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

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Started by Blue001 2126 posts Page 94 of 107 View original ↗
  1. Hiryu76 said:
    you have comment event 2 and common event 3...what are those?

    Those are to hide and show the battle hud
  2. jonenglish91 said:
    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>



    I have been looking for an afterimages plugin for years that is compatible with Yanfly's action sequences. It seems like such an easy script yet I can't find a decent one anywhere. That one you provided keeps crashing and wont play with Yanfly Animated SV. I tried for hrs.
  3. This has likely been discussed at some point, but how do you make an attack that hits random targets that doesn't try to target dead enemies if they were killed earlier in the sequence? I thought Death Break would resolve that, but I'm clearly putting it in the wrong place or just not understanding something somewhere. Any help would be appreciated. Thanks!
  4. Hi, this has probably already been discussed at some point but I haven't had much luck finding the answer. I'm trying to make a skill where the character hits a single target 4 times, and for each successful hit the damage increases by 10%. I have all the action sequence packs, and the damage core to go with them and I can't seem to make the damage work. Right now I just have the basic "run up and hit 'em" as my action sequences cause I want to get the damage sorted out. I'm new to incorporating the damage in the note tags, and I perhaps overlooked it.
    Any ideas for how to make this work? Thanks! :D
  5. jonenglish91 said:
    Hey Guys,

    Here is a special attack I revamped, full action sequence below!





    Code:
    <setup action>
    bgm: stop
    bgm: memorize
    bgm: 1-10 Devastator
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    common event: 1
    se: Sean - Blow You Away
    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
    jump user: 30, 12
    move user: forward, 150, 12
    wait for movement
    motion idle: user
    camera focus: user
    wait: 10
    -----<movement>------
    battleback 3 add: battlebacks1, Speedlinevertical
    battleback 3 scroll speed y: -300
    camera screen: user, base top, 15
    zoom: 200%, 15
    wait: 30
    zoom: 120%, 120
    se: Sean - This is it!
    ------Charge Skill-------
    shake screen: 3, 5, 60
    custom motion charge: user
    animation 217: user
    animation 201: user
    animation 218: user, mirror
    animation 215: user, mirror
    wait: 10
    animation 215: user, mirror
    animation 218: user, mirror
    wait: 10
    animation 218: user, mirror
    animation 215: user, mirror
    common event: 5
    wait for animation
    wait for camera
    wait: 30
    fade out: 10
    wait: 30
    battleback 3 remove
    move user: forward, -1000, 0
    wait: 30
    -----<BATTLEBACK CHANGE>------
    battleback 3 add: battlebacks1, SpeedlineBlack
    battleback 3 scroll speed x: -300
    camera screen: user, base top, 15
    zoom: 200%, 15
    
    wait: 30
    fade in: 15
    -----<BATTLEBACK CHANGE>------
    
    -----<DASH>------
    
    motion evade: user
    opacity user: 100%, 20
    opacity target: 0%, 20
    move user: forward, 1000, 50
    motion evade: user
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    animation 237: user, mirror
    
    se: Magic8
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 234: user, mirror
    
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 5, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 5, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 234: user, mirror
    
    se: Magic8
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 5, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 234: user, mirror
    
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 234: user, mirror
    animation 215: user, mirror
    se: Magic8
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 234: user, mirror
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    
    se: Magic8
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 234: user, mirror
    
    shake screen: 9, 9, 2
    wait: 10
    shake screen: 9, 9, 2
    animation 240: user, mirror
    animation 215: user, mirror
    animation 233: user, mirror
    animation 236: user, mirror
    
    animation 238: user, mirror
    shake screen: 9, 9, 2
    wait: 60
    animation 240: user, mirror
    animation 133: user, mirror
    animation 232: user, mirror
    
    se: Magic8
    move user: forward, 1000, 10
    motion evade: user
    wait: 30
    fade out: 12
    wait: 30
    
