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

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

  1. Incantus

    Incantus Warper Member

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    Okay, might as well try my luck here.

    Trying to make a skill that uses the default crossbow as an atttack animation using states.

    How off the mark am I here?

    <setup action>

    add state 14: user

    </setup action>



    <target action>

    motion attack:user

    </target action>



    <finish action>

    remove state 14: user

    </finish action>

    Thats the Skill, following is the state:

    <weapon motion: missile>

    <weapon Image: 08>




    Am I completely wrong or am I missing something obvious? This just gets me an error.
     
  2. xcom

    xcom Veteran Veteran

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    Hello!

    I have recently found this thread while searching Google for help. I've looked through the many pages in this thread to try and find an answer, but I didn't see it, or might have missed it in the 74 pages.......

    I have a couple questions that I'm hoping to get some assistance with.

    I do have YEP Core Engine, Battle Engine Core, and all 3 ActSeq packs installed.

    The first problem:
    I have a skill that I wanted to have the weapon animation work with. I've got it to kinda work, but the animation is a bit off.
    Here is a example of what I'm referring to:
    weapon misaligned.jpg
    When he takes a swing with the pipe, it doesn't line up correctly when I use the note tags in the skill.
    At first I thought I might have screwed up importing the animation, but the animation does work correctly when I do a normal attack with it.
    normal swing.jpg

    Here is the note tags I've been using.
    <Target Action>

    motion swing: user

    perform action

    motion wait: user

    action animation: target

    wait for animation

    action effect: target

    death break

    perform finish

    </Target Action>

    The second problem:
    Is there anyway to force a weapon animation, and graphic, for a weapon that the character is not equipped with? I'm trying to get the same character to shoot a gun that is equipped in a OFF HAND SLOT that I made. So the character has a pipe equipped in his main hand, and a gun in his off hand. I'm totally lost on what to even do for this.

    Thanks!
     
  3. Kwerty

    Kwerty Veteran Veteran

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    Guys - I've got animated battlers. They look real pretty! 8x20.

    I am using YEP-Core Engine, Yep Battle Engine Core, VE Basic Module, VE Battler Graphic Setup, YEP ACT SEQ 1,2,3.

    My problem is, probably simple fix... but when i have the notetag as below for a standard attack, the battler only goes through maybe 4 frames instead of the full 8 at the point of striking... I know i can put a "wait" line in there, but is there a default setting i can change inside either the YEP Battle Engine Core or do i need to use the note tag to allow a 'wait time' and for the 8 frames for the attack rows to display before the character returns to its starting position?

    Any thoughts on this would be appreciated.


    <Target Action>



    move user: target, front, 5



    wait for movement



    motion swing: user



    action effect



    action animation



    </Target Action>
     
  4. Low

    Low Veteran Veteran

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    I would try adding "wait for motion" after "motion swing: user"

    I don't use more than the default frames so i'm not positive it'll work but that's what works for me.
     
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  5. Low

    Low Veteran Veteran

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    Does anyone know the best way to sequence a skill that executes a single hit, then follows up with an elemental magic attack that repeats based on how high a certain stat is?

    So if users mat is 30 it should do 1 strike and 3 magic bursts. So every 10 points of mat adds an extra magic burst.

    I'm still new to "if then" codes. Any help would be appreciated.
     
  6. Dartkun

    Dartkun Warper Member

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    Really weird question.

    Using "Counter Control".

    I can get everything working, but for whatever reason, if an enemy attacks a hero and triggers the hero's counter - the enemy will attack again after the counter is finished. Likewise for a hero attacking an enemy, the hero will attack again after the enemy does their counter.

    I can't for the life of me understand why this happens. I've searched high and low and can't find anyone with a similar experience. Any help would be appreciated.
     
  7. Backwardskey

    Backwardskey Phones Veteran

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    Is the enemy countering, too?
    Check the enemy's CNT rate.
    If the enemy's countering too, try editing the plugin settings. There should be a default setting to where counters can't counter other counters.
     
  8. Dartkun

    Dartkun Warper Member

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    I tested that, no fix. I set the Counter Rate to 0% and there is no tag to set the counter skill to anything.

    The enemy simply repeats the previous action.

