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

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

  1. SlySlySly

    SlySlySly Princess Veteran

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    Hello! I created my first animation, though the big problem is that the attack is used twice and I only want it to be used once. Anyone see a problem with the code?

    Code:
    <setup action>
    display action
    perform start
    wait for animation
    cast animation
    wait for animation
    immortal: targets true
    </setup action>
    <target action>
    perform action
    motion wait: user
    action animation
    wait for animation
    action effect: target
    deathbreak
    </target action>
    <finish action>
    immortal: targets false
    clear battle log
    perform finish
    wait for movement
    </finish action>
     
  2. ramza

    ramza Lunatic Coder Veteran

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    @firestalker


    When I test your sequence, it only shows animation 136 on the user. There is no cast animation shown at all, and it doesn't happen in the middle of the zoom. Maybe make sure all your plugins are up to date. Edit: if animation 136 is your cast animation, the reason it's happening mid zoom is because you don't have a wait for zoom between the zoom in target action, and the show animation 136.


    @SlySlySly


    Your code works fine for me. Check that you don't have a skill set to repeat, or that the user doesn't have multiple attacks (from a trait or state)
     
    Last edited by a moderator: Jun 16, 2016
  3. Mega Man Volnutt

    Mega Man Volnutt Mega Man Volnutt Veteran

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    I guess it's impossible? People are ignoring me so I guess it's impossible for an if else to detect the name of the user. Got it.
     
  4. firestalker

    firestalker Veteran Veteran

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    We'll apparently the sequence isn't supposed to work if you don't have everything labelled (setup, whole, target, follow, finish) even if it's just empty.  Though it's never been a problem before.


    Plus, your the only one that's tried my sequence and had it work...  besides, the animation 136 is supposed to be the casting animation.  If you don't know what I'm talking about or if it works for you than its not problem.


    Either way, thanks for looking it over....  It's fixed, thanks.
     
  5. ramza

    ramza Lunatic Coder Veteran

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    I didn't see this earlier.


    user._name will give you it's name. eval a variable and set it to user._name, then make an if statement off the variable. It doesn't crash the game if an enemy battler uses it either, although it seems to return 0.
     
  6. Gubump

    Gubump Villager Member

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    You need to have Yanfly's Element Core. Inside of the target action, inside of the checks, before "action effect," write "force element: x" where x is the Id of the specific element. This will overwrite all other elements and change the element of the attack to the element with Id x.
     
  7. SlySlySly

    SlySlySly Princess Veteran

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    It works the same for both actors that have it, please check this.


    Screen Shot 2016-06-16 at 8.54.58 AM.png
     
  8. Gubump

    Gubump Villager Member

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    @SlySlySly


    The problem is that you're using the <target action> notetag on an attack that hits all opponents. It has to be <whole action> instead if it's an attack that hits all foes.


    Also, next time, tell us that the skill targets multiple foes when you first bring the problem up, instead of later. That changes the solution.
     
    Last edited by a moderator: Jun 17, 2016
  9. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon Veteran

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    hmm gonna take me some time to look through this whole thread.......but i'm trying to make a special skill based on omni slash from FF7......its a 9 hit skill with each hit changing element (in this pattern physicle/melee/slash, fire/melee/slash, lightning/melee/pierce, holy/melee/slash, star/melee/slash, ice/melee/slash, water/melee/pierce, dark/melee/pierce, star/melee/slash/lightning/holy/fire) in a multible angle dash slash type attack first attack goes through target, second attack knocks enemy into the air the next 4 attacks coming from all four diagnals, next two going from front to back and back to front in the middle and the final strike he raise above enemy charges the slash and then slams the enemy to ground (getting fall damage added into the attack for a 10th damage number)


    and a combo sword skill with another actor first actor charges forward and does a sword dance effect (4-8 hits based on user's agility score), while the second character does a leaping slash that lands soon as the first actor lands last blow of the sword dance
     
    Last edited by a moderator: Jun 17, 2016
  10. Nasyn

    Nasyn Warper Member

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    Hey Folks!


    So i a question that doesnt seem to be mentioned in the thread:


    Iam using spritesheets with a broader range of animations and would like to change the sprite used when moving forwards during an animation for example,


    Is that possible thing to do? :D
     
  11. GenericSpider

    GenericSpider Warper Member

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    I've been trying to make an attack sequence where both actors move to either side of the target; yet I can't get the other actor to actually move without moving the entire party.
     
  12. vishi221

    vishi221 Villager Member

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    1. how i change damage by action effect in skill
    2. notetag:

    3. move user: target, back center, 5


      wait for movement


      motion swing: user


      action effect


      move user: target, front center, 5


      wait for movement


      wait: 20


      move user: target, back center, 5


      wait for movement


      motion swing: user


      action effect ( AND HERE , I WANT CHANGE DAMAGE )
     
  13. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon Veteran

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    ok i think i messed up big in my last post.....i dont want it done for me i want a walk through on how to do it.......like a step by step......cuase i have no idea what to do even from looking at the posts here
     
  14. emelian65

    emelian65 Veteran Veteran

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    Ok, you are asking for something very complicated, you will need a more than just the Action Sequence Plug-In, you'll need the Change Battleback in battle plug-in For example this. Yanlfy elemental Core Plug-In.


    the very first way to implement an action is going to be adding this.


