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

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Started by Blue001 2126 posts Page 96 of 107 View original ↗
  1. Okay, I think I’m tracking now. The format is “If….else…end”. I thought it was like “if….end….else….end”. So if I’m using “end”, it’s being used to conclude the preceding “if” statement. Thanks for your help, it was probably time to learn this properly anyways.
  2. Having an issue with an Action Sequence of mine, looking for some help.

    1) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: If BattleManager._target.isStateAffected(stateid). This works if my target is affected by the state and the ability I use is a single target ability targetting that enemy (works as intended).

    2) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: IF BattleManager._target.isStateAffected(stateid). If there are 2 enemies and BOTH enemies have the state and I use an AOE ability, then it works as intended.

    3) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: If BattleManager._target.isStateAffected(stateid). If there are 2 enemies and ONLY ONE enemy has the state and I do an AOE ability, it doesn't work as intended.

    Is there a way to make all 3 of these scenarios work in a single action sequence using single target and/or aoe ability if not all enemies are affected with the state?
    Would I still use the script BattleManager._target.isStateAffected(stateid)

    EDIT: Solved by using Conditional branches for each enemy index number (start at 0 for first enemy, 1 for second, etc.)

    $gameTroop.aliveMembers()[enemyindex#].isStateAffected(stateID)
  3. Novam4a1 said:
    Having an issue with an Action Sequence of mine, looking for some help.

    1) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: If BattleManager._target.isStateAffected(stateid). This works if my target is affected by the state and the ability I use is a single target ability targetting that enemy (works as intended).

    2) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: IF BattleManager._target.isStateAffected(stateid). If there are 2 enemies and BOTH enemies have the state and I use an AOE ability, then it works as intended.

    3) an ability of mine checks for if an enemy is affected by a state, then it does something extra by using Conditional Branch: If BattleManager._target.isStateAffected(stateid). If there are 2 enemies and ONLY ONE enemy has the state and I do an AOE ability, it doesn't work as intended.

    Is there a way to make all 3 of these scenarios work in a single action sequence using single target and/or aoe ability if not all enemies are affected with the state?
    Would I still use the script BattleManager._target.isStateAffected(stateid)

    EDIT: Solved by using Conditional branches for each enemy index number (start at 0 for first enemy, 1 for second, etc.)

    $gameTroop.aliveMembers()[enemyindex#].isStateAffected(stateID)
    You know, a much simpler way to deal per-enemy conditional checks is to do something like this:
    Code:
    <Target Action>
      if (target.isStateAffected(12345))
        // stuff here
      end
    </Target Action>
  4. Aesica said:
    You know, a much simpler way to deal per-enemy conditional checks is to do something like this:
    Code:
    <Target Action>
      if (target.isStateAffected(12345))
        // stuff here
      end
    </Target Action>
    I was gonna say that best me to it lol
  5. Aesica said:
    You know, a much simpler way to deal per-enemy conditional checks is to do something like this:
    Code:
    <Target Action>
      if (target.isStateAffected(12345))
        // stuff here
      end
    </Target Action>
    Thanks! I'm using MZ with VS plugins. Is this a notetag or would just be a script I plug in to the action sequence? Also, I'm not 100% sure how evade would work with aoe attacks. For instance I do an aoe fire attack that adds a state, but if one of the enemies evades the attack, I don't want them to get the state. Do you know how I could achieve this too?
  6. Novam4a1 said:
    Thanks! I'm using MZ with VS plugins. Is this a notetag or would just be a script I plug in to the action sequence? Also, I'm not 100% sure how evade would work with aoe attacks. For instance I do an aoe fire attack that adds a state, but if one of the enemies evades the attack, I don't want them to get the state. Do you know how I could achieve this too?
    Oh, with VS I have no idea because I don't use it. Those plugins use their own weird action sequence system through common events or something. It's completely different than the yanfly action sequence system.
  7. How can I make the damage of the skill show during the animation? Like, if I got an animation of an explosions that lasts for 20 frames, and I want the damage to appear right on the frame 10 bc it's the climax of the explosion, how do I do that? I've tried with wait animation and wait and I can't make it to work..
    thanks!
  8. Kcluuqczeas said:
    How can I make the damage of the skill show during the animation?
    Edit: I forgot that the action sequences don't automatically wait for animations to complete. Ignore me :stickytongue:
  9. Kcluuqczeas said:
    How can I make the damage of the skill show during the animation? Like, if I got an animation of an explosions that lasts for 20 frames, and I want the damage to appear right on the frame 10 bc it's the climax of the explosion, how do I do that? I've tried with wait animation and wait and I can't make it to work..
    thanks!
    something like

    Code:
    action animation: targets
    wait: 10
    action effect: targets

    Note that "wait" is in rendering frames, which is faster than animation frames so you may need to make the number larger like 30 or something. Just keep playing with the timing until the numbers pop up when you want them to.
  10. Hello, is there a command to hide the user's weapon? I want to make a magic skill that uses the missile motion but it looks weird because it shows the user's sword, thank you.
  11. Eindride said:
    Hello, is there a command to hide the user's weapon? I want to make a magic skill that uses the missile motion but it looks weird because it shows the user's sword, thank you.
    use "motion missile: user, no weapon".