    
    
    zoom: 200%, 0
    opacity target: 100%, 20
    move user: targets, front, 12
    move target: forward, 170, 12
    move user: forward, -2000, 0
    wait: 30
    --------<Dash END>----------
    ---------<SlowMo>------------
    fade in: 12
    wait: 60
    zoom: 200%, 12
    motion evade: user
    move user: target, front, 12
    wait: 12
    move target: forward, 100, 12
    
    wait: 12
    
    animation 166: user, mirror
    action animation: target
    action effect: target
    zoom: 400%, 12
    move user: target, back, 200
    motion swing: user
    wait: 10
    custom motion Hold: user
    animation 243: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    wait: 10
    animation 244: target
    
    move target: forward, 20, 12
    wait: 12
    move user: target, back, 4
    animation 242: target
    animation 242: target, mirror
    zoom: 200%, 12
    ---------</SlowMoEnd>------------
    ---------<Slashes>------------
    se: Sean - Crush
    motion evade: user
    wait for movement
    opacity user: 100%
    
    wait: 25
    camera focus: user
    face user: target
    
    motion swing: user
    wait: 6
    animation 218: user, mirror
    animation 146: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion Hold: user
    wait: 6
    
    death break
    
    custom motion vertical: user
    wait: 6
    animation 218: user, mirror
    animation 147: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion verticalhold: user
    wait: 6
    
    death break
    
    motion swing: user
    wait: 6
    animation 218: user, mirror
    animation 146: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion Hold: user
    wait: 6
    
    death break
    
    custom motion vertical: user
    wait: 6
    animation 218: user, mirror
    animation 147: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion verticalhold: user
    wait: 6
    
    death break
    
    motion swing: user
    wait: 6
    animation 218: user, mirror
    animation 146: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion Hold: user
    wait: 6
    
    
    
    death break
    
    custom motion vertical: user
    wait: 6
    animation 218: user, mirror
    animation 147: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion verticalhold: user
    wait: 6
    
    death break
    
    motion swing: user
    wait: 6
    animation 218: user, mirror
    animation 146: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion Hold: user
    wait: 6
    
    death break
    
    custom motion vertical: user
    wait: 6
    animation 218: user, mirror
    animation 147: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion verticalhold: user
    wait: 6
    
    death break
    
    motion swing: user
    wait: 6
    animation 218: user, mirror
    animation 146: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion Hold: user
    wait: 6
    
    
    
    
    death break
    
    custom motion vertical: user
    wait: 6
    animation 218: user, mirror
    animation 147: target
    action effect: target
    shake screen: 3, 5, 5
    custom motion verticalhold: user
    wait: 20
    zoom: 300%, 50
    wait: 20
    ---------</SlashEnd>------------
    ---------<ChargeSkill>------------
    custom motion charge: user
    animation 201: user
    wait: 100
    zoom: 120%, 300
    camera focus: user
    animation 197: user
    shake screen: 3, 5, 5
    jump target: 50, 10
    animation 231: user
    wait: 10
    shake screen: 3, 5, 5
    
    animation 231: user
    jump target: 60, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 70, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 80, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 90, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 100, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    wait: 15
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 228: target
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 110, 10
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    jump target: 400, 10
    float target: 400, 0
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    wait: 10
    shake screen: 3, 5, 5
    animation 231: user
    wait: 10
    shake screen: 3, 5, 5
    wait: 30
    death break
    fade out: 100
    wait: 120
    float target: 0, 60
    
    
    --------<Charge Skill End>------
    </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: 50
    wait: 50
    immortal: targets, false
    </finish action>

    Hey, quick question. Simular to a question asked a couple pages back, would you be able to tell me what non-default animations are used in this sequence. Also, are the unique backgrounds (such as Speedlinevertical and SpeedlineverticalBW) publicly available resources?

    Also an unrelated question, I've seen some people mention a downloadable project with several sequences, but can't seem to find it. Could someone please link it to me?
  6. Vis_Mage said:
    Hey, quick question. Simular to a question asked a couple pages back, would you be able to tell me what non-default animations are used in this sequence. Also, are the unique backgrounds (such as Speedlinevertical and SpeedlineverticalBW) publicly available resources?

    Also an unrelated question, I've seen some people mention a downloadable project with several sequences, but can't seem to find it. Could someone please link it to me?

    For the speedlines they were created by myself.

