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

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

  1. HasdrubalBarca

    HasdrubalBarca Veteran Veteran

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    Eh, this might be a little dumb but how do I make it so that a skill doesn't display the physical skill motion.
    I have an actor being able to do slash, chop and thrusting attacks with their corresponding motions.
    I did it by adding this to the notetag
    <Target Action>

    motion missile: user //This is the chop motion for the character

    action animation: target

    wait for animation

    action effect: target

    </Target Action>

    However what ends up happening is that the actor does the skill motion and plays the attack's animation and after that the actor plays the chop motion and attack's animation.
     
  2. Tea's Jams

    Tea's Jams I'm human Veteran

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    @Yoshifull

    I like your FF steal animation. I noticed that if you have a common event playing in your steal skill, it won't play the way things are set up here, I tweaked it a bit so any common events in your steal skill will play with this animation. Here you go. : )

    <setup action>

    DISPLAY ACTION

    WAIT: 30

    </setup action>

    <target action>

    JUMP user: 200%, 20

    MOVE user: target, BASE, 20

    WAIT FOR MOVEMENT

    SE: PLAY MISS

    ACTION EFFECT

    JUMP user: 200%, 20

    MOVE user: HOME, 20

    WAIT FOR MOVEMENT

    perform finish

    WAIT: 90

    CLEAR BATTLE LOG

    </target action>

    @Anorgar I'm asking you because after perusing this thread, you seem to be very knowledgeable and helpful.

    Is there anyway to use this to make it so my characters won't wait for one another before they start attacking? (meaning, I want them to all perform their actions at the same time)
     
    Last edited: May 30, 2017
  3. Anorgar

    Anorgar Veteran Veteran

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    @cekobico You can use indeed eval to generate a random value, put it in a variable, then do a if/else condition on this variable.

    Code:
    //put a random value between 0 and 1 in the variable number x
    EVAL: $gameVariables.setValue(x, Math.random());
    IF $gameVariables.value(x)< 0.5
    //your code here
    ELSE
    //your code here
    END
    @just1witness I'm not sure to understand what you are trying to achieve. Do you want your battler to always attack together, or just for a special attack you want then to group for attack ?
    If you want to choose your battlers attack, then unleash them all in the same time, it will be complicated. I think it will require a plugin.
    If under certain circumstance you want them to attack together, it's possible with yanfly plugin.

    Anyway, i'll need more detail to come up with a complet answer.
     
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  4. Tea's Jams

    Tea's Jams I'm human Veteran

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    Your first guess is correct. I hope someone makes a plugin for this soon! : D

    Thank you for your reply! : )
     
  5. Anorgar

    Anorgar Veteran Veteran

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    @just1witness I'm curious. How to you want this plugin to work?

    You want your battler to attack, then the foes ? or everybody in the same time?

    It might be kind of chaos :)
     
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  6. Tea's Jams

    Tea's Jams I'm human Veteran

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    I envision it being staggered based on agility/dexterity stats, and whether or not the player/enemy is in home position or not. (suikoden II does it, I imagine this is how)

    But yeah, all at once with a conditional stagger in timing and allowing for more elaborate animations to play out before the next one plays(if there is another one)
     
  7. Anorgar

    Anorgar Veteran Veteran

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    @just1witness you got me interested. Try to give me as much detail as possible, i'll try to make a plugin for that.

    I've never try it before, so it will be my first. I d'ont know if i'll succeed and how long it will take to make it, but it seems fun :)
     
  8. Tea's Jams

    Tea's Jams I'm human Veteran

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  9. Rink27

    Rink27 Veteran Veteran

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    Is it possible to change targets during an action sequence? As in... Attack your selected target then attack another target who is one index higher than the original target. Or switch between attacking the target alone and the target's row.
     
  10. Anorgar

    Anorgar Veteran Veteran

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  11. Rink27

    Rink27 Veteran Veteran

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    @Anorgar really? How? (I'm familiar with target core. I don't know of any command that can be input during an action sequence to change targets)
     
  12. cekobico

    cekobico Veteran Veteran

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  13. Anorgar

    Anorgar Veteran Veteran

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    @Rink27 Someone asked me a very similar question some time before, so I checked out to remember what I answered,and it was you who asked :)

    So my answer will stay the same : you have know how to check who's next, then it's just an eval in action sequence.
    If you want to change the target before the selected target is hit, put the code below before target action.
    Code:
    EVAL: targets[0] = yourNewTarget; // the target is goint to be an other one
    Else if you want to add an other target you can either do it before the <target action> or during it. Be carefull if you try during target action, you can do an infinit loop.
    To add a target the code is :
    Code:
    EVAL: targets.push(yourNewTarget);
    Now if you need help for a specific case, or to select the next target, I'll need more informations about how your skill is going to work.
     