    That way the weapon won't show.
  12. can help with quick code? <Main: adding chance to sequence>

    create this skill that chance to add state to actor. then why not add state in effect? I set this skill scope to user.
    using ai core, enemy will use this skill when self HP below 60%. <HP% param <= 60%: Skill 130> the skill add state to actor.

    know about the 'math.randomInt(100)', but how in script and saving them?


    <whole action> var roll = Math.randomInt(100) + 1 if (var roll < 80) add state 51: all actors else end </whole action> <finish action> common event: 31 </finish action>

    scrap it, found another alternative way.
  13. tyranzero said:
    can help with quick code? <Main: adding chance to sequence>
    I know you found a solution, but I just wanted to offer a few tips for code-writing efficiency, good practice and action sequences as you continue work on your project.

    1) There's no point in declaring a variable that gets used once. The only thing it accomplishes is you typing more.

    2) Why add a number to something that you're just comparing to another number of your choice? So instead of declaring your variable and adding 1, your original conditional could simply have been if (Math.randomInt(100)<79)

    3) No need to put an else condition if there's nothing in it.

    4) Dead actors can't have states. So when you're using add state, you can just use the target "actors" (not that the game looking at any dead actors takes up much processing power or time, but...efficiency is efficiency)

    5) In order to execute JavaScript in your action sequences, you need to use the Eval: command. That's probably why your original sequence failed, because you declaring a variable without eval isn't recognized as an action sequence command. Amusingly, if you hadn't taken that unnecessary step, it would've worked because action sequences do evaluate JavaScript inside if conditionals.

    So your whole action could simply be:
    Code:
    if Math.randomInt(100)<79
        add state 51: actors
    end

    Good luck with your project!


