Unfortunately this only makes timed attacks work with action sequences, not button combinations to trigger action sequences branching. I have asked about this and there is no reply yet. Also asked about characters having their weapons held out during battle in an idle stance and no word yet. Seems easy
@sirgames - It's cool, but it visually obscures and slows the pace of battle. I guess I could use it for special break out skills or something though.
I wish Yanfly could update this tag so you can copy specific segments (like setup alone, for example):
<action copy: x:y>
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y
is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences,
the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use
this notetag, it will take priority over any custom that you’ve placed in the notebox.
I'm trying to make a reference skill whose animation either involves the user moving up and hitting or hitting from afar. It makes it easier for me when applying the <action copy> tag. I'm using
if (this.skill().damage.elementId === physical)
but getting an "undefined is not a function" error. Not sure if I can't use that evaluation or I'm making a mistake. Code:
I could be worng but it seems to use the <Setup Action></Setup Action> as another attack phase, don't know if it is possible tough as I don't have the program for testing but I suppose it should be something like.
The sequence when he goes attacking radnomly is probably like this, and the action is set to target 4 random enemies or it is using his target core for random five enemies
<target action>
move user: target, back base, 12}
action animation (this one seems to be the normal attack animation)
action effect
</target action>
The last action doesn't make sense to me is either a whole action with a different formula(which I don't know if it is possible), or it calls a common event that calls a different action, it should be soemthing like
it also seems to be a forced critical hit so... it is probably another action. goign to test it more tonight, sorry ofor the delay.
I'm trying to make a reference skill whose animation either involves the user moving up and hitting or hitting from afar. It makes it easier for me when applying the <action copy> tag. I'm using
if (this.skill().damage.elementId === physical)
but getting an "undefined is not a function" error. Not sure if I can't use that evaluation or I'm making a mistake. Code:
Maybe with the element id intead of the name? for example by default physical doens't have an Id but you could add it at the end and it would be like 9 or something.
if not maybe this.isPhysical() could also work, the skill would need to be physical intead of magical or certain.
Nope, at least not right know, the actor possitions are prestablished by a core plugin, and byt that I mean one that makes the programm work, so right know is impossible to do.
Hi! So I am making a game and am kind of new to Action Sequence Pack, I was wondering if you could help me with a sequence. If you can help me that'd be great!
The person had requested for " All I want is a skill to show a certain weapon and attack stance. "
How do I edit this or any skill to show any weapon I want (Thus, not working with the user's equipped weapon). Is the work around to have animations for each weapon? Or is there a simpler way?
One of Yanfly plug ins I belive it was Weapon Animation it allows you to define with notetags all the weapons a character can use and also what is the weapon he uses in attack you can make a character use an infinite number of weapons using states and if conditionals, or 3 different weapons (one for each motion sequence swing, thurst, missile) not using either.
Yanflys Weapon Animation plugin allows switching the weapon graphic mid animation or per skill. So theoretically you could have someone use a sword and then a flail etc. Would be cool for a weapon master like Firion from FF2 or Dissidia more specifically.
I'd like to know how to make the battlers always have their weapon displaying like a modern FF game or any modern RPG really.
You can't, not because it is impossible, you just need to be a talented artis as is not a question of plugin but of art, to edit any of the motions in the battler sheet o to display a weapon with them.
@emelian65 thanks but where can I learn how to set up custom battlers? It would need to be larger than the current player generator sheet size to fit their weapon in manually. Also frankly cutting and pasting a weapon graphic into the battler would be extremely easy, I just don't know the code or whatever is needed to choose the frames from the sheet.
@emelian65 thanks but where can I learn how to set up custom battlers? It would need to be larger than the current player generator sheet size to fit their weapon in manually. Also frankly cutting and pasting a weapon graphic into the battler would be extremely easy, I just don't know the code or whatever is needed to choose the frames from the sheet.
You can use this: Templates and Guideline's for the frames and I believe you can use custom sheets without muhc problem, you just need to make sure that they are dividible, by 9 W and 6 H, but I don't actually know that.
Maybe with the element id intead of the name? for example by default physical doens't have an Id but you could add it at the end and it would be like 9 or something.
if not maybe this.isPhysical() could also work, the skill would need to be physical intead of magical or certain.
One of Yanfly plug ins I belive it was Weapon Animation it allows you to define with notetags all the weapons a character can use and also what is the weapon he uses in attack you can make a character use an infinite number of weapons using states and if conditionals, or 3 different weapons (one for each motion sequence swing, thurst, missile) not using either.
Ah, true. Oh and I was referring to the element, as in fire, physical, etc (So not physical/magical/certain). I switched physical to a number, but still get the same error.
I worked around with user.isLearnedSkill(x) and taught my actors additional skills for the new conditional check (it works).
