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

AirshipCanon

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Quick Question: What are the defaults [i.E. if nothing was changed] for the Setup Actions?
I can't seem to find this.
 

YEEART

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Hey guys, I'm currently using Yanfly's basic attack sequence where if you have a ranged weapon, they don't move towards the enemy, but if you have a melee weapon, they do.

Here:

<setup action>

display action

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

</target action>

Can anyone add in a zoom function, where the camera slightly zooms in onto the target selected while you're attacking? Thanks.
 
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Sindaine

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Hi there,

Something like below might work for you. Just change the zoom "%" if it's not enough.

if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10camera focus: target

zoom: 125%

wait for zoom
attack animation: target
wait for animation
action effect

wait: 20

reset camera: 20

reset zoom: 20
Hope it helps,

Sindaine
 

Ghost of Christmas Kloe

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@Sindaine

Your target tags do not show up, I'd recommend replacing them in the future but for now I will edit a version with the target tags there, so people can copy it!  :)

<target action>

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

move user: targets, front, 20

else

perform start

end

wait for movement

motion attack: user

wait: 10

camera focus: target

zoom: 125%

wait for zoom

attack animation: target

wait for animation

action effect

wait: 20

reset camera: 20

reset zoom: 20

</target action>
EDIT: Sorry if I sound mean... that was not my intention but re-reading this, it sounds rather mean... sorry.
 
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Riff

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Hello.

Anyone knows how to time the 'action effect' with an animation? Let's say an animation has 15 frames, and i want damage to pop up at frame 3, 9 and 15. Any idea?

I remember reading somewhere that game frame is not equal to animation frame.

Thanks in advanced!
 

dragonhart2

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Hello.

Anyone knows how to time the 'action effect' with an animation? Let's say an animation has 15 frames, and i want damage to pop up at frame 3, 9 and 15. Any idea?

I remember reading somewhere that game frame is not equal to animation frame.

Thanks in advanced!
try doing it this way:

animation x: targetwait: 3

action effect

wait: 6

action effect

wait: 6

action effect
the wait values total to 15 frames. it should work or you can make adjustments.
 

MuteDay

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i was wondering if someone could design one for a wait command :)  

i tried my hand at thse but they just are not my cup of tea
 

Sindaine

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Hi everyone,

I apologize for this noob question. I'm currently learning java script, so forgive me. I'm making a skill that is stealing a random amount of mana and hp from enemies at the same time, but using the "MP -variable x: target, show" command will take more mana away from an enemy then the enemy actually has. If the enemy has 0, it still takes a random amount because that's what my variable is telling it to do. I know the solution is a simple "If" statement.

I know it needs to read something like:

if $gameTroop.members()[enemyIndex].Mp() = 0

mp -0: target, show

mp +0: user, show

else

mp -variable x: target, show

mp +variable x: user, show

end

But I don't know the right call for the enemy's mp nor how to figure out what the targeted enemy's index is. I know there's a script list out there, but it doesn't tell you how to get these parameters, just how to actually change the mp.

Thanks in advance,

Sindaine
 
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ksart

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Hey there! I have a skill in mind similar to FF6 Cyan's quadraslam where it slashes 4 times one on each target but have NO clue how to even begin setting that up.

I get the feeling I would need to use if/else statements like

if targets = > 1

  attack target 1,

  attack target 2,

  so on

else

  all 4 slashes target 1

first slash would move to bottom left facing away, second to top right facing home, third to top left facing away, fourth to bottom right facing home finish would jump to center of screen facing targets then jump to home

any help in this regard would be amazing
 
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Aidensmercy

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I seem to having an issue... everything looks good to me, but for some reason i cant see the animation for my attack at all, all i see is the screen flash's that i added to the animation, then the enemies take damage.

It's a summon, it's all done in one animation (#140), I want the hud to dissapear, the user to step forward and float a little, the party to dissapear, then the user dissapear, then the animation/damage, then everyting returns to normal.

this is what i have so far.

