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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 87 of 107 View original ↗
  1. I made one myself, for a skill I'll call Blitz:



    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    jump user: 200%, 20
    else
    perform start
    end
    zoom: 120%, 20
    camera screen: target, front center, 20
    camera focus: target, front center, 20
    wait:160
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    move user: targets, back, 10
    face user: backward
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    wait: 5
    jump user: 200%, 20
    move user: targets, front, 20
    wait: 10
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    float user: 0%
    </target action>
  2. I have a question regarding Action Sequence. I'm trying to use a skill with action sequence command that will make the target move or float. However, if the target is inflicted a state that won't allow them to move (like Stun), any other action sequence will not move them at all even though I wanted it to. I wonder if there's any workaround so my action sequence still work and move Stunned enemy regardless if they're in such a state?
  3. @luzi So far, I've only done a compromise for that. Simply remove the state within the sequence, then reapply it again after the sequence. This will reset the number of turns left in the state, but it's better than nothing.
  4. I've tried that method before, it will reset the number of turns left in the state and it can be exploited to make the enemy stunned forever so I think I'll need another workaround.
  5. Hopefully you'll find it. I only got to mitigate that exploit because I have a cooldown system incorporated in my stronger skills.
  6. Can you change target in the middle animation? I'm trying to make a skill like juggernaut's omnislash in dota (example a total 11 hit to 4 random enemies)
  7. @msazako I already sent this to Luzi but for the stun/float thing, if you wish to turn that off, Go to Battle Engine Core and change:
    Code:
    Game_Battler.prototype.spriteCanMove = function() {
       if (!$gameSystem.isSideView()) return false;
       for (var i = 0; i < this.states().length; ++i) {
         var state = this.states()[i];
         if (state.spriteCannotMove) return false;
       }
       return this.canMove();
    };

    to the following:
    Code:
    Game_Battler.prototype.spriteCanMove = function() {
        if (!$gameSystem.isSideView()) return false;
        for (var i = 0; i < this.states().length; ++i) {
          var state = this.states()[i];
          if (state.spriteCannotMove) return false;
        }
        return true;
    };
  8. xXKaoraXx said:
    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?
    I would be also interessted in how to hold a Animation Stance.
    Please can someone help us?
  9. Not sure if anyone asked this before, but is there a way to make an action sequence hide the HP gauge created by the Octobattle plugin? using opacity not focus: 0 hides only the enemy sprite, and not the hp, creating a super weird effect
  10. Daisetsu said:
    I would be also interessted in how to hold a Animation Stance.
    Please can someone help us?
    Nobody knows how to hold the Stance?
    Please i need that really to know.
  11. Triple strike: 3 actors jump towards the enemy, then strike in an "X" like fashion. Thought this might be a decent early group limit break.

    <setup action>
    clear battle log
    display action
    hide battle hud
    zoom: 170%, 60
    CAMERA FOCUS: target
    immortal: targets, true
    perform start
    jump actor 0: 100%, 60
    move actor 0: target, front head, 60
    jump actor 1: 100%, 60
    move actor 1: target, head, 60
    jump actor 2: 100%, 60
    move actor 2: target, back head, 60
    wait: 40
    face actor 2: backward
    wait for movement
    cast animation
    animation 52: actor 1
    animation 52: actor 2
    wait for animation
    </setup action>

    <target action>
    perform action
    motion wait: user
    shake screen
    motion swing: actor 0
    motion swing: actor 1
    motion swing: actor 2
    move actor 0: target, back base, 6
    move actor 1: target, base, 6
    move actor 2: target, front base, 6
    animation 20: target, mirror
    animation 2: target, mirror
    animation 1: target
    action effect
    action effect
    action effect
    death break
    </target action>

    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log
    perform finish
    show battle hud
    wait for movement
    wait for effect
    action common event
    </finish action>
  12. Hi,

    sorry if this has been asked before but I'm having trouble doing "affect 1 ally" skills as the animation is shown on an enemy and not the target party memeber. From what I've read it should be a target action but it doesn't seem to work. Any help?

    thanks!
  13. KaiserXavier said:
    Hi,

    sorry if this has been asked before but I'm having trouble doing "affect 1 ally" skills as the animation is shown on an enemy and not the target party memeber. From what I've read it should be a target action but it doesn't seem to work. Any help?

    thanks!

    To be clear: an ally is using a skill or magic that targets another ally, and the targeting etc works and the skill affects the ally properly, but the enemy is the one that plays the animation - is this correct? If so, go ahead and paste your action sequence here so we can take a look.
  14. I'm having a few issues with these. I'm just now starting to use it, setting up my characters for basic attacks first. This works fine with close range attacks, but even with the coding entered to make "missile" attackers not run up to the enemies, they keep doing it anyways. Also, I'm using Yanfly's Weapon Animation and I have a character that would attack in a similar manner, but with the "Chanting" animation instead. How do I keep them both from running up to the enemies?

    Edit: Never mind, I fixed it. :3
  15. Hey there gang I realized the sequence I use for dual wielding has stopped working at some point, possibly with the upgrade to 1.6.2? I was hoping someone could take a look at it and point out what went wrong? I've searched all over and can't even seem to find where I got the code from. But it did used to work where I would attack with both weapons each would show different weapons graphics and each did their own damage. Anyway, here's the code, I hope someone knows how to help with this one and big thanks for having a look.


    Edit:
    Hey all so I haven't fixed this issue yet but I got Ramza's Dual Wield plugin to fix the issue which does work. I don't personally need a solution to this but it does seem like a major issue in the system with anyone trying to use true dual wield and not pay for a plugin. So if anyone has a fix to this they should probably still post it.

    Anyways thanks all and best of luck Rpging.

    Code
    <setup action>

    display action

    immortal: targets, true

    </setup action>



    <target action>

    EVAL: user._weap1 = user.equips()[0];

    EVAL: user._weap2 = user.equips()[1];

    EVAL: user.forceChangeEquip(1, null);

    if user.attackMotion() !== 'missile'

    move user: targets, front, 20

    else

    perform start

    end

    wait for movement

    MOTION ATTACK: user

    MOTION WAIT: user

    action animation

    wait for animation

    action effect



    EVAL: user.forceChangeEquip(0, user._weap2);



    MOTION ATTACK: user

    MOTION WAIT: user

    action animation

    wait for animation

    action effect



    EVAL: user.forceChangeEquip(0, user._weap1);

    EVAL: user.forceChangeEquip(1, user._weap2);

    </target action>
  16. I am new at these Action Sequences and am curious if someone could help make one I have been attempting to do. Rather poorly.

    Basically, it would be the Shadow Clone ability from Naruto, the user splits into three duplicates that attack a foe, maybe each from a different direction.
  17. Oh, guys, you really saved my day) It is a pity that all the strong tutorials on these plugins are currently unavailable (
  18. Hey everyone! Scanned over this thread a bit and you guys seem very knowledgeable! I couldn't find anything on creating a sequence that involves an alternate attack animation when using a skill. For example, when the user casts a special attack. The user opacity drops to 0, however using the Animation Sprite sheet you can add the user within the Sprite making the user appear in the animation to create a more dynamic attack animation. I'm just not sure how to sequence it. Anyone have any pointers? Greatly appreciated. Thank you! :)

    P.s sorry about the double post , not sure how that happened.
  19. @ArmedAesthetics I have deleted your first post as all it had was a quotation of the opening post. I could see no reason for it, especially as you quoted it twice, so I have assumed it was done in error, especially going by your PS.