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

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

  1. jerrypylant

    jerrypylant Eventer Veteran

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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?
     
    #41
  2. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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    i would try using a common event triggered via the actions.
     
    Last edited by a moderator: Oct 27, 2015
    #42
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  3. jerrypylant

    jerrypylant Eventer Veteran

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

    Thanks! Worked perfectly!
     
    #43
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  4. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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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.
     
    Last edited by a moderator: Oct 27, 2015
    #44
  5. jerrypylant

    jerrypylant Eventer Veteran

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    Here is what you helped me do! It's a little rough ,but you get the idea.

     
    Last edited by a moderator: Oct 27, 2015
    #45
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  6. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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    i get the idea, its a fun direction.
     
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  7. Fernyfer775

    Fernyfer775 Veteran Veteran

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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!
     
    #47
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  8. Stratoforce

    Stratoforce Villager Member

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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.
     
    Last edited by a moderator: Oct 27, 2015
    #48
  9. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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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.
     
    Last edited by a moderator: Oct 27, 2015
    #49
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  10. Stratoforce

    Stratoforce Villager Member

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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

    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>
     
    #50
  11. MikeMakes

    MikeMakes Veteran Veteran

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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.
     
    Last edited by a moderator: Oct 28, 2015
    #51
  12. Tobbx

    Tobbx Veteran Veteran

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    I do not know how long the animation is so this might be off. But maybe something like this? 
     
    #52
  13. Yanfly

    Yanfly Developer

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    Deleted
     
    Last edited by a moderator: Aug 20, 2016
    #53
  14. Anime_Fusion

    Anime_Fusion Veteran Veteran

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    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>
     
    #54
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  15. Anime_Fusion

    Anime_Fusion Veteran Veteran

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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!
     
    #55
  16. erikmidnatt

    erikmidnatt Mercenary Wizard possessed by an Evil Spirit Veteran

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    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.
     
    #56
  17. Anime_Fusion

    Anime_Fusion Veteran Veteran

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    Thank you SOOOO much. It worked! :D

    https://youtu.be/IZkdWbWn6wg
     
    Last edited by a moderator: Oct 28, 2015
    #57
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  18. Tobbx

    Tobbx Veteran Veteran

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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. 
     
    Last edited by a moderator: Oct 28, 2015
    #58
  19. Anime_Fusion

    Anime_Fusion Veteran Veteran

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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/
     
    #59
  20. Tobbx

    Tobbx Veteran Veteran

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    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. 
     
    #60

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