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

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

  1. Pots Talos

    Pots Talos Veteran Veteran

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    I have a character that can transform into an animal during battle. The problem I'm having is that when using normal attack he still swings his weapon. I'm trying to create an IF statement in the sequence that checks if the player is affected with the transform state to use attack motion with no weapon but it doesn't seem to be working. Here is my sequence:
    Code:
    <setup action>
        display action
        immortal: targets, true
    </setup action>
    
    <target action>
        if user.attackMotion() !== 'missile'
        move user: targets, front, 20
    else
        perform start
    end
       wait for movement
    if
       user.isStateAffected(33)
       motion attack: user, no weapon
    else
        motion attack: user
    end
        wait: 10
        attack animation: target
        wait for animation
        action effect
    </target action>
    
    <follow action>
    clear battle log
    immortal: target, false
    </follow action>
    
    <finish action>
          perform finish
          eval: RamzaDWCleanup();
    </finish action>
    Any ideas on what I'm doing wrong?
     
  2. xaviarsly

    xaviarsly Villager Member

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    Question!
    is it posible to make a character set a new home position after they move?
    like for exsample Have a character move like a few steps left and then set a new hom position to that spot
    or make a spell/skill that moves a target then set thier current location as thier new home position?
     
  3. Johnboy

    Johnboy Veteran Veteran

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    @Pots Talos the "no weapon" tag only works with thrust, swing and missile motions. So you would need to change it to something like:

    motion swing: user, no weapon

    alter that line and you should be good.

    @xaviarsly I'm looking into that right now for the Tonberry action sequence in my thread. So far no luck. Might have to build a small plugin for it or something, I'm still looking at options.

    @MushReen You'll need to add "wait: X" after each action effect to help line it up. It will take some trial and error to get it looking just right.
     
    Last edited: Jun 12, 2017
  4. xaviarsly

    xaviarsly Villager Member

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    @Johnboy i ask be cause i wanted to use yanflys AOE plugin and set up a battle system that
    requires you to move players around the screen to avoid/ minimize damage. this will add a huge stratgy element to battle
    . i also plan on adding skills that manipulate the location of your target ,like a ram skill that pushes them away from you
     
  5. Pots Talos

    Pots Talos Veteran Veteran

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    @Johnboy You are a life saver, I didn't know about that. Thank you so much!
     
  6. Braxillian

    Braxillian Villager Member

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    Is there a way to enhance the action effects formula for just that particular action effect? What I mean is I have an animation sequence where the target gets attacked multiple times so throughout the attacks the target takes multiple action effects, the last part of the animation should be an empowered action effect so it should do more damage.
     
  7. MushReen

    MushReen Gacha Guy Veteran

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    @Johnboy Right. got it. Works perfect now.

    Also, i'm trying to get into AoE attacks. Which will damage all the enemies. It works pretty well for 1 enemy, but for 2 or more enemies, the attack animation repeats and also the effects too. I want all those enemies got damaged by one attack animation. Is that possible?
     
    Last edited: Jun 14, 2017
  8. Johnboy

    Johnboy Veteran Veteran

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    @Braxillian if you use yanfly's damage core this is achieved by using
    Damage rate: 200% right before the final action effect

    @MushReen you can have the animation play on all enemies at once using the
    <whole action> header. Like this:

    <whole action>
    Action animation: targets
    <\whole action>
     
  9. Braxillian

    Braxillian Villager Member

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    @Johnboy Thanks. I'll do that.

    Also as a side note, I've made a whirlwind type animation to work with a <whole action> command and it doesn't work properly. It's supposed to hit all enemies and for some reason with "all enemies" selected it does damage to the first target during the animation but then does damage to the second target after its finished doing it to the first. I've tried reworking the animation from the ground up but no matter what I do it still doesn't do the damage to all enemies at the same time, which really breaks the effect. Animation 146 used below is just a whirlwind type animation.

    Code:
    <whole action>
    
    jump user: 160%, 10
    
    wait for action
    
    move user: target, base, 5
    
    wait for action
    
    wait: 10
    
    motion swing: user
    
    wait for motion
    
    animation 146: user
    
    face user: backward
    
    motion swing: user
    
    action effect
    
    wait for motion
    
    wait: 5
    
    face user: forward
    
    motion swing: user
    
    wait for motion
    
    wait: 5
    
    face user: backward
    
    motion swing: user
    
    action effect
    
    </whole action>
    
    <finish action>
    
    wait: 30
    
    move user: home, 5
    
    face user: forward
    
    wait for movement
    
    </finish action>
     
  10. Johnboy

    Johnboy Veteran Veteran

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    @Braxillian move your action effect line into <target action> and change it to this :

    action effect: targets

    That should fix the extra hit.
     
