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

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Started by Blue001 2126 posts Page 93 of 107 View original ↗
  1. Toxsick said:
    Hey guy's I have been struggling to figure out how to make a sequence that hit's multiple targets. I want my swordsman to run up to individual targets and do damage to each of them. For instance I'd like him to run up to target 1 slash them do damage and then move to target 2 and do the same. For some reason though he won't move to another target even when i define the target. for instance move user: target 2, back base, 5 My character doesn't move when I input this in he moves to target 1 on the first slice and stays there for the second. I have also tried using enemy and opponent tags none work.


    Here's my whirlwind skill, it attacks 4 times. If taunt is activated, the character will attack that target 4 times, otherwise it will attack the selected target + 3 randoms. Note that the character goes semi-opaque when the skill is in use and goes back to full opacity when the sequence is over.


    Code:
    <Cooldown: 5>
    
    <Custom Target Eval>
        if (target.isStateAffected(32)) {
            targets.push(target);
            targets.push(target);
            targets.push(target);
            targets.push(target);
    
        } else {
            targets.push(target);
            var members = foes.aliveMembers();
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
        }
    </Custom Target Eval>
    
    <setup action>
        clear battle log
        display action
        immortal: targets, true
        cast animation
        wait for animation
    </setup action>
    
    <whole action>
    
        face user: target
    
        motion item: user
        animation 164: user
        wait for animation
    
        opacity user: 50%, 30
        wait: 30
    
    </whole action>
    
    <target action>
    
        move user: target, front, 20
        wait for movement
    
        face user: target
        motion attack: user
    
        action effect
        animation 177: target
        if target.result().missed || target.result().evaded
            move target: forward, 15
            animation 129: user
        else
            animation 130: target
        end
    
        wait: 10
     
    </target action>
    
    <follow action>
        opacity user: 100%, 30
    </follow action>
    
    <finish action>
        immortal: targets, false
        wait for new line
        clear battle log
        perform finish
        wait for movement
        wait for effect
    </finish action>
  2. Toxsick said:
    Hey guy's I have been struggling to figure out how to make a sequence that hit's multiple targets. I want my swordsman to run up to individual targets and do damage to each of them. For instance I'd like him to run up to target 1 slash them do damage and then move to target 2 and do the same. For some reason though he won't move to another target even when i define the target. for instance move user: target 2, back base, 5 My character doesn't move when I input this in he moves to target 1 on the first slice and stays there for the second. I have also tried using enemy and opponent tags none work.
    You're probably using <Whole Action> when you should be using <Target Action>. Remember that the entire <Target Action> block is executed once for each target, while <Whole Action> and the others are only executed once. Here's a quick throwtogether that should do what you want. Probably. Maybe.

    Code:
    <Whole Action>
    </Whole Action>
    <Target Action>
    move user: target, front base, 10
    jump user: 100, 10
    wait for movement
    face user: target
    motion attack: user
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    </Target Action>
    <Follow Action>
    move user: home, 10
    jump user: 100, 10
    wait for movement
    perform finish
    </Follow Action>
  3. Aesica said:
    You're probably using <Whole Action> when you should be using <Target Action>. Remember that the entire <Target Action> block is executed once for each target, while <Whole Action> and the others are only executed once. Here's a quick throwtogether that should do what you want. Probably. Maybe.

    Code:
    <Whole Action>
    </Whole Action>
    <Target Action>
    move user: target, front base, 10
    jump user: 100, 10
    wait for movement
    face user: target
    motion attack: user
    motion wait: user
    action animation: target
    wait for animation
    action effect: target
    </Target Action>
    <Follow Action>
    move user: home, 10
    jump user: 100, 10
    wait for movement
    perform finish
    </Follow Action>

    Isn't that an attack for just one target though? I can make stuff like that Im having trouble with having him move to seperate enemies. Like say you have 3 enemies. Lets say enemy 1, enemy 2 and enemy 3 Id like to to start his motion moving to enemy one and slashing them. But instead of hitting enemy one again i'd like him to move to enemy 2 and attack them. I'm trying to create and attack where he kinda dances between all the enemies on screen. I just don't know enough about coding to make the outcome happen.
  4. Moon_Haven said:
    Here's my whirlwind skill, it attacks 4 times. If taunt is activated, the character will attack that target 4 times, otherwise it will attack the selected target + 3 randoms. Note that the character goes semi-opaque when the skill is in use and goes back to full opacity when the sequence is over.


