached the error in test play mode and the error when you press F12This is a great thread, I was gonna' make one my self once I got some more examples up. I'll edit this post and reply (if not double post) when I come up with more cool stuff. Right now, I'm trying to mimic the "Deathblow" FF7 skill Yanfly shows in one of their videos where you jump and swing back down. I got the jump I think but I need to get the actor movement working better.
Code:YEP_CoreEngine.js:1094 TypeError: Cannot read property 'autoRemovalTiming' of undefined at Game_Actor.Game_Battler.canAddStateFreeTurn (YEP_BattleEngineCore.js:4216) at Game_Actor.Game_Battler.addState (YEP_BattleEngineCore.js:4210) at Game_Actor.Game_Battler.addState (YEP_AbsorptionBarrier.js:1014) at Game_Actor.Game_Battler.addState (YEP_BuffsStatesCore.js:1388) at Game_Actor.Game_Battler.addState (YEP_X_VisualStateFX.js:300) at Function.<anonymous> (YEP_X_ActSeqPack1.js:1002) at Array.forEach (<anonymous>) at Function.BattleManager.actionAddState (YEP_X_ActSeqPack1.js:996) at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack1.js:802) at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:602) SceneManager.catchException @ YEP_CoreEngine.js:1094 -
I just tested it and it still works fine for me. Are all your plugins up to date? Maybe there's a compatibility issue too somewhere.Im having issues getting the jump/land skill to complete... i keep getting an error and ive been tiddling with it for better part of two days... im finally to the point of frustration. How did you get it to work? ive attached the error in test play mode and the error when you press F12
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I just tested it and it still works fine for me. Are all your plugins up to date? Maybe there's a compatibility issue too somewhere.
According to Yep change log...so i dont think its that. Both my issues looks like it has something to do with weapons becuase my weapon animation also wont workPlugin Updates as of Launch Date to 2018.12.01~
So im not sure what to do.
UPDATE: I got the jump/land to work via another thread with some very helpful ppl. Apperently YEP doesnt like leading 00s:kaoblush: -
This is my first one, Zantetsuken. it's the iconic FF summon Odin death slash, with a death rate of 25%
<Target Action>
action animation
wait: 20
move user: target, front center, 10
wait for movement
motion swing: user
action effect
move user: target, back center, 5
wait for movement
wait for animation
</Target Action> -
Fantastic thread!
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Anyone an idea why the knock-out state doesn't work? I am making a resurrection spell that kills undead-like states. So far everything worked, except when I try to resurrect knock-out party members. My skill has remove knock-out 100% and 50% recovery of max health. When I rearrange the code (for example if I replace (1) with (27), it still works on undead states (kills them), the skill works on its own (if no "if" it resurrects and heals for 50% of max health with action effect). Just the knock-out state doesn't get checked (knockout is default state 1, haven't changed it).
Any idea what might be wrong? Or anyone else having this issue with state 1? (The rest works fine)
<target action>
if target.isStateAffected(1)
animation 49: target
action effect
else if target.isStateAffected(28)
animation 49: target
COLLAPSE: target, force
else if target.isStateAffected(27)
animation 49: target
COLLAPSE: target, force
else
#do nothing, because else they would heal 50%
end
</target action> -
This must be the simplest thing ever, but...
How do I make an action sequence support multiple attacks? Ie, if the character using the skill has Attack Times +1, then he swings and deals damage twice, whereas if another character without the extra attack uses the skill they only swing and deal damage once. -
This must be the simplest thing ever, but...
How do I make an action sequence support multiple attacks? Ie, if the character using the skill has Attack Times +1, then he swings and deals damage twice, whereas if another character without the extra attack uses the skill they only swing and deal damage once.
try "action effect" and check for the actor ID, for example:
#X = actor id
#hits once
if user.actorId() == 'X';
action effect
then:
#X = actor id
#hits twice
else if user.actorId() == 'X';
action effect
action effect
or use else if you want the rest to hit once
else
action effect
and on the bottom add:
end -
So basically, it's going to need to be based off of individual actors, rather the just a setting for how many attacks are involved? It sounds like it might be easier just to make a new skill with the additional attacks included in them after all. Is that the common way of dealing with it?