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

jerrypylant

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I'm not sure if this is the right place to ask this or not, but in yanfly battle engine core is there a way to show picture during an action?
 

erikmidnatt

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I'm not sure if this is the right place to ask this or not, but in yanfly battle engine core is there a way to show picture during an action?
i would try using a common event triggered via the actions.
 
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jerrypylant

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Wow. I derped.....didn't even think about that....
 

Thanks! Worked perfectly!
 

erikmidnatt

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Glad it worked as I totally bombed on the spelling and could have caused confusion...i have found so far at least if the common event is in the traits list it fires anyway...so not sure the advantage yet of the plugin for this particular purpose. Plugin on or off, if the common event is in the traits it works.

I thought the advantage was timing of the call. which turns out to the the case. What I was missing was overriding the default system call for the common event. Once I blanked that out, it fired when I wanted to.

I *think* the default was firing in the FINISH stage, which I didn't want. I wanted it to fire in the setup phase, and have solved that with a very simple note of

<setup action> action common event</setup action><finish action></finish action>Not sure if i should put more in the finish action or not. but since I don't have any special target movement, this works for me.
 
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Fernyfer775

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Here's a small preview of some of the abilities I've come up with in my game. I'm getting the hang of this whole action sequence thing! :D




If anybody wants some tips on how to create sequences, feel free to ask, I am having a blast with these!
 

Stratoforce

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This will be a dumb series of questions but as I said before I am pretty bad at this in general. I can take something someone already made and slowly figure out. But, I will start with Fernyfer. 

How did you get the slash images to stay for the multi-slash attack near the end? I answered this myself. Just realized it was a default animation, I am derpy.

Also, how would I get animations to appear in specific spots around the monster. For example, if I wanted to say have an magical arrow appear in the usually front head spot.
 
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erikmidnatt

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misread question..

You can move battlers to certain positions around a target, but animations are still animations. You can pick the target for the animation but it will play a regular animation from the database. So set it up best you can in the animation section, normally you don't see overly specific stuff like this because each battler can be a different height.
 
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Stratoforce

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misread question..

You can move battlers to certain positions around a target, but animations are still animations. You can pick the target for the animation but it will play a regular animation from the database. So set it up best you can in the animation section, normally you don't see overly specific stuff like this because each battler can be a different height.
Thanks, makes sense! So another question maybe someone can help me with. In this attack, the character fires the gun twice, then does the barrage. I was wondering if possible, where and how would I have the barrage part hit 5 times for actual damage, and not just the animation?

 <target action>

hide battle hud

opacity not focus: 0, 20

wait for opacity

motion attack: user

attack animation: target

wait for animation

action effect

motion attack: user

attack animation: target

wait for animation

motion attack: user

animation 112: target

wait for animation

action effect

wait 1

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
 

MikeMakes

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I have set up battler walking and walking back animation sprites because actors seem to just slide out when they attack. I replaced motions I sure I won't need and won't conflict with the system. How do I make it that it plays out the motion of actually walking out and walking back when they attack and after attacking?

I can change the motion right now, but it lasts only 1 frame before it goes into attack motion.

<setup action>

motion missile: user

</setup action>

*Missile motion has been replaced by a walking out sprite.
 
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Tobbx

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Thanks, makes sense! So another question maybe someone can help me with. In this attack, the character fires the gun twice, then does the barrage. I was wondering if possible, where and how would I have the barrage part hit 5 times for actual damage, and not just the animation?

 <target action>

hide battle hud

opacity not focus: 0, 20

wait for opacity

motion attack: user

attack animation: target

wait for animation

action effect

motion attack: user

attack animation: target

wait for animation

motion attack: user

animation 112: target

ani wait: 3

action effect

ani wait: 3

action effect

ani wait: 3

action effect

ani wait: 3

action effect

ani wait: 3

action effect

wait for popups

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
I do not know how long the animation is so this might be off. But maybe something like this? 
 

Anime_Fusion

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@Fernyfer775 I like just tried it, I like. I'm going to save this one to the library and tweak as needed :)
I used your attack code and altered it to where the characters jump toward enemy, or slightly toward while using escape/evade motions to give the illusion of the jump. Try it out!

<setup action>

display action

immortal: targets, true

</setup action>

<target action>

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

motion evade: user

jump user: 100, 40

move user: target, front, 40

wait for movement

motion attack: user

wait for motion

else

wait for movement

jump user: 50, 20

move user: forward, 250, 20

wait for movement

motion attack: user

wait for motion

end

attack animation: target

wait for animation

action effect

face user: forward

jump user: 100, 40

move user: return, 40

motion escape: user

wait for movement

</target action>
 

Anime_Fusion

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also, does anyone know how to show a separate animation other than the one the skill is linked to? I want to display angel wings on my user, then perform action animation on target. Thanks!
 

erikmidnatt

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also, does anyone know how to show a separate animation other than the one the skill is linked to? I want to display angel wings on my user, then perform action animation on target. Thanks!
Would this work?

 Skill Notetag:

 *   <Cast Animation: x>

 *   Sets the skill's cast animation to animation ID x. Setting x to zero will

 *   cause the skill to not have any animaton at all.
 

Tobbx

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<Target Action>

opacity not focus: 0%, 30

wait for opacity

hide battle hud

move user: target, front base, 20

wait for movement

jump user: 200, 30

motion swing: user

wait for motion

action animation

wait for animation

action effect

move user: home, 20

face user: forward

opacity not focus: 100%, 30

wait for opacity

show battle hud

<\Target Action>
No matter what i do my actor will lag for a bit in the air before performing the attack motion. I have no idea how to fix it...  >_>  The strangest part is that it only happens the first time. If i perform the skill two times in a row the lag is gone the second time. Seems strange. 
 
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Anime_Fusion

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No matter what i do my actor will lag for a bit in the air before performing the attack motion. I have no idea how to fix it...  >_>  The strangest part is that it only happens the first time. If i perform the skill two times in a row the lag is gone the second time. Seems strange. 
There has been alot of issues with lag. I sometimes have it happen during certain skills as well. I haven't tried this yet, but there is a thread on lag

http://forums.rpgmakerweb.com/index.php?/topic/46846-rpg-maker-mv-lag-solution/
 

Tobbx

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There has been alot of issues with lag. I sometimes have it happen during certain skills as well. I haven't tried this yet, but there is a thread on lag

http://forums.rpgmakerweb.com/index.php?/topic/46846-rpg-maker-mv-lag-solution/
It's only this one for me. And i tried it in a normal test play. If i started a new game the first battle had the lag on this specific skill. But after that if i entered a new battle the lag was gone. Like the engine learn after one use how to display the skill without lag. Superwierd. 
 

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