    Code:
    <Cooldown: 5>
    
    <Custom Target Eval>
        if (target.isStateAffected(32)) {
            targets.push(target);
            targets.push(target);
            targets.push(target);
            targets.push(target);
    
        } else {
            targets.push(target);
            var members = foes.aliveMembers();
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
        }
    </Custom Target Eval>
    
    <setup action>
        clear battle log
        display action
        immortal: targets, true
        cast animation
        wait for animation
    </setup action>
    
    <whole action>
    
        face user: target
    
        motion item: user
        animation 164: user
        wait for animation
    
        opacity user: 50%, 30
        wait: 30
    
    </whole action>
    
    <target action>
    
        move user: target, front, 20
        wait for movement
    
        face user: target
        motion attack: user
    
        action effect
        animation 177: target
        if target.result().missed || target.result().evaded
            move target: forward, 15
            animation 129: user
        else
            animation 130: target
        end
    
        wait: 10
    
    </target action>
    
    <follow action>
        opacity user: 100%, 30
    </follow action>
    
    <finish action>
        immortal: targets, false
        wait for new line
        clear battle log
        perform finish
        wait for movement
        wait for effect
    </finish action>

    Hi! I know its asking a lot but could you go over what the code you put in does? like the states part i get it checks to see if the enemy has the state and then activates that line if it does. but what does targets.push(target) do? And where does the damage for the enemies come in? I just want to make a lot of these kinds of attacks and have no clue where to begin since im a begginner in coding. Thank you for any help i appreciate it.
  5. Sure! I'll add comments // like this

    Code:
    // Skill cannot be used more than once every 5 turns, you need yanfly cooldown plugin for that
    <Cooldown: 5>
    
    // evaluate which enemies will be targeted. you can use the game's skill "scope" to target 4 random enemies, you can use yanfly target core pluging for a notetag <Target: Target 3 Random Foes>, which will have the character attack UP to 4 targets but only once, or you can push the targets one by one like the code I have below
    
    <Custom Target Eval>
    
    // If target is under yanfly taunt effect
        if (target.isStateAffected(32)) {
    
            // add the same target 4 times
            targets.push(target);
            targets.push(target);
            targets.push(target);
            targets.push(target);
    
    // if target not under taunt effect
        } else {
    
            // add the selected target
            targets.push(target);
    
            // add 3 more targets from the pool of enemies alive
            var members = foes.aliveMembers();
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
        }
    </Custom Target Eval>
    
    <setup action>
        clear battle log
        display action
        immortal: targets, true
        cast animation
        wait for animation
    </setup action>
    
    // start the action sequence
    <whole action>
    
        // always face the target first, because there are some states like confusion that will have the enemy attack their own allies and if you do not do that, the weapon attack may play backwards
        face user: target
    
        // simulate a skill casting... it's like spell casting, but for skills 
        motion item: user
        animation 164: user
        wait for animation
    
       // dissipate
        opacity user: 50%, 30
        wait: 30
    
    </whole action>
    
    
    // This is for each and every target that we have pushed in the attack list
    <target action>
    
        // move character in front of target
        move user: target, front, 20
        wait for movement
    
        // face the target
        face user: target
        motion attack: user
    
        // swing weapon, do the damage if it hits
        action effect
        animation 177: target
    
        // if the attack missed the target
        if target.result().missed || target.result().evaded
    
            // simulate action of enemy dodging
            move target: forward, 15
    
            // swing and a miss, animation doesn't do a hit sound
            animation 129: user
    
        else
    
            // do damage animation + sound
            animation 130: target
    
        end
    
        wait: 10
     
    </target action>
    
    <follow action>
        opacity user: 100%, 30
    </follow action>
    
    <finish action>
        immortal: targets, false
        wait for new line
        clear battle log
        perform finish
        wait for movement
        wait for effect
    </finish action>
  6. Moon_Haven said:
    Sure! I'll add comments // like this

    Code:
    // Skill cannot be used more than once every 5 turns, you need yanfly cooldown plugin for that
    <Cooldown: 5>
    
