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

Discussion in 'Javascript/Plugin Support' started by Blue001, Oct 24, 2015.

  1. ThePotatoOfFire

    ThePotatoOfFire Stop, in the name of candy! Veteran

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    Try using


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


    <insert sequence>


    else
     
    Last edited by a moderator: Mar 5, 2016
  2. ThePotatoOfFire

    ThePotatoOfFire Stop, in the name of candy! Veteran

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    (IGNORE)


    It sounds like you want the attack sequence Yanfly posted, there's a link to that up top. Otherwise, If you want to use the same skill with different effects for each actor using it (this is what you said at the bottom) then an if/else statement is the way to go. From what I understand, it would look something like this:


    if user() === character x


    <sequence>


    else


    (incorrect)
     
    Last edited by a moderator: Mar 5, 2016
  3. Arkzein

    Arkzein Villager Member

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    I'm not sure if someone's already posted a thing like this, but I built a dual wield skill that swings both weapons, independent of one another's attack power. It attacks once with each weapon.

    Code:
    <target action>
    EVAL: user._weap1 = user.equips()[0];
    EVAL: user._weap2 = user.equips()[1];
    EVAL: user.forceChangeEquip(1, null);
    
    MOTION ATTACK: user
    MOTION WAIT: user
    action animation
    wait for animation
    action effect
    
    EVAL: user.forceChangeEquip(0, user._weap2);
    
    MOTION ATTACK: user
    MOTION WAIT: user
    action animation
    wait for animation
    action effect
    
    EVAL: user.forceChangeEquip(0,  user._weap1);
    EVAL: user.forceChangeEquip(1, user._weap2);
    </target action>
    Easy to use it as a weapon unleash for dual-wieldable weapons.
     
    Regino likes this.
  4. skyshadow235

    skyshadow235 Villager Member

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    That worked! Thank you! <3 <3 <3
     
  5. callter89

    callter89 Warper Member

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    When the attack ends my character, I get this.


    I need help please

    paraayudaYEP.png
     
  6. callter89

    callter89 Warper Member

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    <setup action>


    immortal: targets true


    animation 120: user


    camera focus: user, center, 5


    zoom: 125%, 5


    wait for zoom


    wait for animation


    reset zoom: 5


    reset camera: 5


    wait for zoom


    wait for camera


    </setup action>


    <Target Action>


    move user: target, front head, 4


    animation 9: target


    wait for animation


    death break


    wait for movement


    face user: target


    motion swing: user


    action animation


    action effect


    wait: 3


    move user: target, back base, 4


    animation 9: target


    wait for animation


    death break


    wait for movement


    face user: target


    motion swing: user


    action effect


    wait: 3


    move user: target, back center, 1


    animation 9: target


    wait for animation


    death break


    wait for movement


    face user: target


    move user: target, front head, 4


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    motion swing: user


    action effect


    wait: 3


    move user: target, back head, 1


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    move user: target, front base, 4


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    motion swing: user


    action effect


    wait: 3


    move user: target, back center, 4


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    motion swing: user


    action effect


    wait: 3


    move user: target, front center, 1


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    wait: 10


    move user: target, back center, 4


    animation 9: target


    wait for animation


    wait for movement


    face user: target


    action effect


    wait: 5


    </Target Action>


    I have this sequence, but does not change the next enemy to die, still banging anything


    I can do that at death an enemy but you keep hitting another living enemy?
     
  7. Coopziana

    Coopziana Veteran Veteran

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    Here is an interesting one.

    Is it possible to use this script to determine whether attack will be successful or not?


    Here's what I'd like. For Floating enemies I want my Gunner to be super effective at hitting it, but all other Melee characters (With the exception of Magic use which is 100% hit rate) only have a 50% chance at actually hitting the enemy... Because it's flying!


    It this possible or would I need another script for this? If so any suggestions?
     
  8. Riff

    Riff Eorzean Veteran

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    If you're using fixed 50% or 100% chance, you can just give enemies that's flying a 'Float' state. Then in your action sequence, you can use if...else...end to check for the state and hit with 50% chance/100% chance (using the randomInt function).
     
  9. Coopziana

    Coopziana Veteran Veteran

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    Thanks @Riff,


    Any chance anyone could give me an example of the notetag i'd use?


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

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    if (targets.isStateAffected(31)) // Float State!
    //Hit Rate = 95% - How do I reference Hit Rate?
    else
    //Hit Rate = 45%
    end
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>


    I'm not sure if this is set up correctly. If Statements are confusing to me!
     
