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

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Started by Blue001 2126 posts Page 95 of 107 View original ↗
  1. -Rena- said:
    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!

    It's not a stupid question and you're not stupid for asking it.

    If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

    Sample
    Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

    In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
    Code:
    <Whole Action>
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    hp: same, -variance(damage(a.atk, 5, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    mp: same, -variance(damage(a.atk, 3, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    tp: same, -variance(damage(a.atk, 2, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    tpb: same, -50%
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    hp: same, variance(damage(a.atk, 5, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    mp: same, variance(damage(a.atk, 3, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    tp: same, variance(damage(a.atk, 2, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    tpb: same, 50%
    
    wait: 60
    
    animation: 1, targets
    
    wait: 15
    
    hp: same, 0
    
    wait: 60
    
    </Whole Action>

    When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
  2. jonenglish91 said:


    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>

    Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
  3. Aesica said:
    It's not a stupid question and you're not stupid for asking it.

    If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

    Sample
    Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

    In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
    Code:
    <Whole Action>
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    hp: same, -variance(damage(a.atk, 5, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    mp: same, -variance(damage(a.atk, 3, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    tp: same, -variance(damage(a.atk, 2, b.def), 0.1);
    
    wait: 60
    
    action animation: targets
    
    wait: 15
    
    tpb: same, -50%
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    hp: same, variance(damage(a.atk, 5, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    mp: same, variance(damage(a.atk, 3, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    tp: same, variance(damage(a.atk, 2, b.def), 0.1);
    
    wait: 60
    
    animation: 46, targets
    
    wait: 15
    
    tpb: same, 50%
    
    wait: 60
    
    animation: 1, targets
    
    wait: 15
    
    hp: same, 0
    
    wait: 60
    
    </Whole Action>

    When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
    Ahhh, thank you! :) This confused me a lot and I thought I missed something!
  4. phamthienbao said:
    Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
    Thanks! Yes I did use that plugin, These are custom made sideview actors.

    I posted the incomplete sheets here as we revamped the sprites.
  5. Hey guys, I'm a noob programmer in need of assistance :elswt:
    I'm having trouble to do some pretty simple animations, and hoped you guys could help me.

    The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:

    Spoiler
    <Setup action> move user: target, front, 20 wait for movement </Setup action> <Target action> Motion attack: user action animation: target wait for animation action effect normal critical if user.attackMotion() == 'Thrust' wait: 20 Motion attack: user action animation: target wait for animation action effect normal critical end </Target action>

    The line "if user.attackMotion" works fine, but thats not what I wanted, because a spear or punch weapon would activate this as well. I wanted to change the "motion" to "type", but dont know if theres a code for that. Do you guys know what code I could insert? Thanks!
  6. Try this, instead of attackMotion

    if user.isWtypeEquipped(ID)

    For clarity, that's the type not the ID of the weapon itself
  7. HazeHowlingwolf said:
    The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:
    The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

    The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
  8. JGreene said:
    Try this, instead of attackMotion

    if user.isWtypeEquipped(ID)

    For clarity, that's the type not the ID of the weapon itself
    It worked! Thanks alot :elhappy:

    ATT_Turan said:
    The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

    The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
    Yeah, I didnt know if it was needed haha I was just copying from some videos about notetags, still a huge noob on programming. Thanks for the info!
  9. A bit of a weird request: I'm trying to debug action sequences in Fossil but I don't use them often enough to really strain the system. Can someone come up with an action sequence that uses as many commands as possible in a way that outputs to the console or has an obvious visual effect, so I can compare how it works in MV vs in fossilized MZ?
  10. This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.