    // evaluate which enemies will be targeted. you can use the game's skill "scope" to target 4 random enemies, you can use yanfly target core pluging for a notetag <Target: Target 3 Random Foes>, which will have the character attack UP to 4 targets but only once, or you can push the targets one by one like the code I have below
    
    <Custom Target Eval>
    
    // If target is under yanfly taunt effect
        if (target.isStateAffected(32)) {
    
            // add the same target 4 times
            targets.push(target);
            targets.push(target);
            targets.push(target);
            targets.push(target);
    
    // if target not under taunt effect
        } else {
    
            // add the selected target
            targets.push(target);
    
            // add 3 more targets from the pool of enemies alive
            var members = foes.aliveMembers();
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
            targets.push(members[Math.floor(Math.random() * members.length)]);
        }
    </Custom Target Eval>
    
    <setup action>
        clear battle log
        display action
        immortal: targets, true
        cast animation
        wait for animation
    </setup action>
    
    // start the action sequence
    <whole action>
    
        // always face the target first, because there are some states like confusion that will have the enemy attack their own allies and if you do not do that, the weapon attack may play backwards
        face user: target
    
        // simulate a skill casting... it's like spell casting, but for skills
        motion item: user
        animation 164: user
        wait for animation
    
       // dissipate
        opacity user: 50%, 30
        wait: 30
    
    </whole action>
    
    
    // This is for each and every target that we have pushed in the attack list
    <target action>
    
        // move character in front of target
        move user: target, front, 20
        wait for movement
    
        // face the target
        face user: target
        motion attack: user
    
        // swing weapon, do the damage if it hits
        action effect
        animation 177: target
    
        // if the attack missed the target
        if target.result().missed || target.result().evaded
    
            // simulate action of enemy dodging
            move target: forward, 15
    
            // swing and a miss, animation doesn't do a hit sound
            animation 129: user
    
        else
    
            // do damage animation + sound
            animation 130: target
    
        end
    
        wait: 10
    
    </target action>
    
    <follow action>
        opacity user: 100%, 30
    </follow action>
    
    <finish action>
        immortal: targets, false
        wait for new line
        clear battle log
        perform finish
        wait for movement
        wait for effect
    </finish action>

    Thank you so much! Ok if you don't mind i actually have one more question. Do you have an example of a skill that does different thing's in the attack? Like say i wanted him to use a thunder strike on enemy 1 but then wanted him to use a different ability on enemy 2? is there a way to do that? Plus ive noticed that my animation keeps running over and over and its a rather large one so it kinda kills the vibe when he uses it 4 times in a row. Like is it possible to have multiple targeting phases? Where i could have him target one guy attack them and then create another to? or can i place custom targets in my targeting phase? Thank you so much for all of you help i highly appreciate all of your assistance!
  7. Toxsick said:
    Thank you so much! Ok if you don't mind i actually have one more question. Do you have an example of a skill that does different thing's in the attack? Like say i wanted him to use a thunder strike on enemy 1 but then wanted him to use a different ability on enemy 2? is there a way to do that? Plus ive noticed that my animation keeps running over and over and its a rather large one so it kinda kills the vibe when he uses it 4 times in a row. Like is it possible to have multiple targeting phases? Where i could have him target one guy attack them and then create another to? or can i place custom targets in my targeting phase? Thank you so much for all of you help i highly appreciate all of your assistance!



    I don't know if you can call different abilities from one skill. You can, however, call different animations.

    Here's an example:


    Common Event
    Call a random value between 1 and 2, save it temporarily in a variable

    Annotation 2020-08-31 0635052.jpg


    Skill

    In the effect, call the common event. If you have multiple common events, it needs to be at the very bottom of the list.
    Your action sequence needs to call "action common event", which will execute the last common event you have in the list just above.
    Then you check for the value of the variable. If value=1 then play one animation, if value=2 then play a different animation.

