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.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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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: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)
Code:<Target Action> if (target.isStateAffected(12345)) // stuff here end </Target Action> -
I was gonna say that best me to it lolYou 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?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> -
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.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?
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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! -
Edit: I forgot that the action sequences don't automatically wait for animations to complete. Ignore me :stickytongue:How can I make the damage of the skill show during the animation?
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something likeHow 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!
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. -
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.
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use "motion missile: user, no weapon".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.
That way the weapon won't show. -
@Yoshifull Thank you!
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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. -
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.
can help with quick code? <Main: adding chance to sequence>
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 beenif (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! -
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. -
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
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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.Does anyone have a shout like action sequence?...The shout is the skill that buffs up your defence
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"). -
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! -
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. -
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?I was wondering if there was a way to stop the character mid-air. Not floating but really freeze.