<target action>hide battle hud

</target action>

<whole action>

move user: forward, 48, 12

wait for movement

motion chant: user

float user: 50%, 60

wait for float

action animation

opacity not focus: 0%, 60

wait for opacity

opacity user: 0%, 60

wait for opacity

ani wait: 20

animation 140: enemies

ani wait: 60

action effect

action effect

action effect

immortal: target, false

Wait 30

</whole action>

<follow action>

opacity not focus: 100%, 60

wait for opacity

opacity user: 100%, 60

wait for opacity

float user: 0%, 60

wait for float

show battle hud

</follow action>
 

alucard8387

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Here's one for my wild fighter character

It damages the ally as well, hence the animation

<whole action>

motion guard: user

move user: forward, 700, 10

motion attack: user

wait for movement

shake screen: 8, 8, 30

action animation

action effect

float user: 155%, 60

wait for float

face user: backward

move user: backward, 650, 10

motion swing: user

action animation: all actors

motion escape: user

wait: 60

motion dying: all actors

wait: 60

wait for movement

float user: 0, 20

move user: home, 20

wait for movement

</whole action>

Here's one where she injures herself too

<whole action>

motion guard: user

move user: forward, 600, 20

motion attack: user

wait for movement

action animation

action effect

face user: backward

move user: backward, 300, 40

motion dying: user

wait for movement

move user: backward, 350, 20

motion dead: user

wait for movement

move user: home, 20

</whole action>
 

ksart

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hey so either i'm missing something or i've run into a bug. I have 1 skill that uses opacity to make the user disappear and the very next skill i built doesn't yet on every test the user disappears with the new skill....

heres the one that causes user to disappear... i called it "phantom blade"

<setup action>

perform start

move user: targets, front center

wait for movement

animation 3: user

ani wait: 10

immortal: targets true

</setup action>

<target action>

camera focus: target

opacity not focus: 0%

zoom: 120%, 3

tint screen: night, 1

wait for zoom

move user: target, front center

wait for movement

opacity user: 0%

wait for opacity

animation 32: target

ani wait: 20

move user: target, back center

wait for movement

opacity user: 100%

wait for opacity

</target action>

<whole action>

</whole action>

<follow action>

zoom: 100%, 60

opacity not focus: 100%

tint screen: normal, 2

move user: targets, front center

wait for movement

immortal: targets false

action effect

</follow action>

<finish action>

perform finish

</finish action>
and heres the new skill that SHOULDN'T make the user disappear, called "frozen dive"

<setup action>

perform start

move user: targets, front center

wait for movement

animation 3: user

ani wait: 10

immortal: targets true

</setup action>

<target action>

camera focus: target

zoom: 120%, 3

tint screen: -50, -50, 50, 0, 1

wait for zoom

move user: target, base

wait for movement

jump user: 300, 20

motion attack: user

motion wait: user

animation 33: target

ani wait: 20

</target action>

<whole action>

</whole action>

<follow action>

zoom: 100%, 60

tint screen: normal, 2

move user: targets, front center

wait for movement

immortal: targets false

action effect

</follow action>

<finish action>

perform finish

</finish action>
i went over the new one in notepad to make sure that opacity tags had been removed (i copy/pasted from phantom blade) and have saved the game file since the changes but every test of the skill makes the actor go invisible and doesn't return at skill end.

Edit: nevermind, i figured out the issue which was more of user-error than anything. I've updated the motions in case anyone wants to use them as a base.
 
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pavilion5097

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So ive been trying to make a basic special attack and im getting close but having 1 slight problem.

<Target Action>

move user: backward, 200, 20

action animation

motion missile: user

wait for movement

face user: forward

motion missile: user

wait for movement

face user: forward

motion missile: user

wait for movement

face user: forward

motion missile: user

wait for movement

face user: forward

motion missile: user

wait for movement

face user: forward

action effect

perform finish

wait 200

</Target Action>

This is doing almost everything i want but the charcter keeps turning back and forth after every attack instead of facing forward.. I though using the face user: forward would work but that didnt do anything to help.

Essentially this skill is supposed to have the archer move back and shoot 5 times then move back. Another problem i was having besides the charcter turning back and forth was as this attack was ending the next charcter would  already be attacking which is why i have the wait 200 there. If anyone can either point me in the right direction or help me out it would be greatly appreaciated.
 

ksart

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@Pavillion5097

You don't need to add the wait if you also use the tags

<follow action>

Action effect

</Follow action>

<Finish action>

Perform finish

</Finish action>

Instead of having everything in target action

As far as the facing issue... maybe instead of forward try target? I wish i could be more helpful but unfortunately on phone at work. Hopefully someone else can help youget your build right
 

pavilion5097

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Thank you i ended up figuring it out with your bit of advice and looking at others attacks they have made so i think im starting to get the hang of the attack animations ^_^
 

firestalker

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I'm trying to make the user of a healing Item move to the target of the Healing Item, but no matter what I do all the user does is spins in place really fast once or twice and then uses the item and the battle continues.  What am I doing wrong?