    The charging aura and dust effects are from Melty Blood: Actress Again

    The dashing effect are from King of Fighters 13 a mixture of Flames Line: Kyo and Wind Effects: Ash

    The Grinding Slash/Sparks after the dash are from this pack: https://materialforwardvfx.wixsite.com/materialforward/asset

    and the animating fire towards the end is from dream circles - Animations Collection III: Thaumaturgy
  7. How can I force the appearance of the Miss Popups in a action sequence?
  8. Hi All,

    Does anyone know how I could check what enemy was selected from withing the action sequence?
    I was looking to do something like this:

    if target._enemyId = 23
    Do stuff
    else
    Do other stuff
    end

    But I don't know what script I would call for the conditional. Any help would be greatly appreciated.
  9. STARFALL said:
    How can I force the appearance of the Miss Popups in a action sequence?

    One way I have done this was by making a state that boosted the targets Evade and Critical Evade. Then in the action sequence i would do a conditional like:
    if "the reason you need to 'miss'"
    add state
    end
    Action effect

    then remove the state before the end of the action
  10. can anyone help with this

    ok im working on a basic attack and after the character attacks i have them jump backwards back to the home location but everytime they move back to home location they turn around and face their home location instead of face away what am i doing wrong here is the end of it i have tryed everything i can think of
    face user: away from home
    face user: forward
    face user: target

    but everytime after the attack the actor turns around and moves back to home



    <finish action>
    face user: target
    jump user: 10%
    move user: home
    motion evade: user
    wait for motion
    wait for animation
    face user: forward
    motion idle: user
    immortal: targets, false
    clear battle log
    reset zoom
    </finish action>
  11. using octopath battle system where you use boost to attack multiple times the character turns away from the enemy after the first attack.

    using


    <BP Repeat>

    <Counter Name: Eye for an Eye>



    <setup action>

    clear battle log

    display action

    immortal: targets, true

    </setup action>



    <whole action>

    perform start

    motion standby: user

    wait for movement

    face user: target

    </whole action>



    <target action>

    motion attack: user

    wait: 10

    attack animation: target

    wait: 10

    action effect

    wait: 10

    </target action>



    <follow action>

    wait for animation

    </follow action>



    <setup action>



    display action



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



    camera focus: target

    zoom: 150%, 20



    camera offset: right, 50





    else



    camera focus: user

    zoom: 250%, 20

    wait: 20

    camera focus: target

    zoom: 150%, 20

    camera offset: right, 50



    end



    immortal: targets, true

    </setup action>



    <target action>



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

    move user: targets, front, 20

    else

    perform start

    end





    wait for movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation



    action effect

    wait for animation

    wait for movement

    wait: 5



    </target action>
  12. Hi there! I have trouble of making Yanfly's Action Sequence skill animation for my game project. But can you please do Stahn's Final Fury (Satsugeki Bukoken) from Tales of Destiny and Squall Leonhart's Rough Divide from Final Fantasy VIII?
  13. Blue001 said:
    As Yanfly's Battle Engine Core and Action Sequences 1-3 basically add a new type of resource to the game that can be created/shared/requested (in the form of completed action sequences), I thought it would be a cool idea to have a thread where people can;

    1 - Share any sequences that they have come up with,
    2 - Request help with how certain sequences could be done.

    For example, if someone figures out how to do a omnislash like sequence and would like to share it, they now have a place.


    Be sure to thank/credit whomever created a sequence if you use it in your game.


    Please include a note on if the end user will need to have action sequence plugin 1, 2, 3 or all of them for the shared sequence.


    - For example, User SOC shared the following sequence (in another thread) to make your character swing their weapon when using the skill that contains this notetag.





    It seems simple, but to some users, they may look at this an get confused, especially when trying to make it on their own. Having examples they can copy/paste to achieve a desired effect will help a lot.


    A big thank you to Yanfly for creating the plugins!

