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

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Started by Blue001 2126 posts Page 97 of 107 View original ↗
  1. When he is in a floating motion, there's still some kind of movement. But I need no movement at all.
  2. @PLUEVNR I think you'll have to get a plugin extension or find some other workaround. I don't know of anything you can do with action sequence commands that will result in nothing moving (either the actor is doing a motion or is being moved on the screen).
  3. Because I looked around all over for a simple Boomerang and Arrow AS....but didnt find any.. here is mine.. Its also set up for dynamic weapon sprites (the weapon matches the one equiped) simply change the X parts to the Actor, Weapon ID, Icon ID, and animation ID you want to use. The numbers all need to be tweaked to match your sprite... mine matches custom made battlers.

    NOTE: these also require Irina's Action Sequence Impact Plugin to work thank you @ATT_Turan for the catch. i knew i was forgetting something in the share :)

    Boomberand
    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    </target action>

    <follow action>
    if $gameActors.actor(X).hasWeapon($dataWeapons[X])
    projectile icon X: start user, goal target, start offset +50 +10, arc 50, spin 1.5, InOutSine
    wait for projectile
    projectile icon X: start target, goal user, goal offset -25 -1, arc -50, spin 1.5, InOutSine
    animation X: target
    action effect
    else if $gameActors.actor(X).hasWeapon($dataWeapons[X])
    projectile icon X: start user, goal target, start offset +50 +10, arc 50, spin 1.5, InOutSine
    wait for projectile
    projectile icon X: start target, goal user, goal offset -25 -1, arc -50, spin 1.5, InOutSine
    animation X: target
    action effect
    end
    </follow action>

    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log
    wait for movement
    wait for effect
    </finish action>

    The Arrow angle is assuming your icon has the arrow that is from corner to corner on the sheet.
    Arrow
    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    </target action>

    <follow action>
    if $gameActors.actor(X).hasWeapon($dataWeapons[X])
    projectile icon X: start user, goal target, start offset +50 +10, angle 45, InExpo
    wait for projectile
    animation X: target
    action effect
    else if $gameActors.actor(X).hasWeapon($dataWeapons[X])
    projectile icon X: start user, goal target, start offset +50 +10, angle 45, InExpo
    wait for projectile
    animation X: target
    action effect
    end
    </follow action>

    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log
    wait for movement
    wait for effect
    </finish action>
    They are not perfect... and if anyone wants to imporve on them.. i welcome it. I just wanted to put out some really simple AS for those of us that are AS dumb.
  4. @gothicvoid You might want to edit your post to let readers know it requires Irina's Action Sequence Impact for the projectile commands to function, which is a paid plugin on top of Yanfly's Action Sequences.
  5. Just out of curiosity, has anyone tried to replicate Therese's Megaton Fist? Shown here:



    Wanna use it as a base for a similar skill in my game
  6. Heya!
    A very simple question I haven't found an answer to yet.

    I've got a skill in Special category which plays standard attack motion instead of magic cast - I managed to do accomplish that on my own!

    However, when the skill stops playing instead of Guard motion on my character I get Chanting motion which doesn't look good and doesn't make sense. I've checked system tab and Special is not listed in SV magic skills in top right - the place where you define which skills get Chanting. Btw I'm using moghunter's ATB plugin if that helps.
  7. GumboSoup said:
    when the skill stops playing instead of Guard motion on my character I get Chanting motion
    Behavior outside of the skill isn't affected by action sequences. (for that matter, why would you see Guard after a skill is performed, either? They should stand normally)

    I'd look at the MogHunter plugin, perhaps try a thread in plugin support for it (although working with his stuff is often difficult).
  8. ATT_Turan said:
    Behavior outside of the skill isn't affected by action sequences. (for that matter, why would you see Guard after a skill is performed, either? They should stand normally)

    I'd look at the MogHunter plugin, perhaps try a thread in plugin support for it (although working with his stuff is often difficult).
    I am noticing very strange things...

    When I remove mog's ATB, I get normal Guard pose. So that implicates its his plugin that causes trouble.

    However, When I try out mog's plugin demo and turn on side-view battle, I can see that after a Special skill use the actor takes Guard pose, rather than Chant... So, it is not his plugin that is causing this. A direct contradiction to above observation...

    I am very confused now.
  9. GumboSoup said:
    When I remove mog's ATB, I get normal Guard pose. So that implicates its his plugin that causes trouble.
    Oh...huh! I'm sorry, I was wrong. It's been so long since I used the default combat system that I didn't realize apparently that is normal, to go into Guard after your turn. I wonder if that's because my project started as an earlier version, or because of the combat system I'm using...anyway!
    GumboSoup said:
    However, When I try out mog's plugin demo and turn on side-view battle, I can see that after a Special skill use the actor takes Guard pose, rather than Chant... So, it is not his plugin that is causing this. A direct contradiction to above observation...
    Not really. You're comparing it to Mog's demo, which is all of his plugins put together and working as intended. When you have different plugins from different authors, it is extremely common to get conflicts that make parts of them work in unexpected ways.

    Regardless, I repeat my suggestion that you start your own thread asking for help with this, I don't see how this has anything to do with a pre-made action sequence.
  10. ATT_Turan said:
    Oh...huh! I'm sorry, I was wrong. It's been so long since I used the default combat system that I didn't realize apparently that is normal, to go into Guard after your turn. I wonder if that's because my project started as an earlier version, or because of the combat system I'm using...anyway!