  14. Miseo3

    Miseo3 Warper Member

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    Hi I was wondering if someone could help me recreate the fade effect in this video. the one that makes character look like it splits in 3.



    I dont want the full action sequence only the fade effect. Ive been playing around with the commands move forward, backward, forward and the

    command for the opacity but it looks very bad.

    Any help will be much appreciated!
     
  15. Rink27

    Rink27 Veteran Veteran

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    @Anorgar yea, lol. I was using that same targets[0] methodology when I asked (and before I realised I got it from you in the past).
    I remember it worked the first time, but when I incorporated it into a new action sequence it was behaving weirdly. I'd have to test out the push method and get back to you, but what I'm trying to do is to dynamically change the targeting during one <whole action> segment. For example, I'd like to be able to attack the selected target, then that target's row, then the selected target again - using force action is not an option btw.

    I came up with another method to do what I want, but it's inefficient and cumbersome.
     
  16. KayZaman

    KayZaman Brother-Veteran Veteran

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    To. @leenat40 , Snake Attack

    Code:
    <Target Action>
    move user: BACKWARD, 100, 30
    face user: target
    move user: BACKWARD, 100, 30
    face user: target
    motion escape: user
    move user: BACKWARD, 100, 20
    face user: target
    wait: 30
    move user: forward, 1200, 1
    move user: target, back base, 30
    wait for movement
    motion swing: user
    wait: 10
    action animation
    wait for animation
    action effect
    wait: 20
    move user: forward, 300, 30
    wait: 40
    move user: backward, 1500, 1
    wait for movement
    move user: home, 40
    perform finish
    </Target Action>
     
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  17. leenat40

    leenat40 Veteran Veteran

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    Thanks, bruh! :)
     
  18. Anorgar

    Anorgar Veteran Veteran

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    @Rink27 I tried the "push" version for the targets[], and it work perfectly fine. I was able to attack one foe, then the full row, and only one foe again during a single <whole action>

    Here the code to do so :

    Code:
    <whole action>
    move user: target, front, 20
    wait for movement
    action effect //hit only the selected foe
    wait: 50
    
    EVAL: var indexBattler = target.rowIndex(); var battler = []; battler = $gameParty.rowMembers(1); var size = $gameParty.rowSize(1); for (var i=0; i<size; i++) { if (i!==indexBattler) targets.push(battler[i]);}
    
    action effect //hit the target full row (you need yanfly row formation to use that btw)
    wait: 50
    
    EVAL: targets.splice(1, targets.length()-1);
    action effect //attack again only the selected target
    wait: 20
    </whole action>
    
    //You need this to force RMMV to do nothing during target action (cause your skill might be a single target skill
    <target action>
    </target action>
    
    You can play a bit with this code to complet your skill, if you don't understant a part of this code, or why you targets[] behaviour is wierd, you can always ask :)
     
  19. Affle

    Affle The Floofiest Woof Member

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    It looks like a lot of links and quotes with setups in them from earlier on got removed or edited out on this thread, its a shame.
     
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  20. MushReen

    MushReen Gacha Guy Veteran

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    guys, i need help.

    so i tried to animate skill effect such as Slash Effect or something like that.
    when i got into Slash Special 1, i got stuck. Maybe i just don't understand how those actions work. I want the skill animation is sync with the action animation, so this code got into my mind:

    Code:
    <Target Action>
    camera focus: user
    zoom: 130%
    wait for camera
    move user: target, front base
    motion wait: user
    motion attack: user
    motion wait: user
    flash screen: white, 3
    action animation
    move user: target, front head
    motion attack: user
    move user: target, back base
    motion attack: user
    move user: target, front head
    motion attack: user
    move user: trget, back head
    motion attack: user
    move user: target, front base
    motion attack: user
    move user: target, back head
    motion attack: user
    move user: target, front center
    motion attack: user
    move user: target, back center
    motion attack: user
    action effect
    wait for animation
    death break
    </Target Action>
    any help on this?
     

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