    <setup action>
    perform start
    display action
    immortal: target, true
    </setup action>


    This will make the actor step forward and start the action sequence, if you want any type of dialogue(you'll need another of Yanfly plug-ins, for that is the add-on to the Message Core) it should be in this place you can also add a cast animation.


    Now, I won't make the skill completely but I'll explain the two most basic actions you are asking.

    <target action>
    move user: target, front base, 24 //This will make the actor move to the front base of the battler in 24 frames, less than half a second
    wait for movement //it does what it's says

    mover user: target, back base, 24 //Will move the actor at the back of the battler
    animation X: target //Play animation number X, you have to choose a fitting animation
    wait: 12 //makes the actior wait for 12 frames
    motion swing: user //This will make the user swing their weapon*
    action effect //Perform the effect of the action, in this case the damage formula**
    face user: backward //will make the actor turn around and face the oposite direction
    </target action>

    <target action>
    motion swing: user
    wait: 6
    animation X: target
    jump target: 1000%, 36 //This will make the battler hit, jump very high into the air as if being launched
    action effect
    </target action>





     If you are willing to wait, I'll explain the rest of the skill,
     
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  15. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon Veteran

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    1. i knew it was gonna be complicated....reason i was asking for a quick step by step tutorial


    2. using all of yanfly plug ins so i have everything but change battle back


    3. i am willing to wait, learning this will help me in the future :D


    4. thank you for the help
     
  16. emelian65

    emelian65 Veteran Veteran

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    Good, the first two action are already done... it should look like this.


    <setup action>
    perform start
    display action
    immortal: target, true
    </setup action>

    <target action>
    //Slash through
    move user: target, back base, 32
    wait: 16
    animation 133: target
    motion swing: user
    action effect
    face user: backward
    wait: 32
    motion swing: user
    wait: 16

    //Send enemy up wiht a hit!
    animation 134: target
    jump target: 500%, 64
    action effect

    </target action>


    I modify a little bit the frame so its a little slower, and the jump,you need time later believe me.


    Now then before doing the hit in air step we need to understand something, the action sequence cannot stop a movement in mid-air, that means that a jumping animation is exactly that the character cannot simply stay floating in mid air, for that you need to use a the float sequence but for what I'm going to explain you is not nesesarry.


    Now you need to do two things, the first is add the next line of code just after the last action effect.


    fade out: 32 //It will turn the screen black, nesesary for transition


    the second is to create a 2 common event 1 to change the background to something pretty, and the second to restore it.

    Sin título.png


    Sin título.png





     
    Not signed in




     








    //Let's add a wit here
    Wait: 32

    //Call upon the common event you just
    made, number 1 in my example
    common event: 1

    //and other there smaller
    Wait: 24

    ////In here we are going to do even more////

    //Return then the screen t their original background
    fade in: 32

    //Screen change
    fade out: 32

    //a smal wait
    Wait: 24

    common event: 2

    //Return then the screen
    fade in: 32

    </target action>


    Are you following me up to this point? you should test it with something simpler
     
    Last edited by a moderator: Jun 21, 2016
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  17. alastordeathscythe

    alastordeathscythe Villager Member

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    Give me just a few days guys, I'm currently working on an action sequence that almost looks like FF7's knights of the round :D
    I really enjoy this part of making of the game :)
     
  18. MrPurpleDreadlocks

    MrPurpleDreadlocks Veteran Veteran

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    Hey Guys, I really love these action sequences. I decided to make a skill that is a nod to the game Disgaea, if you have heard of it.


    I decided to recreate the skill King of Beasts.


    Here it is!


    Note: I am using YEP-ElementCore as well to force change elements. To utilize the notetags you will need the plugin: Found here

    <setup action>
    #King of Beasts
    display action
    wait: 60
    immortal: targets, true
    </setup action>

    <whole action>
    hide battle hud
    camera focus: user
    zoom: 120%, 30
    wait for zoom
    opacity not hidden: 0, 60
    wait for opacity

    motion chant: user
    motion wait: user
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    se: Darkness8
    opacity user: 55%, 20
    wait: 20
    opacity user: 100%, 20
    wait: 20
    motion guard: user
    motion wait: user

    </whole action>

    <target action>
    #Moving to Target
    move user: targets, front, 20

    motion standby: user
    wait for movement
    face user: target

    #Knock Enemy Up
    #eval: alert("Attack #1");
    motion attack: user
    animation 1: target
    action effect


    jump target: 50, 30
    float target: 100%
    move target: backward, 10
    face target: user

    motion chant: user
    motion wait: user

    motion guard: user
    motion wait: user

    animation 52: user
    wait for animation


    #Pummel them with attacks! (Atk: 2 - 7)
    #2

    #eval: alert("Attack #2");
    jump user: 50, 30
    float user: 100%
    move user: targets, front, 30