    <setup action>
    display action
    wait: 77
    move target: forward, 48, 12
    opacity user: 50%, 100
    WAIT FOR OPACITY
    wait: 77
    opacity user: 100%, 30
    clear battle log
    wait for movement
    </setup action>



    <target action>
    MOVE user: target, front center, 17
    show battle hud
    MOTION CHANT: user
    wait: 77
    HIDE BATTLE HUD
    MOTION ITEM: user
    JUMP target: 300%, 77
    animation 5: target
    action effect
    action animation
    shake screen: 3, 9, 30
    tint screen: 68, -68, 0, 68, 45
    tint screen: night, 77
    wait: 77
    tint screen: normal, 77
    show battle hud
    float enemies: 250, 77
    wait for float
    float enemies: 0, 77
    Attack animation: user
    action effect
    wait: 77
    Attack animation: target
    wait: 77
    Attack animation: actors
    wait: 77
    Attack animation: all actors
    action effect
    wait: 77
    Attack animation: dead actors
    wait: 77
    Attack animation: actors not user
    wait: 77
    Attack animation: actor 2
    wait: 77
    Attack animation: character 1
    wait: 77
    Attack animation: enemies
    wait: 77
    Attack animation: existing enemies
    wait: 77
    Attack animation: all enemies
    action effect
    wait: 77
    Attack animation: dead enemies
    wait: 77
    Attack animation: enemies not user
    wait: 57
    Attack animation: enemy 2
    wait: 57
    Attack animation: friends
    wait: 57
    Attack animation: all friends
    wait: 57
    Attack animation: dead friends
    wait: 57
    Attack animation: friends not user
    wait: 57
    Attack animation: friend 1
    wait: 57
    Attack animation: opponents
    wait: 57
    Attack animation: all opponents
    wait: 57
    Attack animation: dead opponents
    wait: 37
    Attack animation: opponent 2
    wait: 37
    Attack animation: all alive
    wait: 37
    Attack animation: all members
    wait: 37
    Attack animation: all dead
    wait: 37
    Attack animation: all not user
    wait: 37
    Attack animation: focus
    wait: 37
    Attack animation: not focus
    action effect
    </target action>

    <Finish Action>
    death break
    perform finish
    </Finish Action>
  11. thenerdmansion said:
    This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.
    Thanks a lot. It looks like this seems to be working the same in MZ and MV at least :)
  12. I have sort of a general question re: action sequences.

    For my game I wanted to open on a battle, or rather of the end of one - but it wouldn't be a battle that the player controls. So I wanted to kind of make a cutscene within the battle engine. It seems like action sequence is the way to do this, but I wanted to make sure this is possible before I go really in-depth trying to set things up?

    Basically, it would be a few pose changes (like, between 'victory' and 'cast' for instance), balloon icons, and lines from characters, and them using their attacks. Not terribly long, just to introduce the party. Then it would transition to the regular map for a more standard evented cutscene.
    Thoughts?
  13. Yanfly said:
    Esta é a versão que fiz para Penta Slash:

    <ação do alvo> foco da câmera: targetzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacitymove usuário: alvos, back, 5wait for movementface user: targetmotion attack: useraction animationani wait: 2action effectmove user: alvos, front center, Usuário 5face: ataque targetmotion: userani wait: 3action effectmove user: alvos, parte superior traseira, 5face usuário: targetani wait: 3action effectmove user: alvos, frente, 5face usuário: targetmotion ataque: userani wait: 3action effectmove user: alvos, centro traseiro, Usuário 5face: ataque targetmotion: userani esperar: 5action effectmove user: alvos, frente, 10imortal: alvo, falsejump usuário: 200%, usuário 10face: forwardwait for animationwait for movement </ target action> <follow action> zoom: 100%, 60opacity sem foco: 100%, 60esperar pela opacidade </ seguir ação> Acho que, depois de alguns dias,assim que eu conseguir me encontrar algum tempo, irei montar um pequeno projeto de demonstração de Sequência de Ação para vocês baixarem ~

    SuperBlaze said:
    I think the 16 slash from Alluria was real cool. I modifyed it with a lot of action effects like this. if anyone interested its in spoiler.