  14. Action Sequence: Lightning Clap
    <Party Limit Cost: 4>

    <whole action>

    common event: 21

    common event: 11

    common event: 13

    Action Cutin User: Hue 120, BlendMode Normal

    se: Calamity Jane I'll Send you to your Deaths

    wait: 100

    common event: 2

    -----<Cast>------

    motion chant: user

    wait: 10

    animation 183: user, mirror

    wait: 10

    SHOCKWAVE: CENTER user

    animation 190: user, mirror

    wait for animation

    opacity friends not user: 0%, 20

    opacity enemies: 0%, 20

    animation 150: user, mirror

    wait for animation

    opacity targets: 0%, 20

    wait: 30

    fade out: 10

    wait: 30

    -----<Cast>-----

    -----<Background Change>---

    fade in: 10

    battleback 3 add: battlebacks1, Speedlineverticalpurple

    battleback 3 scroll speed y: -300

    zoom: 300%, 10

    move user: forward, 200, 12

    wait: 12

    opacity user: 100%, 10

    camera screen: user, center, 15

    camera focus: user, center, 15

    zoom: 100%, 300

    jump user: 500, 10

    float user: 500, 10

    wait: 20

    float user: -100, 500

    custom motion Hold2: user

    wait: 40

    animation 188: user, mirror

    wait: 40

    animation 188: user, mirror

    wait: 40

    animation 188: user, mirror

    se: Calamity Jane - know what true power is

    wait: 100

    float user: -400, 3

    opacity user: 0%, 20

    animation 180: user, mirror

    wait for animation

    -----<Background Change>---

    -----<Background Change Remove>---

    fade out: 10

    wait: 20

    battleback 3 remove

    move user: forward, 0, 12

    move user: targets, front, 20

    camera screen: target, center, 15

    camera focus: target, center, 15

    custom motion Hold2: user

    float user: 800, 3

    opacity user: 100%, 20

    opacity targets: 100%, 20

    move target: forward, 200, 12

    zoom: 300%, 10

    wait: 20

    fade in: 20

    zoom: 100%, 400

    wait: 100

    float user: 0, 5

    shake screen: 3, 5, 150

    reset camera: 400

    SHOCKWAVE: CENTER user

    animation 178: user, mirror

    animation 182: user, mirror

    animation 185: user, mirror

    move target: backward, 50, 12

    shake screen: 3, 5, 150

    jump target: 140, 12

    action effect

    common event: 27

    wait: 20

    SHOCKWAVE: CENTER user

    action effect

    common event: 27

    shake screen: 3, 5, 150

    wait: 20

    animation 187: user, mirror

    move target: forward, 50, 12

    jump target: 140, 12

    shake screen: 3, 5, 150

    action effect

    common event: 27

    wait: 20

    action effect

    common event: 27

    shake screen: 3, 5, 150

    wait: 20

    animation 186: user, mirror

    action effect

    common event: 27

    move target: backward, 50, 12

    jump target: 140, 12

    shake screen: 3, 5, 150

    wait: 20

    action effect

    common event: 27

    wait: 20

    animation 185: user, mirror

    move target: forward, 50, 12

    shake screen: 3, 5, 150

    jump target: 140, 12

    animation 187: user, mirror

    move target: forward, 50, 12

    jump target: 140, 12

    shake screen: 3, 5, 150

    action effect

    common event: 27

    wait: 20

    action effect

    shake screen: 3, 5, 150

    wait: 20

    animation 186: user, mirror

    action effect

    common event: 27

    move target: backward, 50, 12

    jump target: 140, 12

    shake screen: 3, 5, 150

    wait: 20

    action effect

    common event: 27

    wait: 20

    animation 185: user, mirror

    move target: forward, 50, 12

    shake screen: 3, 5, 150

    jump target: 140, 12

    opacity user: 0%, 40

    wait for animation

    common event: 3

    perform finish

    wait for movement

    opacity user: 100%, 20

    common event: 12

    common event: 14

    -----<Background Change Remove>---

    </whole action>

    <target action>
    </target action>

    Hey,

    it's been a while , I don't get much downtime these days so sequences are now few and far between.

    I've uploaded some new action sequences and updated some old ones as showcased in the video, I shared the lightning clap skill as I don't recall sharing. It was one the first special skills I sequenced.
  15. Does anyone have a shout like action sequence? i really want to do it myself but all the code is too difficult for me to understand, so i need to rely on other peoples action sequence for my skills. The shout is the skill that buffs up your defence
  16. jedite1000 said:
    Does anyone have a shout like action sequence?...The shout is the skill that buffs up your defence
    Can you give a more detailed explanation of what you want it to look like? Because that really doesn't sound like a skill that needs an action sequence.

    For example, in Final Fantasy Tactics, Shout has a little activation animation, then a second animation that shows him powering up. That's literally what the default skills in MV look like.

    Also, just to mention this, your profile says you use MZ. This thread is for Yanfly's Action Sequences, which are for MV. If you want help with the VisuStella action sequences, you should make a new thread in Plugin Support (but, as I said, provide way more detail than "can you make this for me").

  17. Action sequence:
    <setup action>

    display action

    immortal: targets, true

    wait: 40

    hide battle hud

    opacity not focus: 0%

    wait: 40

    motion chant: user

    motion wait: user

    se: Magic1

    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    se: Magic1

    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    se: Magic1

    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    motion guard: user

    motion wait: user

    animation 233: user

    wait for animation

    </setup action>

    <Whole Action>

    motion spell: user

    motion wait: user

    wait: 30

    projectile ani 232: start user, goal target, duration 60, arc 150, spin 3, ease inback, angle

    projectile ani 232: start user, goal target, duration 60, arc 150, spin 3, ease inback, angle, start offset +115 +115

    projectile ani 232: start user, goal target, duration 60, arc 150, spin 3, ease inback, angle, start offset +115 -115

    projectile ani 232: start user, goal target, duration 60, arc 150, spin 3, ease inback, angle, start offset -115 -115

    projectile ani 232: start user, goal target, duration 60, arc 150, spin 3, ease inback, angle, start offset -115 +115

    wait for animation

    wait: 60

    animation 2: target

    wait for animation

    action effect: target

    action effect: target

    action effect: target

    action effect: target

    action effect: target

    death break

    clear battle log

    wait: 20

    wait: 20

    opacity not focus: 100%

    </Whole Action>

    <Target Action>

    </Target Action>

    <follow action>

    show battle hud

    perform finish

    </follow action>


    This is my first shot at Irina's...I couldn't find other examples anywhere, and I hope posting to this thread is okay. If anyone has suggestions on how I can make it better, please let me know!
  18. Hello!
    I was wondering if there was a way to stop the character mid-air. Not floating but really freeze.

    My goal is to make my character jump above the enemy, stop him in the air while above the enemy, then fall on the ground very quickly.
    My only problem is to make the character freeze in the air for a short moment.
  19. PLUEVNR said:
    I was wondering if there was a way to stop the character mid-air. Not floating but really freeze.
    What's the difference? If you have him move toward the enemy while performing a float of the same number of frames, I should think that would be the effect you want. What's the difference between floating and really freezing?