    Enemy casts Fireball

    Hero counters with "Mana Shield"

    (the same) Enemy casts Fireball

    I started a new RPG, with only minimal scripts and tested it out and this doesn't happen. I'm guessing that means there is a conflict between scripts somewhere breaking it.

    I tried disabling scripts on my main game until I only had the basic needed (Yanfly Core, Yanfly Battle Core, Yanfly Counter) and it is still getting me this double attack issue.
     
  9. Feral Xan

    Feral Xan Fortyfour Innovation Member

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  10. Dartkun

    Dartkun Warper Member

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    I am such a dummy.

    Making a follow-up post to my previous help request for enemies attacking twice.

    I figured it out. In the BattleEngineCore, I had the default turn set up to Standard Turn Battle. Well, I had removed STB from my game's scripts because it was conflicting with another aspect of battle - except I never swapped BattleEngineCore back to Default Turn Battle (DTB).

    Fixing it in the BattleEngineCore solved all of my issues.

    Wanted to follow up just in case someone who googles these conditions will know how I solved it :)
     
  11. cmac217

    cmac217 Villager Member

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    Does anyone know how to get the idle breathing/floating animations from the Sideview Enemy scripts to work on actors? I'm using Victor's static actors script so both enemies and actors use static images as sprites, but the Yanfly SV Enemy script only works on enemies. Someone said there was a way to get it to work on actors but didn't know how it was done.

    http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/

    Can someone please help me? Thanks in advance!
     
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  12. Eterna

    Eterna *Grandiose* Veteran

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    Are there any videos that show these moves in action?
     
  13. KayZaman

    KayZaman Brother-Veteran Veteran

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    Bad guy needs action sequence too.

     
  14. Dragonarkon

    Dragonarkon Aspiring Developer Member

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    So, I have been working with trying to get a skill to perform differently based on the weapon equipped (or rather the weapon type that is currently equipped since I am using Yanfly's Item core to create statistically varied weapons which result in the weapon ID not being the same for similar weapons), however I am having some difficulty with setting up an action sequence to add an additional effect if x weapon type is equipped.

    What I have been able to do is set skills to only be usable if a certain weapon type is equiped (thanks to Yanfly's Skillcore I can set the custom requirement)
    Code:
    <Custom Requirement>
    // Get all currently equipped weapons for the user.
    var weapons = user.weapons();
    // Set the weapon types to use the skill with. In this case weapon types 3,4,5,6,8,9,17,31,36.
    var fav = [3,4,5,6,8,9,17,31,36];
    // Set the initial condition to be false.
    value = false;
    // Loop through each of the weapons.
    for (var i = 0; i < weapons.length; ++i) {
    // Get the currently looped weapon.
    var weapon = weapons[i];
    // Check if the weapon exists and if the weapon type ID is in the array of required weapons.
    if (fav.indexOf(weapon && weapon.wtypeId) !== -1) {
    // Set the condition to be true.
    value = true;
    // Break the loop.
    break;
    }
    }
    </Custom Requirement>
    

    What I was thinking I could do is reuse the aforementioned code to process during an action sequence. Particularly I want to have a skill that hits normally once, but if x weapon type is equipped, then it will hit twice. I thought I could do it like so:

    First I would setup a common event to run the weapon type check code and have it set a variable to "1"
    (Variable 42 does not seem to be updating to a value of "1")
    Code:
    var weapons = user.weapons();
    var fav = [0,18];
    value = false;
    for (var i = 0; i < weapons.length; ++i) {
    var weapon = weapons[i];
    if (fav.indexOf(weapon && weapon.wtypeId) !== -1) {
    value = true;
    break;
    }
    if value = true {
    $gameVariables.value(42) === 1
    }
    }
    

    Second, I would add the common event to the skill's action sequence as well as a conditional statement to say if variable 42 = 1, then add an additional attack.
    Code:
    <target action>
    se: wind7, 90, 70, -40
    opacity user: 0%, 5
    move user: target, front, 15
    wait for opacity
    
    common event 96
    if $gameVariables.value(42) === 1
    opacity user: 100%, 5
    wait for opacity
    motion thrust: user
    wait: 10
    se: skill1
    animation 1: target
    shake screen: 3, 9, 10
    animation wait: 5
    wait for animation
    action effect: target
    opacity not focus: 100%
    end
    
    opacity user: 100%, 5
    wait for opacity
    motion thrust: user
    wait: 10
    se: skill1
    animation 1: target
    shake screen: 3, 9, 10
    animation wait: 5
    wait for animation
    action effect: target
    opacity not focus: 100%
    death break
    