    Spoiler
    <target action>

    motion swing: user

    action animation

    move user: target, front center, 10

    wait: 5

    move user: target, back center, 10

    action effect

    wait: 10

    opacity user: 0%

    wait: 10

    opacity user: 20%

    wait: 10

    opacity user: 40%

    wait: 10

    opacity user: 70%

    wait: 10

    motion swing: user

    move user: target, front base, 10

    face user: backward

    action effect

    wait: 7

    jump user: 150%, 15

    face user: forward

    action effect

    move user: target, front center, 15

    wait: 7

    motion swing: user

    move user: target, back base, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    move user: target, back center, 5

    wait: 7

    action effect

    motion swing: user

    face user: forward

    move user: target, front center, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    action effect

    move user: target, back head, 5

    wait: 7

    action effect

    motion swing: user

    face user: forward

    move user: target, front base, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    move user: target, back center, 5

    wait: 7

    action effect

    motion swing: user

    face user: forward

    move user: target, front head, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    move user: target, back base, 5

    wait: 7

    action effect

    motion swing: user

    face user: forward

    move user: target, front center, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    move user: target, back center, 5

    wait: 7

    action effect

    motion swing: user

    face user: forward

    move user: target, front center, 5

    wait: 7

    action effect

    motion swing: user

    face user: backward

    move user: target, back center, 5

    wait: 7

    action effect

    motion thrust: user

    face user: forward

    move user: target, front center, 10

    wait: 7

    action effect

    move user: target, back center, 5

    wait: 10

    opacity user: 40%

    wait: 5

    opacity user: 20%

    face user: forward

    wait: 5

    opacity user: 0%

    wait: 30

    opacity user: 30%

    wait: 3

    opacity user: 60%

    motion thrust: user

    wait: 5

    action effect

    move user: target, front center, 5

    wait: 20

    opacity user: 80%

    wait: 5

    opacity user: 100%

    wait for animation

    immortal: target, false

    action effect

    clear battle log

    jump user: 100, 40

    move user: return, 40

    motion escape: user

    wait for movement

    perform finish

    </target action>


    I made it with a long animation like penta slash approximately 3 frames long slashes.
    MY GOD THIS IS SO PERFECT!
  14. I have a Problem with this plugin and the animations of some Skills

    When i setup my motions for an action sequence the animation sometimes gets out of proportion and the skill is not lining up with the
    movement from the plugin anymore. It seems this is caused by the size of the enemy.

    Does anyone know how i can prevent this from happening so that the action sequence and the skill animation line up the same way for different
    sized enemies?
  15. Shinoodle said:
    When i setup my motions for an action sequence the animation sometimes gets out of proportion and the skill is not lining up with the
    movement from the plugin anymore. It seems this is caused by the size of the enemy.
    Are you using any other plugins that affect animations or combat generally? This plugin does not do anything to your animations aside from display them on command, so anything altering the size of them needs to be coming from someplace else.
  16. ATT_Turan said:
    Are you using any other plugins that affect animations or combat generally? This plugin does not do anything to your animations aside from display them on command, so anything altering the size of them needs to be coming from someplace else.
    No im not using any other Combat or other Plugins that should interfere with this one. Its also happening when i only use the necessary Plugins without anything else.

    Ill show on 2 screenshots what i mean
    The Left image is how it looks on a small enemy (and how it should look like) and on the right its the same skill/animation with a bigger enemy.
    is there any way i can prevent this from happening?
    Screenshot 2021-05-19 203411.pngScreenshot 2021-05-19 203515.png
  17. Can anyone with more brain wrinkles than me figure out why this isn't working as intended? I want each hit to have a different animation if it's critical or not, but maybe I have too many "ifs" going on here or something. It also has additional hits based on the mastery level of the skill. Right now, it just does the skill motion and the action effect and animation but ignores the escape and move motions.

    <target action>
    if (user.skillMasteryLevel(173) >= 1)
    motion escape: user
    move user: target, front, 25
    face user: home
    wait: 20
    face user: forward
    motion skill: user
    action effect
    if target.result().critical
    animation 98: target
    jump target: 100, 60
    else
    animation 97: target
    wait: 5
    motion skill: user
    action effect
    if target.result().critical
    animation 98: target
    jump target: 100, 60
    else
    animation 97: target
    else
    if (user.skillMasteryLevel(173) <= 0)
    motion escape: user
    move user: target, front, 25
    face user: home
    wait: 20
    face user: forward
    motion skill: user
    action effect
    if target.result().critical
    animation 98: target
    jump target: 100, 60
    else
    animation 97: target
    end
    </target action>
  18. Shinoodle said:
    The Left image is how it looks on a small enemy (and how it should look like) and on the right its the same skill/animation with a bigger enemy.
    is there any way i can prevent this from happening?
    Ah. Your original post talked about the animation being "out of proportion," so it sounded like the actual size of the animation was different.