The Help file is confusing...  though I have managed to interpret it a little bit, there is still a crap load of other stuff that makes no sense to me.

Here is the Notetag I'm using for my "Potion" Item:

<setup action>

CAMERA FOCUS: user, CENTER

ZOOM: 150%, 30

wait for zoom

wait for camera

display action

</setup action>

<target action>

move user:targets, front center, 40

wait for movement

motion item: user

wait: 5

action animation

wait for animation

action effect

</target action>

<finish action>

move user: home

wait for movement

face user: forward

reset zoom

wait for zoom

</finish action>
 The camera portion does exactly what it's meant to do, but that's it...  everything else doesn't seem to do anything except the action effect and animation.  Help?
 

Riff

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I'm trying to make the user of a healing Item move to the target of the Healing Item, but no matter what I do all the user does is spins in place really fast once or twice and then uses the item and the battle continues. What am I doing wrong?

The Help file is confusing... though I have managed to interpret it a little bit, there is still a crap load of other stuff that makes no sense to me.

Here is the Notetag I'm using for my "Potion" Item:

The camera portion does exactly what it's meant to do, but that's it... everything else doesn't seem to do anything except the action effect and animation. Help?
Change this line:

move user:targets, front center, 40

To this:

move user: targets, front center, 40

Dont forget the spacing. :)
 

firestalker

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Change this line:

move user:targets, front center, 40

To this:

move user: targets, front center, 40

Dont forget the spacing. :)
I'm going to slap my own face if it's something as simple as a spacing error... :headshake:

*SLAP!* I spent hours last night trying to get that to work and you fixed it with a simple spacing catch... :guffaw: God, I feel stupid!
 
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Miseryfactory77

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Okay I use to use the english tenkentai in vx ace and I had some really cool skills I made on there and would like help replicating them if anybody knows how. first off my actor would swing theire swords and a slicing cut would travel from them to the target and bam it would cut through the target and damage them. 

So I understand somewhat how to move the target and what not but my question is  can i move animations the same way i move sprites? Like i want to throw fireballs and objects and etc whats a list of commands for that. I also had a blaze kick attack that i made in tankentai where my actor ran up to the target and did a backflip just as the blow fire animation played out it looked awsome. Then last but not least I made one where My actor jumped from his starting postion while spinning tucked into a ball in the center of the screen and comes down punching the ground creating an earthquake that damaged all enemies.

But im like how can i make those skills with these whole actions etc.

Is there a list of code language i can put in the notebox like rotate actor ect. I think if i could figure out how to replicate those skills I would be able to prt over others. So if anybody could help at least get me started or confirm if I can have the animation moves like a projectile rather than just appear that would be great as well.

Im hoping I can I like mv more but i worked hard making those skills and trying to figure how to make them happen in this version.
 

Ghost of Christmas Kloe

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Okay I use to use the english tenkentai in vx ace and I had some really cool skills I made on there and would like help replicating them if anybody knows how. first off my actor would swing theire swords and a slicing cut would travel from them to the target and bam it would cut through the target and damage them. 

So I understand somewhat how to move the target and what not but my question is  can i move animations the same way i move sprites? Like i want to throw fireballs and objects and etc whats a list of commands for that. I also had a blaze kick attack that i made in tankentai where my actor ran up to the target and did a backflip just as the blow fire animation played out it looked awsome. Then last but not least I made one where My actor jumped from his starting postion while spinning tucked into a ball in the center of the screen and comes down punching the ground creating an earthquake that damaged all enemies.

But im like how can i make those skills with these whole actions etc.

Is there a list of code language i can put in the notebox like rotate actor ect. I think if i could figure out how to replicate those skills I would be able to prt over others. So if anybody could help at least get me started or confirm if I can have the animation moves like a projectile rather than just appear that would be great as well.

Im hoping I can I like mv more but i worked hard making those skills and trying to figure how to make them happen in this version.
I dont think moving animations or rotational is currently possible but you can make animations which APPEAR to move by drawing the animation moving left on the actual animation, if that makes any sence? 
 

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