Weapon Animation cannot be applied to skills. My skills use different weapons. However, I created multiple states for each weapon. My skill now calls the relevant state and removes it at the end. The action motion by the skill uses the correct weapon now.
However! How may I obtain a chant-like motion with the book?
motion swing/thrust/missile causes the weapon to be swung, etc.
motion chant/spell/etc does not display any weapon.
I would like to have the item displayed, but not swung. The book in particular (29th item on Weapon3.png) has a nice graphic (the left-most image of the three books where it appears "still"/"in place")... but I do not know how to have that particular image appear alone to give the impression as if the actor is charging/using the spell book.
Also, I have skills that "throw" the weapons. I'm just having the actor stay in place and use the motion swing animation. However, for Bow the left-most image of the three bow images appears as well (that's where the arrow actually appears alongside the bow). It gives the impression as if the bow is being fired, which I do not want.
Is it also possible to have a motion swing animation stay out for a longer period of time? If yes, I could summon an invisible actor... apply the animation to that invisible actor and then move that actor to the target - It would look as if the weapon is flying, but since it only lasts for a short while, it would disappear too soon.
Ah, true. Oh and I was referring to the element, as in fire, physical, etc (So not physical/magical/certain). I switched physical to a number, but still get the same error.
I worked around with user.isLearnedSkill(x) and taught my actors additional skills for the new conditional check (it works).
However! How may I obtain a chant-like motion with the book?
motion swing/thrust/missile causes the weapon to be swung, etc.
motion chant/spell/etc does not display any weapon.
I would like to have the item displayed, but not swung. The book in particular (29th item on Weapon3.png) has a nice graphic (the left-most image of the three books where it appears "still"/"in place")... but I do not know how to have that particular image appear alone to give the impression as if the actor is charging/using the spell book.
Also, I have skills that "throw" the weapons. I'm just having the actor stay in place and use the motion swing animation. However, for Bow the left-most image of the three bow images appears as well (that's where the arrow actually appears alongside the bow). It gives the impression as if the bow is being fired, which I do not want.
Is it also possible to have a motion swing animation stay out for a longer period of time? If yes, I could summon an invisible actor... apply the animation to that invisible actor and then move that actor to the target - It would look as if the weapon is flying, but since it only lasts for a short while, it would disappear too soon.
As I said to @astergilgamesh a little while ago, you'll need to edit the battler motions for it to work, like, adding the book during the chant motion, will make it to appear, but that is art, not a plug-in.
The second point, cannot be made with Yanfly, I know for fact that Victor can use throwable object icons, but Yanlfy hasn't implemented that.
The last point I don't believe is possible, why, the motion is only 3 frames long, and Yanfly doesn't have a wait motion, don't know if Victor has, but if I remeber correctly neither is compatible with the other.
Ohhh @ Edit battler motions. Are you referring to the SV Attack Motions in System? Are they drawing those images from the Weapon sheet under the systems folder? Is it possible to make additional Attack Motions (I can't figure out how to, so thinking not).
For the second point and throwing objects, I tried:
camera focus: target
zoom: 100%, 20
camera offset: right, 50
wait: 20
common event: 44 // toggles between adding or removing an invisible actor 8
flash screen: white, 10 // was for testing (move character 8: user, center, 1 was giving an error)
motion attack: user // to show the user swinging ("throwing") the weapon
wait: 20
move character 8: target, center, 120 //for the thrown weapon to "fly"
flash screen: blue, 10 //was for testing
motion swing: character 8 // *** Since you said it lasts only 3 frames, I wondered if I could repeat the beginning part of the motion and avoid the left-most image, so it appears as if the "weapon" is still. 120 & 40 frames are terribly off, but was just testing.
wait: 40
motion swing: character 8
wait: 40
motion swing: character 8
wait: 40
common event: 44
animation 1: target
wait for animation
// The motion swing didn't appear at all though. The shadow of the invisible actor is still visible and you could see it flying towards the enemy, but the weapon didn't show. I'm assuming either it just couldn't work or the actor being invisible caused the weapon part of the motion to be invisible as well.
// However, I've tried this by playing a single animation on actor 8 while moving and I achieve the thrown effect. So I think I'd have to make a custom animation with each weapon "still".
I have a new question. I'm not sure if it's due to the Battle Engine, Action Sequences, ATB system or other.
Whenever my actors are set to execute any type of skill, they're doing the chant motion. I don't know where to set that to otherwise, because only spells should have them using the chant motion before they execute the skill. I'm not seeing an option to set the default "waiting" motion before a skill is executed. I've noticed they enter the chant motion during the skill as well (so if the executing skill does a swing motion, they'd immediately enter chant afterwards, but they do resume normal (standing normal) at the end of the skill).
Ohhh @ Edit battler motions. Are you referring to the SV Attack Motions in System? Are they drawing those images from the Weapon sheet under the systems folder? Is it possible to make additional Attack Motions (I can't figure out how to, so thinking not).