    Not to necro but I noticed on Page 1, this mentions if "someone figured how to do an omnislash", welp. Here you go. It's my first time using plugins so.
  14. I'm trying to make an action sequence where my battler fires a "beam" from a laser gun weapon. I've already created an animation for the beam and it "works" but the animation stays in the same position no matter which member of my party uses the skill, so let's say I have 3 people in the party and they all use the same weapon/skill it doesn't look like it's coming from each of them individually, it looks like the animation is in a static position no matter which battler casts it. Is there a way to make it appear that each of the party members is casting it and it appear to be coming from their weapon?
  15. terriblegamerjoe said:
    I'm trying to make an action sequence where my battler fires a "beam" from a laser gun weapon. I've already created an animation for the beam and it "works" but the animation stays in the same position no matter which member of my party uses the skill, so let's say I have 3 people in the party and they all use the same weapon/skill it doesn't look like it's coming from each of them individually, it looks like the animation is in a static position no matter which battler casts it. Is there a way to make it appear that each of the party members is casting it and it appear to be coming from their weapon?
    You may have to make the animation part of the actual weapon by finding and editing the weapon sheet in your img folder.
  16. How do I make that work with the animation I need to use? Here's a screen grab... So, basically.. I'm making a Ghostbusters rpg, and I want them to fire their proton pack streams at the ghost. I'll replace the "sword" with the actual gun of the pack, but as you can see the animation doesn't even remotely look like it's coming from the weapon. Also excuse my poor animation, it's just a test. fire.png
  17. Hello. I would like it so that individual weapons have their own action sequences (I don't want all actors and enemies to share the same action sequence for the standard Attack skill).

    However I'm not sure if this is even possible? I added this sequence to the Sword equipment to see if it would even work,

    <setup action>
    MOVE user: target, BASE
    </setup action>

    And unfortunately the user doesn't move. They'll move if this is attached to the Attack skill, but I want it on a weapon specifically. Are the Action Sequences simply aren't compatible with equipment?
  18. terriblegamerjoe said:
    So, basically.. I'm making a Ghostbusters rpg, and I want them to fire their proton pack streams at the ghost.
    You can't do that automatically. It should be possible if you create separate beam animations for every party member location to every possible enemy location in every troop in your game, then use if/else logic in the action sequences to determine which one to play, but that's hugely complicated.

    You're better off using the Action Sequence Impact extension and turning the beams into projectiles.
    Action Sequence Impact (Irina) - Yanfly.moe Wiki
    HiddenAlchemist said:
    Hello. I would like it so that individual weapons have their own action sequences (I don't want all actors and enemies to share the same action sequence for the standard Attack skill).

    However I'm not sure if this is even possible? I added this sequence to the Sword equipment to see if it would even work,

    <setup action>
    MOVE user: target, BASE
    </setup action>

    And unfortunately the user doesn't move. They'll move if this is attached to the Attack skill, but I want it on a weapon specifically. Are the Action Sequences simply aren't compatible with equipment?
    Per the documentation, action sequence notetags will function in skills and items, not weapons or armor. You can use if/else checks in your Attack skill to check for the id of the weapon being used (or the weapon type, if that's what you're basing it off of).

    You could also use Yanfly's Weapon Unleash plugin to replace which skill is called by notetags on individual weapons. You can call them all Attack, so that the user doesn't see a difference.

    Weapon Unleash (YEP) - Yanfly.moe Wiki
  19. Hi.

    Sorry if this is a stupid question, but how do you actually set a weapon to be a missile type?

    I'm using an action sequence that I found on a Driftwood tutorial. It does everything I want, except that I can't get enemies or players to stay back when they're using ranged weapons.

    Here's the action sequence:
    <setup action> display action immortal: targets, true </setup action> <target action> if user.attackMotion() !== 'missle' move user: targets, front, 20 else perform start end zoom: 125%, 30 camera screen: target, front center, 30 camera focus: target, front center, 30 wait for movement motion attack: user wait: 10 attack animation: target wait for animation action effect </target action>
  20. I think I'm just too stupid, but I don't understand how to copy code from this forum here displayed in the "code" tag or whenever people write this stuff without spaces haha

    for example this:

    Code:
    <setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

    When I copy & paste it I have to set the spaces manually, like
    <setup action>
    display action
    immortal: targets, true

    .. etc. because it doesn't recognize the code otherwise. There's a lot of really cool stuff here I want to look into because I'm pretty newbish, what am I doing wrong? o: Please excuse the super stupid question!