    Not really. You're comparing it to Mog's demo, which is all of his plugins put together and working as intended. When you have different plugins from different authors, it is extremely common to get conflicts that make parts of them work in unexpected ways.

    Regardless, I repeat my suggestion that you start your own thread asking for help with this, I don't see how this has anything to do with a pre-made action sequence.

    Sorry for intruding, but I was playing with action sequences and hit upon that problem... wasn't quite sure that it was mog's plugin that was causing this.
    Update: It is definitely the two plugin families not liking each other. When I turn off yanfly's battle engine core mog's ATB state animations play correctly.
    I will bugger off to mog's thread now and bother people there instead.
    Thanks for your patience and sorry for distraction!
  11. GumboSoup said:
    Sorry for intruding, but I was playing with action sequences and hit upon that problem... wasn't quite sure that it was mog's plugin that was causing this.
    It would still be a thread in plugin support about Yanfly's stuff, not one about written action sequences :wink:
    GumboSoup said:
    Update: It is definitely the two plugin families not liking each other. When I turn off yanfly's battle engine core mog's ATB state animations play correctly.
    Try repositioning them, it might be as simple as which plugin is above the other in the plugin manager.

    Good luck!
  12. Hello there :)
    I need help with a skill

    My character is an archer, she needs to shoot 5 arrows. Each arrow has to hit 1 enemy randomly.
    I tried different stuffs but nothing works and I really have no clue on what I should do.

    If someone has an idea or a solution...
    Thank you!
  13. PLUEVNR said:
    My character is an archer, she needs to shoot 5 arrows. Each arrow has to hit 1 enemy randomly.
    I tried different stuffs but nothing works and I really have no clue on what I should do.
    You should always post the things you've tried that didn't work, so we have a starting point to help you.

    Have you looked through the pre-made action sequences other people have provided in this thread? I'm pretty sure there are several "attack random target" skills already in here for you.

    You could also look at the Chain Lightning Tip & Trick for a way to set up random targeting outside of the action sequence.

    If you can't find something that does what you want, post what you have and describe what part isn't doing what you want.
  14. I don't remember what I did first, but then I tried what @Aesica did there but with 1 oponent and it doesn't work. (I've added his/her plugin)

    Aesica said:
    So I figured I'd try throwing together a video of some action sequences I made for a game I'm making for the 1 map challenge.



    These use YEP_X_ActSeqPack1, YEP_X_ActSeqPack2, and my own AES_ActSeqEx (for random target selection and the faked multi-ability attacks seen at the very end)

    Fatal System Error's Action Sequence
    Code:
    <Whole Action>
    battleback 800 add: battlebacks1, SolidBlack
    perform action
    motion abnormal: user
    wait: 30
    motion dying: user
    animation 135: user
    wait: 30
    motion dead: user
    wait for animation
    text: \i[4]Electromagnetic Discharge
    wait: 15
    battleback 900 add: battlebacks1, BlurDarkStatic1, 180
    battleback 900 opacity: 25%
    battleback 900 scroll speed x: +3
    battleback 900 scroll speed y: +1
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    animation 136: random 3 opponents
    wait: 20
    action effect: same
    wait: 20
    battleback 900 remove
    wait: 30
    clear battle log
    text: \i[26]Reboot
    animation 137: user
    wait for animation
    hp +100%: user
    mp +100%: user
    motion dying: user
    wait: 30
    battleback 800 remove
    perform finish
    </Whole Action>
    <Target Action>
    </Target Action>

    Edit: "Molecular Destabilizater"

    Damn it! :D


    My skill :
    Code:
    <setup action>
        IMMORTAL: targets, true
        move user: forward
        display action
    </setup action>
    
    <whole action>
        wait: 10
        motion missile: user
        SE: Bow5, 50, 100, 0
        wait: 10
        motion missile: user
        SE: Bow5, 50, 100, 0
        wait: 10
        motion missile: user
        SE: Bow5, 50, 100, 0
        wait: 10
        motion missile: user
        SE: Bow5, 50, 100, 0
        wait: 10
        motion missile: user
        SE: Bow5, 50, 100, 0
        wait: 10
        wait: 30
        animation 176: random 1 oponent
        wait: 20
        action effect: same
        animation 176: random 1 oponent
        wait: 20
        action effect: same
        animation 176: random 1 oponent
        wait: 20
        action effect: same
        animation 176: random 1 oponent
        wait: 20
        action effect: same
        animation 176: random 1 oponent
        wait: 20
        action effect: same
    </whole action>
    
    <finish action>
        wait: 10
        clear battle log
        IMMORTAL: targets, false
        move user: home
        face user: forward
    </finish action>
  15. PLUEVNR said:
    I don't remember what I did first, but then I tried what Aesica did there but with 1 oponent and it doesn't work.
    You're misspelling the word "opponent."
  16. Oh... That was that
    thanks
  17. Hello, I wanted to know if there is actions sequences based on AOE attacks in the thread like a shockwave for example, please.
  18. Is it possible to flip or rotate battlers during action sequences in MV?
  19. chobokid said:
    Is it possible to flip or rotate battlers during action sequences in MV?
    Action Sequence 2 has the Face command.
  20. ATT_Turan said:
    Action Sequence 2 has the Face command.
    But is there a way for a SV actor or battler to do a 180 or 360 within an action sequence?