Not exactly, when you generate a character a sv_battler can also be generated, right, you have to edit that sheet to altered the motions, for example, adding a weapon to the battler idle motion so it appears in the game, the weapons in the system sheet can be edited, but they are mostly change to, the program draws the actor from the battler sheet and then draws the weapon when used.
you can create a sheet that has the weapon static, although probably you should also use Yanfly Weapon Animation. instead of editing any of the three sheets
I have a new question. I'm not sure if it's due to the Battle Engine, Action Sequences, ATB system or other.
Whenever my actors are set to execute any type of skill, they're doing the chant motion. I don't know where to set that to otherwise, because only spells should have them using the chant motion before they execute the skill. I'm not seeing an option to set the default "waiting" motion before a skill is executed. I've noticed they enter the chant motion during the skill as well (so if the executing skill does a swing motion, they'd immediately enter chant afterwards, but they do resume normal (standing normal) at the end of the skill).
It's not as simple as drawing a weapon to the character sheet. There is no space available for a weapon to be added. This is the premise to my problem of adding a weapon that would always be visible.
It's not as simple as drawing a weapon to the character sheet. There is no space available for a weapon to be added. This is the premise to my problem of adding a weapon that would always be visible.
Motion* not animation. I can get any animation I have available.
But the actors enter a chant motion whenever I execute a skill and until they're finished executing the skill.
Regardless of the skill being physical, magical or certain.
Regardless of the skill having action sequence tags or not.
I've watched other videos - their actors are not in this constant chant motion. I think I have a default *something* set to it, but don't know what.
you can create a sheet that has the weapon static, although probably you should also use Yanfly Weapon Animation. instead of editing any of the three sheets
I have been using Yanfly Weapon Animation and it was explained above that it cannot work because it only lasts for a few frames. That's why I considered using an animation instead for a static weapon image.
One little trick I have found effectively doubles the number of SV Actor animation types available. What you do is use the common event tag to swap out an Actor's Battler spritesheet. And then another common event to swap it back.
The application I've used it for thusfar is a sniping skill. Where it replaces the missile animation with one where the actor is prone. I took the 'dead' animation and replaced the head and deleted the forward hand (so the weapon isn't hidden by it). Then raised the whole thing up a few pixels to match with the weapon used. Of course I had to remove the shadow to avoid it looking like the actor was floating.
Worked out pretty nicely. But of course the uses are infiinite. Say for example you're using a sword strike and you want them to strike forward like a fencing maneuver instead of a normal swing, but still want swing, thrust, and missile available for normal attacks. This method would allow you do do that. You can use Common Event: # in the setup action and another Common Event: # in the follow action. Or really at anytime you wish to change it right before using Motion.
Heck you could use 6 Common Events to quintuple the animations if needed.
Motion* not animation. I can get any animation I have available.
But the actors enter a chant motion whenever I execute a skill and until they're finished executing the skill.
Regardless of the skill being physical, magical or certain.
Regardless of the skill having action sequence tags or not.
I've watched other videos - their actors are not in this constant chant motion. I think I have a default *something* set to it, but don't know what.
For example I use this one, and the character just perform his action without the chanting motion, when you add the battle engine, it divides the skill in the five necessary steps for the Action Sequence to work with, each step is filled with action and motions according to the database data. It not something you can do with an option,
For example I use this one, and the character just perform his action without the chanting motion, when you add the battle engine, it divides the skill in the five necessary steps for the Action Sequence to work with, each step is filled with action and motions according to the database data. It not something you can do with an option,
Well I used that code and my character is still doing the chant motion. I've attached a picture to show you. You can see the red-hair (Roy) doing the chant motion while his skill is still loading up indicated by the ATB gauge. He would only stop the chant motion after he's executed the skill.
Well I used that code and my character is still doing the chant motion. I've attached a picture to show you. You can see the red-hair (Roy) doing the chant motion while his skill is still loading up indicated by the ATB gauge. He would only stop the chant motion after he's executed the skill.
Mhmmm i see what you mean, are you sure in the videos you are talking about they are using Yanfly ATB? to be hinest I don't use it, so I don't know if maybe there is an option to turn off the waiting chant, sorry.
@emelian65 I actually just turned off the ATB and tested it and he immediately enters the chant motion after selecting a skill
I've went through the battle pluggins at least twice looking for settings, but I'd try again
@emelian65 I actually just turned off the ATB and tested it and he immediately enters the chant motion after selecting a skill
I've went through the battle pluggins at least twice looking for settings, but I'd try again
On the right hand side, check to make sure only magic is in the [SV] Magic Skills. Well whatever you want to be using the Chant animation is listed in there.
You were right, that is the 'default' setting you are referring to. I had this issue myself not too long ago.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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