    Annotation 2020-08-31 06350532.jpg


    This is the whole animation code:

    Code:
    <Cooldown: 3>
    
    <Target: Target 3 Random Foes>
    
    <setup action>
        clear battle log
        display action
        immortal: targets, true
        cast animation
        wait for animation
    </setup action>
    
    <whole action>
    
        perform start
        wait for movement
    
        animation 210: user
        wait for animation
    
        animation 213: user
        wait for animation
    
    </whole action>
    
    <target action>
        action common event
        if ($gameVariables.value(1) === 1)
            animation 218: target
        end
        if ($gameVariables.value(1) === 2)
            animation 219: target
        end
    
        wait: 20
        action effect
    </target action>
    
    <finish action>
        immortal: targets, false
        wait for new line
        clear battle log
        perform finish
        wait for movement
        wait for effect
    </finish action>
  8. @Moon_Haven Hey thank you for that I really needed that I tried using the
    <Target: Target 3 Random Foes>
    line of code you put in and it never worked until i copy and pasted yours into it haha i must have been missing a greater then sign or something. Thank you for your help! Idk if you still check these but is there a way to stop my guy from attacking dead enemies? I have it set to where they die after the first attack and he just keeps attacking the dead target sometimes. Thank you for all of your help you dah MVP bruh!
  9. Toxsick said:
    @Moon_Haven Hey thank you for that I really needed that I tried using the
    <Target: Target 3 Random Foes>
    line of code you put in and it never worked until i copy and pasted yours into it haha i must have been missing a greater then sign or something. Thank you for your help! Idk if you still check these but is there a way to stop my guy from attacking dead enemies? I have it set to where they die after the first attack and he just keeps attacking the dead target sometimes. Thank you for all of your help you dah MVP bruh!

    This is the reason I'm using the immortal tag. Without it, characters keep attacking, even when their target is down. This is because the targets are set at the very beginning of the action sequence phase and AFAIK, you can't change them on the fly to, let's say, replace a dead target to a live one.
  10. I'm trying to apply a state if the enemy has a state already. If there a way can do it in the Notebox? I know how to type it but I completely forgot the terms :kaoswt2:

    EDIT: I figured it out. If anyone wants the code, here it is:

    <Custom Respond Effect>

    var element = x;

    if (this.item().damage.elementId === element) {

    target.addState(y);

    target.removeState(z);

    }
    </Custom Respond Effect>
  11. @Moon_Haven Hey so can i use that variable common event to have him move and do other things other then animation changes? I'm trying to currently but if i specify the motion in the box where the variable decides what he does he don't move.
  12. I tried recreating Asch the bloody's Rending Saber from Tales of the Abyss

    Sprites are in WIP so it's not completely fleshed out the sequence is.




    Code:
    <Party Limit Cost: 4>
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <whole action>
    common event: 2
    common event: 11
    common event: 13
    
    ACTION CUTIN USER: template J.horizontal
    Wait: 100
    opacity all actors: 0%, 20
    opacity enemies: 0%, 20
    opacity user: 100%, 20
    common event: 2
    -----<movement>------
    se: crossbow
    motion evade: user
    jump user: 30, 12
    move user: forward, 150, 12
    wait for movement
    move target: forward, 150, 1
    opacity target: 100%, 20
    motion idle: user
    camera offset: up, 50
    CAMERA FOCUS: user
    wait: 10
    -----<movement>------
    battleback 3 add: battlebacks1, SpeedlineverticalBW
    battleback 3 scroll speed y: -300
    camera screen: user, base top, 15
    zoom: 200%, 15
    ------Charge Skill-------
    custom motion charge: user
    animation 257: user
    wait for animation
    custom motion Raise: user
    se: Jon-Annihilation
    wait: 10
    animation 179: user, mirror
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 16
    animation 179: user, mirror
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 16
    animation 179: user, mirror
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 16
    animation 179: user, mirror
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 16
    animation 179: user, mirror
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait :10
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 16
    shake screen: 3, 5, 5
    jump target: 150, 16
    action effect
    wait: 60
    animation 258: user, mirror
    custom motion SwordSpin: user
    wait: 3
    animation 258: user, mirror
    wait: 3
    animation 258: user, mirror
    wait: 3
    animation 258: user, mirror
    wait: 3
    animation 258: user, mirror
    wait: 4
    custom motion SwordThrust: user
    animation 259: user, mirror
    animation 263: user, mirror
    se: Jon-Rending
    wait: 25
    animation 260: user, mirror
    wait: 15
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    animation 259: user, mirror
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    animation 261: user, mirror
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    animation 259: user, mirror
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 110, 10
    action effect
    wait: 10
    shake screen: 2, 5, 5
    jump target: 400, 10
    action effect
    float target: 400, 0
    wait: 10
    shake screen: 2, 5, 5
    animation 259: user, mirror
    wait: 10
    shake screen: 2, 5, 5
    wait: 10
    shake screen: 2, 5, 5
    animation 263: user, mirror
    wait: 30
    death break
    fade out: 100
    wait: 120
    float target: 0, 60
    