    </target action>
    
     
  15. Pots Talos

    Pots Talos Veteran Veteran

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    Anyone know how I can make a character expend TP during an action sequence? I'm making a skill that allows the user to attack continually until all TP is used, with each strike costing 10 TP.

    Code:
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <whole action>
    </whole action>
    
    <target action>
    hide battle hud
    opacity not focus: 0, 20
    motion missile: user
    wait for motion
    action animation: target
    wait for animation
    action effect
    wait: 30
    if user.tp >= 10
    $gameActors.actor(37).gainTp(-10)
    motion missile: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion thrust: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion swing: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion missile: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion swing: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion thrust: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion missile: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion swing: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    if user.tp >= 10
    motion thrust: user
    wait for motion
    action animation: target
    action effect
    wait: 30
    end
    </Target Action>
    
    <follow action>
    clear battle log
    immortal: target, false
    </follow action>
    
    <finish action>
    opacity not focus: 100%, 60
    wait for opacity
    show battle hud
          perform finish
    </finish action>
    You can see near the top I tried using $gameActors.actor(37).gainTp(-10) but that didn't work.

    Any advice would be much appreciated.

    Thanks!
     
  16. Eterna

    Eterna *Grandiose* Veteran

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    I have a small problem. I'm playing around with action sequences and can't seem to get this magical skill to play out right. Everything works fine, except the part where I want the user to talk before performing the skill. I'm using a common event where the user talks via text, and the text does appear, but not at the beginning, rather at the end after the attack. I'd like to have this character speak at the beginning before going on to perform the skill, but it's not working. I even tried placing the "call common event" just in there without the <Follow Action> parts.

    If anyone can help me get it right, I'd appreciate the help very much. If it can't be done, that's fine, I'll probably just remove the common event.


    This is how I have it set up in the skill Note box at the moment. It's a fire magical skill that does twice damage, by the way.

    <Follow Action>
    call common event
    </Follow Action>

    <Target Action>

    perform action

    move user: targets, front, 20

    wait 60

    flash screen: white

    flash screen: red, 45

    wait 60

    motion wait: user

    action animation

    wait for animation

    action effect

    action animation

    wait for animation

    action effect

    death break

    </Target Action>
     
  17. OnslaughtSupply

    OnslaughtSupply Blaaaah!!! Veteran

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    Follow action goes after target action, so change your follow action commands to <setup action> and </setup action> respectively and see if that works for you.
     
  18. Eterna

    Eterna *Grandiose* Veteran

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    I changed it like you said, but the text still shows after the attack has been completed. It's not a big deal, so I probably will just get rid of the text and move on after a few more tries. Thanks, btw.

    Here's how I changed it, in case you're wondering:
    <Setup Action>

    call common event

    </Setup Action>

    <Target Action>

    perform action

    move user: targets, front, 20

    wait 60

    flash screen: white

    flash screen: red, 45

    wait 40

    motion wait: user

    wait 40

    cast animation

    action animation

    wait for animation

    action effect

    action animation

    wait for animation

    action effect

    death break

    </Target Action>
     
  19. OnslaughtSupply

    OnslaughtSupply Blaaaah!!! Veteran

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    @Eterna
    And you're putting it in as
    common event: X
    Where X is the number of your common event?

    That's weird, you might want to submit a bug report. According to Action Sequence Pack 1 documentation it should call the common event and not do anything else until completed.
     
  20. Eterna

    Eterna *Grandiose* Veteran

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    No, because it didn't work like that for me after several tries. So I had to insert the common event in the skill's own Effect box. Hm, maybe that's why it did show the text but after the skill goes through. Anyway, that's the only way I have been able to show the text, by putting the common event in the Effect box, I can't get it to show otherwise.
     

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