  11. Braxillian

    Braxillian Villager Member

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    Has anyone had any problems with the animations lagging up doing an "all enemies" skill? My animation sequence isn't very complex at all and the spell animation that plays on the hero (not the enemies) is only about 9 frames long, but every time I enter a fight the first time I use the skill it lags up for a split second and you can't even really see the action sequence. However, in the same battle the skill will look perfectly fine every time after the first time used.
     
    Last edited: Jun 17, 2017
  12. Backwardskey

    Backwardskey Phones Veteran

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    Any way to clear the camera focus after an attack? For skills, I zoom in on the user during the cast animation, then towards the enemy. For regular attacks, the camera simply zooms towards the enemy. If I use a skill directly after a regular attack, the camera zooms towards the enemy for about 3 or so frames before snapping back towards the user during the cast animation. My guess is the camera's 'focus' isn't cleared after a sequence and persists to the next sequence. Maybe a future bugfix?

    Here's my attack sequence and one of my skill sequences:

    <target action>

    camera focus: target

    zoom: 120%, 10

    animation 10: user

    move user: target, base, 16

    motion swing: user

    face user: forward

    wait for movement

    action animation

    action effect

    wait: 15

    </target action>



    <finish action>

    clear battle log

    zoom: 100%, 15

    move user: home, 25

    jump user: 15, 25

    wait for movement

    face user: forward

    wait for animation

    immortal: target, false

    reset zoom

    reset camera

    </finish action>

    ----------------------------------- High Fang

    <Critical Rate: 40%>



    <setup action>

    immortal: target, true

    display action

    perform start

    motion skill: user

    cast animation

    camera focus: user

    zoom: 125%, 30

    wait for zoom

    wait for movement

    wait for animation

    </setup action>



    <whole action>

    common event: 1

    SE: DMCSword (11)

    camera focus: target

    move user: target, base, 25

    jump user: 120, 25

    wait: 15

    motion swing: user

    wait: 5

    action animation: target

    zoom: 120%, 1

    wait for zoom

    zoom: 100%, 10

    shake screen: 3, 9, 30

    wait for movement

    wait: 15

    </whole action>



    <target action>

    action effect

    </target action>



    <finish action>

    clear battle log

    move user: home, 25

    jump user: 15, 25

    wait for movement

    face user: forward

    wait for animation

    immortal: target, false

    reset zoom

    reset camera

    </finish action>
     
  13. Anorgar

    Anorgar Veteran Veteran

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    @Backwardskey I think it's not working because you didn't put a frame number after "reset camera" in the final action.

    Try the same action sequence with "reset camera: 10" at the end of the final action.

    @Braxillian The problem may be because the first time you use an animation, the frames are loaded by the game and stay in memory for the rest of the battle. So the first time, you have delay and after it's fluid. I think Yanfly is working on it, I have delay too since the version 1.5 of RMMV.
     
  14. Backwardskey

    Backwardskey Phones Veteran

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    That did it, thanks.
    By the way - I've got character-specific skills that occasionally activate Gab Windows in the action sequence.
    I can't let enemies use these skills, however, as they'll activate the gab window too; is there an eval I could use to check and make sure the user of the skill is Actor X before activating the gab? If so, how would I type it out? (I'm java-illiterate =x)
     
  15. Aurawhisperer

    Aurawhisperer Veteran Veteran

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    Ran into a issue with my spark slash attack. Not playing the right animation, and it's categorize under slashthunder.

    <target action>

    move user: target, front center, 5

    wait for movement

    wait: 10

    motion attack: user

    attack animation: target

    action effect: target

    wait for animation

    wait for effect

    perform finish

    </target action>

    Am I missing something? It only plays my regular slash attack is all, and it's not suppose to
     
  16. Backwardskey

    Backwardskey Phones Veteran

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    Replace 'attack animation: target' with 'action animation: target'
     
  17. MushReen

    MushReen Gacha Guy Veteran

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    So yeah, i did came back. I came up with some problems right before my 1 week break from the project.

    This idea came up while i took my short break, by looking at the conditional branch notetag, i was thinking, is it possible to use different weapon attack animations in one skill based on their equipment? Because if this is possible, my time wouldn't be spent for copy-paste and small edit.

    For example, an actor using sword as their weapon casts a skill (in this case, the skill uses <Motion Attack> tag). When it comes another actor's turn to attack (equipped with different weapon), it uses the same skill which will make it's animation attacking with sword instead of different weapon they equipped.

    Any notetag solution for this?
     
  18. Backwardskey

    Backwardskey Phones Veteran

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    Using 'motion attack: user' should display whatever type of weapon they currently have equipped. o-o
     
  19. trevers18

    trevers18 #hippomaster Veteran

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    ^ I think they mean setting unique animations depending on what weapon the player uses. Like, if they have a melee weapon, they move close to the opponent, but if they have a ranged weapon, they stay put.
     
  20. MushReen

    MushReen Gacha Guy Veteran

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