    </whole action>
    
    <target action>
    </target action>
    
    <finish action>
    
    clear battle log
    battleback 3 remove
    reset camera
    reset zoom
    wait for animation
    common event: 3
    perform finish
    wait for movement
    opacity all actors: 100%, 0
    opacity enemies: 100%, 0
    fade in: 120
    wait: 50
    common event: 19
    common event: 12
    common event: 14
    
    immortal: targets, false
    </finish action>
  13. @jonenglish91
    How do you create shadows while jumping?
  14. @jonenglish91 your action sequences are fantastic! Really nice to watch.. I hope to make some at this level..I am curious at what after image plugin you use? I’m currently doing it the hard way ( making battle animations for after image ) haha. Thanks
  15. SoSickGames said:
    @jonenglish91 your action sequences are fantastic! Really nice to watch.. I hope to make some at this level..I am curious at what after image plugin you use? I’m currently doing it the hard way ( making battle animations for after image ) haha. Thanks

    Thank you!

    This is the plugin I used.

    ç´æ¥æ»ææ¼åºãã©ã°ã¤ã³
    Although I did make some edits to the plugin, coming from a C# background and knew little bit of Javascript for me to make some plugin command calls through common events for me to implement into action sequence.
  16. I decided to make weapon unleashes but with action sequences

    here is my first one:




    Code:
    <target action>
    common event: 2
    common event: 11
    common event: 13
    tint screen: dark, 30
    -----<Setup Cast>------
    opacity friends not user: 0%, 20
    opacity enemies: 0%, 20
    opacity target: 100%, 20
    motion chant: user
    animation 268: user, mirror
    wait for animation
    -----<Setup Cast>-----
    -----<magic attack>------
    action animation: target
    animation 274: target
    animation 275: target
    animation 276: target
    action effect: target
    action animation: target
    animation 273: target
    wait: 120
    se: katana-storage2
    custom motion Iaido: user
    wait: 20
    motion swing: user
    wait: 5
    custom motion Hold: user
    animation 271: target
    wait: 5
    animation 265: target
    common event: 21
    action effect: target
    shake screen: 3, 5, 30
    
    -----<magic attack end>------
    
    -----<Return>------
    wait for animation
    common event: 3
    opacity friends not user: 100%, 20
    opacity enemies: 100%, 20
    tint screen: normal, 30
    common event: 12
    common event: 14
    -----<Return End>------
    if $gameParty.partyLimitGaugeCurrent() == 4
    common event: 25
    end
    </target action>
  17. jonenglish91 said:
    [embedded media]

    Here is a charge type skill that I thought you guys might be interested in!

    In the video it's called vira's will

    <target action>

    se: TO7BTL_1096

    ACTION CUTIN USER: template horizontal

    Wait: 100

    opacity all actors: 0%, 20

    opacity enemies: 0%, 20

    opacity user: 100%, 20

    common event: 2

    -----<movement>------

    se: crossbow

    motion evade: user

    move user: forward, 150, 12

    jump user: 30, 12

    wait for movement

    motion idle: user

    wait: 10

    -----<movement>------

    battleback 3 add: battlebacks1, SpeedlineverticalBW

    battleback 3 scroll speed y: -300

    camera screen: user, base top, 15

    zoom: 200%, 15

    wait: 30

    zoom: 100%, 120

    se: TO7BTL_1101

    ------Charge Skill-------

    animation 201: user

    animation 204: user

    shake screen: 3, 5, 60

    custom motion charge: user

    action effect: user

    wait for animation

    wait for camera

    battleback 3 remove

    common event: 3

    opacity all actors: 100%, 20

    opacity enemies: 100%, 20

    reset camera

    reset zoom



    --------Charge Skill------

    </target action>

    you have comment event 2 and common event 3...what are those?