    This is happening because you have the animation playing on the enemy, and its position is set to Center - and, logically enough, the center will be in different places depending on the size of the enemy sprite.

    To get around this, you could try setting the animation position to Feet and raising where the animation frames are on the screen; or you could reposition the animation to be way to the left and have it play on the character's actor instead of the enemy.
    Yuuzal said:
    Can anyone with more brain wrinkles than me figure out why this isn't working as intended?
    It's rather hard to read through this - it's good practice to indent anything inside of an "if" by a few spaces (and then you'd put the sequence inside a CODE tag to preserve that spacing). It looks like the entire thing is inside of "if skill mastery > 173", and I'm not sure that's what you wanted.

    In fact, I think if you do that, you will immediately see where your errors are - you have a bunch of missing "end" commands. You can see below what I'm talking about...you need to figure out exactly where you want them to achieve the effects you're looking for.

    Sequence
    Code:
    if (user.skillMasteryLevel(173) >= 1)
      motion escape: user
      move user: target, front, 25
      face user: home
      wait: 20
      face user: forward
      motion skill: user
      action effect
    // Is this supposed to be inside of the prior if?
        if target.result().critical
        animation 98: target
        jump target: 100, 60
        else
            animation 97: target
            wait: 5
            motion skill: user
            action effect
    // You need an "end" right here
    
    // This will never happen, because it's inside of "else" that already means the result is not critical
            if target.result().critical
    // etc....
  19. ATT_Turan said:
    ...
    Hmm...so I need to have 'end' in several places? I thought end was only used at the very end of the statement. I'm obviously not well versed in this sort of thing lol.

    Code:
    <target action>
    if (user.skillMasteryLevel(173) >= 1)
         motion escape: user
         move user: target, front, 25
         face user: home
         wait: 20
         face user: forward
         motion skill: user
         action effect
    //This changes the animation if it's critical
         if target.result().critical
         animation 98: target
         jump target: 100, 60
         end
    //This is the normal animation
         else
         animation 97: target
         wait: 5
         motion skill: user
         action effect
         end
    //Skill hits twice at this mastery level
    wait: 5
    motion skill: user
    action effect
    if target.result().critical
         animation 98: target
         jump target: 100, 60
         end
      else
      animation 97: target
      end
    //This is the single hit version if it's mastery level zero
    else if (user.skillMasteryLevel(173) <= 0)
         motion escape: user
         move user: target, front, 25
         face user: home
         wait: 20
       face user: forward
       motion skill: user
       action effect
    //Same as above, critical gives different animation
       if target.result().critical
          animation 98: target
          jump target: 100, 60
          end
       else
    //Normal animation
       animation 97: target
       end
    </target action>
  20. Yuuzal said:
    Hmm...so I need to have 'end' in several places? I thought end was only used at the very end of the statement.
    It is, but you have multiple statements. You don't need it before an "else," but you do need it before doing another "if" unless that's supposed to be nested inside the first condition.
    Yuuzal said:
    Code:
    //This changes the animation if it's critical
         if target.result().critical
         animation 98: target
         jump target: 100, 60
         end
    You don't want this (and every place like this), because you have an "else" for this condition.
    Yuuzal said:
    //Skill hits twice at this mastery level
    Right here is where you have an error, because if you were following your indentation and your "ends," all of the code after this is still inside your first condition of skill mastery level >=1.
    Yuuzal said:
    //This is the single hit version if it's mastery level zero
    Which means this is going to have unexpected behavior, because you didn't have the correct number of "ends" from the beginning, so you're saying
    "if skill mastery is greater than 1, and now if skill mastery is <= 0," which will never evaluate to true.

    So, again, the correct format is:
    Code:
    if
        stuff
    end
    or
    Code:
    if
        stuff
    else if
        other stuff
    else if
        other different stuff
    else
        yet more stuff
    end

    Similarly,
    Code:
    if
        stuff
        if (still needs the first if to be true to see this!)
            other stuff
        end
    end