  10. Narugami

    Narugami Villager Member

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    Hi Guys,


    im using this as an guard replacement


    <setup action>   <---- thx for that i did not see that ^^'


    perform start


    move user: FORWARD, 48, 12


    wait: 5


    </setup action>


    <target action>


    MOTION THRUST: user, NO WEAPON


    wait: 30


    action effect


    animation 1: target


    wait: 5


    <\target action>


    <finish action>


    move user: HOME, 12


    face user: FORWARD


    wait: 5


    perform finish


    </finish action>


    and my problem is that the weapon is showen due to "no weapon" command.


    And the actors don't step forward as the usually do, anyone ideas? 
     
    Last edited by a moderator: Mar 9, 2016
  11. Coopziana

    Coopziana Veteran Veteran

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    Ok so after a bit of help from a guy via private messaging I've come up with this, no error, but doesn't give the result either.


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

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    if (target.isStateAffected(31))
    { actor.setHit(0.00000001); }
    else { actor.setHit(1.00); }
    else if (target.isStateAffected(31))
    { actor.setHit(0.00000001); }
    else { actor.setHit(0.95); }
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    death break
    immortal: targets, false
    </target action>


    Can anyone see where i'm going wrong? (I don't actually want figures to be that low, I just set them that low for an extreme case so i know for sure if it's working or not). I am using Yanfly's ExtraParamFormula script.
     
  12. Volcore

    Volcore Veteran Veteran

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    Does anyone know how to animate the skill that starts at 3:32? I have tried, and tried, but don't know how to do so.
     
    Last edited by a moderator: Mar 10, 2016
  13. Coopziana

    Coopziana Veteran Veteran

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    After much time with my good old friends "Trial and Error" trying to get my Attack skill to recognise an enemy as "Floating" and then have everyone's hit rate lowered by 50% except for my gunner who will remain at 95% Hit rate on them... I think I finally figured it out. Here it is, in the hope that it will help someone out:


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

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    if target.isStateAffected(31)
    add state 33: user
    else
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    death break
    immortal: targets, false
    remove state 33: user
    </target action>


    State 33 in my database is called "Vs Floating" which is a state that inflicts "Hit Rate -50%". It is added to your actor if they are not using a missile and if the enemy is floating. This formula also maintains the action of melee attacks moving to the target to perform their attack.


    Hope this helps //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif 
     
    Moo :D likes this.
  14. Lionheart_84

    Lionheart_84 Veteran Veteran

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    your own request also would serve to me !!!
     
  15. emelian65

    emelian65 Veteran Veteran

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    Ok this should work, the only thing I couldn't get right was the jump at the end so you are free to remove it.


    Well the color is also off but that's because I don't know wich color Yanlfy used so //rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif
     
    Last edited by a moderator: Mar 11, 2016
  16. Fractal1

    Fractal1 Warper Member

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    Does this plugin not work with front view battle system? I can't seem to get it to work, all I want it to do is zoom in on player attacks. This is the note tag I've been using


    <setup action>


    CAMERA FOCUS: target, CENTER, 40


    zoom: 150%, 30


    </setup action>
     
  17. DreamX

    DreamX Veteran Veteran

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    How would I go about having an action's damage/etc performed before the animation plays?
     
  18. ThePotatoOfFire

    ThePotatoOfFire Stop, in the name of candy! Veteran

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    In the sequence, have these lines in his order:


    action effect


    action animation


    Put those lines where you want them in the sequence.
     
    Last edited by a moderator: Mar 13, 2016
  19. Narugami

    Narugami Villager Member

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    Ne question guys. Hope someone can help with it.


    I wont show the animation 122 on target when the skill misses. How can i do that?


    <setup action>


    display action


    perform start


    move user: FORWARD, 48, 12


    wait: 5


    </setup action>


    <target action>


    MOTION ATTACK: user


    wait: 30


    action effect


    animation 122: target


    wait: 5


    <\target action>


    <finish action>


    move user: HOME, 12


    face user: FORWARD


    clear battle log


    wait: 5


    perform finish


    </finish action>
     
  20. LoliSpector

    LoliSpector Warper Member

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    I've spent a lot of time trying to figure out something pretty simple with no luck.


    All I want is a skill to show a certain weapon and attack stance. Nothing fancy. I've found a few scripts in this thread that are supposed to do this. No matter what I try the actor performing the skill will do casting stance and animation then do the attack twice. On the second attack the actor holds the correct weapon but has the wrong stance. I can't figure out why the attack gets performed twice and in different ways.


    I assume the first attack with the casting animation is how it should look by default and the second is my scripted attack. I don't know how to void the original attack and just use the scripted one. I figured such a simple script would be easier to find or maybe I'm just missing something.


    Basically I want a skill attack to look just like a normal attack where the actor shows their weapon, attacks and moves back. I don't want the casting animation.
     

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