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 150%
    face target: user

    #3
    #eval: alert("Attack #3");
    wait: 30
    jump user: 50, 30
    float user: 150%
    wait: 15
    move user: targets, front, 30
    face user: target

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 200%
    face target: user
    wait for movement

    #4
    #eval: alert("Attack #4");
    wait: 30
    jump user: 50, 30
    float user: 200%
    wait: 15
    move user: targets, front, 30
    face user: target

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 250%
    face target: user
    wait for movement


    #5
    #eval: alert("Attack #5");
    wait: 30
    jump user: 50, 30
    float user: 250%
    wait: 15
    move user: target, front, 30
    face user: target

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 300%
    face target: user
    wait for movement

    #6
    #eval: alert("Attack #6");
    wait: 30
    jump user: 50, 30
    float user: 300%
    wait: 15
    move user: targets, front, 30
    face user: target

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 350%
    face target: user
    wait for movement


    #7
    #eval: alert("Attack #7");
    wait: 30
    jump user: 50, 30
    float user: 350%
    wait: 15
    move user: targets, front, 30
    face user: target

    motion attack: user
    animation 1: target
    action effect

    jump target: 50, 30
    float target: 400%
    face target: user
    wait for movement

    #8
    #eval: alert("Attack #8");
    wait: 15
    jump user: 50, 30
    float user: 400%
    wait: 15
    move user: targets, front, 30
    face user: target

    motion attack: user
    force element: fire
    animation 3: target
    action effect
    wait for animation
    clear element

    jump target: 50, 30
    float target: 300%
    move target: backward, 60, 3
    face target: forward
    wait for movement

    #9 Teleport Attack (1 of 3)
    #eval: alert("Attack #9");
    animation 199: user
    animation 200: user
    move user: forward, 10
    wait for movement
    opacity user: 0%
    wait for opacity

    float user: 300%
    move user: target, back center
    face user: target
    wait for movement
    animation 199: user
    animation 200: user
    face user: target
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: ice
    animation 4: target
    action effect
    wait for animation
    clear element

    jump target: 50, 30
    float target: 350%
    move target: forward, 120, 3
    face target: forward
    wait for movement

    #10 Teleport Attack (2 of 3)
    #eval: alert("Attack #10");
    animation 199: user
    animation 200: user
    move user: backward, 10
    wait for movement
    opacity user: 0%
    wait for opacity

    float user: 350%
    move user: target, front center
    face user: target
    wait for movement
    animation 199: user
    animation 200: user
    face user: target
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: thunder
    animation 5: target
    action effect
    wait for animation
    clear element

    jump target: 50, 30
    float target: 400%
    move target: backward, 120, 3
    face target: forward
    wait for movement
    wait for animation

    #11 Teleport Attack (3 of 3)
    #eval: alert("Attack #11");
    animation 199: user
    animation 200: user
    move user: forward, 10
    wait for movement
    opacity user: 0%
    wait for opacity

    float user: 400%
    move user: target, back center
    face user: target
    wait for movement
    animation 199: user
    animation 200: user
    face user: target
    opacity user: 100%
    wait for opacity

    motion attack: user
    force element: fire
    animation 3: target
    action effect
    wait for animation
    clear element

    jump target: 50, 30
    float target: 450%
    move target: forward, 60, 3
    face target: forward
    wait for movement
    wait for animation

    #12 Slam Down to the Ground
    #eval: alert("Attack #12");
    jump user: 50, 30
    float user: 450%
    move user: target, head
    wait for movement
    animation 199: user
    animation 200: user
    motion victory: user
    motion wait: user
    wait for animation
    motion dead: user
    move user: target, head
    motion dead: target
    wait for movement


    float target: 0%
    face target: forward
    float user: 0%
    wait for float
    animation 122: target
    wait for animation
    wait: 5
    action effect

    wait: 30

    jump user: 100, 40
    move user: return, 40
    motion escape: user
    wait for movement

    </target action>


    <follow action>
    wait: 15
    opacity not hidden: 100%
    show battle hud
    immortal: targets, false
    death break

    </follow action>



    I'd appreciate any feedback, if any.
     
    Last edited by a moderator: Jun 21, 2016
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  19. Lionheart_84

    Lionheart_84 Veteran Veteran

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    WOW !!! Really beautiful!!! Remember almost Ominislash cloud of FF7, or even better the Lion Heart of Squall FF8 !!! (Could you also recreate those ???)
    However, in addition to compliments, I wanted to ask ... who uses animation in the 199 and 200 ???
     
  20. MrPurpleDreadlocks

    MrPurpleDreadlocks Veteran Veteran

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    animation 199 and 200 are custom. They are just used for teleport.


    Here's the screenshot: 


    [​IMG]
     

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