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

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

  1. OnslaughtSupply

    OnslaughtSupply Ssshhh... Veteran

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    Putting it in the effect box means action effect is what is calling it.
     
  2. Amenti

    Amenti *Grandiose* Veteran

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    So how could I make it happen at the beginning before the spell is initiated? I already tried calling the event from the Note box, but it hasn't worked. Maybe I don't have the tags right.
     
  3. thepsyche

    thepsyche Veteran Veteran

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    Hey everyone,

    I'm trying to make a skill that has a chance of applying a state, but I only want a particular animation to play if the state is applied.

    Because I'm using an action sequence for the skill, I was wondering how to run a check on the target to see if it has the state applied (after I run the action effect).

    How would I do this?

    EDIT: Urgh, it annoys me how simple this is. I guess I'm having trouble understanding that if statements are pretty universal.

    action effect: target

    if target.isStateAffected(10)

    animation 164: target

    end
     
    Last edited: Nov 26, 2017
  4. XD005

    XD005 Villager Member

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    So, I just want to make the characters walk up to the enemies and attack them but somehow enemies end up behind actors and it looks really bad.
    I'm using this in the attack skill.


    <Setup Action>

    motion walk: user

    move user: target, FRONT CENTER, 60

    wait for movement

    motion standby: user

    face user: target

    </Setup Action>
     
  5. OnslaughtSupply

    OnslaughtSupply Ssshhh... Veteran

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    @XD005
    Try this instead
    <Target Action>

    motion walk: user

    move user: target, FRONT CENTER, 60

    wait for movement

    motion attack: user

    Action animation

    Wait for Animation

    Action effect

    </Target Action>
     
  6. Draw

    Draw Veteran Veteran

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    It is possible to make a state change opacity ?

    I use a « stealth » skill with this notetag :

    Code:
    <target action>
    
    
    
    opacity user: 25%, 10
    
    
    
    wait for opacity
    
    
    
    add state 12: user, show
    
    
    
    </target action>
    

    But opacity comes back to default when I use another skill...
     
  7. Dankovsky

    Dankovsky Veteran Veteran

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    Hello. This is a great thread, but it could use some navigation... It's not very easy finding what you need by reading 75 pages.
    Is there a compilation list of premade action sequences somewhere we could use? Thanks a lot.
     
  8. Pots Talos

    Pots Talos Veteran Veteran

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    Using YEP_RowFormation, is there a way to check what row a character is in inside an action sequence?
    So that I could create something like:

    Code:
    if user.isbattler.row(2)
       motion swing: user, no weapon
       wait: 10
       animation 125: target
    else
     
  9. thepsyche

    thepsyche Veteran Veteran

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    Would love to know where I've went wrong here.

    I'm trying to make a skill that applies a state and follows up with an extra animation when that state is applied to the target in question.

    If the target is already affected by the state, the aforementioned extra animation should not play.

    Here is my target sequence:

    <target action>

    if target.isStateAffected(2)

    remove state 2: target

    end

    if target.isStateAffected(10)

    action effect: target

    wait for animation

    wait for effect

    else if !target.isStateAffected(10)

    action effect: target

    wait for animation

    wait for effect

    animation 164: target

    wait for animation

    end

    death break

    </target action>

    What ends up happening, is that the extra animation (animation 164) never runs, and I don't know why. I've tried multiple different ways of doing this sequence, using nested elses (using an extra plugin) and using labels, but nothing seems to be following the target action instructions.
     
  10. soldier42424

    soldier42424 Warper Member

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    Hey there,

    This code is the standart attack. but some actors have standart double-attack with two different animations and some just a normal attack

    Code:
    <target action>
    if user.actorId() == 6
    motion evade: user
    jump user: 50%, 30
    move user: target, base, 30
    wait for movement
    motion swing: user
    wait: 10
    motion attack: user
    wait for animation
    action effect
    else
    motion evade: user
    jump user: 50%, 30
    move user: target, base, 30
    wait for movement
    motion attack: user
    wait: 10
    animation 6: target
    action effect
    end
    </target action> 
    This Code works fine but i got this error inBattle

    Code:
    TypeError: undefined is not a function
    ACTION SEQUENCE IF CONDITION ERROR
    user.actorId() == 6
    TypeError: undefined is not a function {stack: (...), message: "undefined is not a function"}
    And i hate errors ^^
     
  11. Mjolk

    Mjolk Villager Member

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    Hello.

    In YEP_ActSeqPack2 POINT function for "move target" has stopped working.

    Got this error: undefined is not a function.

    Others have the same error?
    Maybe from the last update?
     
  12. Johnboy

    Johnboy Veteran Veteran

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    Yes it's a known bug for quite some time now. As a workaround you can use the new OFFSET command to move things around.
     
    Mjolk likes this.
  13. Punisher699

    Punisher699 Veteran Veteran

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    I'm using Victor Sant battle engine and currently using the home,here function.it means that actor will set a new home position everytime instead of returning to his home position. Is there an option in yanfly to do so?
    Thank you guys
     
  14. ThunderDragon32

    ThunderDragon32 Veteran Veteran

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    Special Slash 3: (Note: For Special Slash 3 to look right you need to go into Animation in the database and change its position to 'Center')

    <target action>jump user: 800%move user: target, base, 10wait for movementmotion swing: useraction animationwait: 15jump user: 500%move user: forward, 25move user: target, base, 10wait for movementmotion swing: userwait: 15jump user: 500%move user: forward, 100, 3wait for movementmove user: target, back head, 5wait for movementmove user: target, front base, 5motion swing: userwait: 15jump user: 400%move user: backward, 250, 20wait for movementmove user: target, back head, 5wait for movementmotion swing: useraction effectaction effectaction effectaction effect</Target Action>
    Copying this code like how it is now doesn't work and I find it hard to make it like it should be for it to work so why is everyone typing it like above?
     
  15. OnslaughtSupply

    OnslaughtSupply Ssshhh... Veteran

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    They're just copy and pasting from the notebox and it formats it weird, like it leaves off the fact that its a line down and I guess ppl are too lazy to fix it.
     
  16. Azymus

    Azymus Villager Member

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    Can anyone help me with the action sequence of pokemon switch style? =[
     
  17. Mjolk

    Mjolk Villager Member

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    Edit.
    Nothing, I solved.
     
    Last edited: Dec 17, 2017
  18. Azymus

    Azymus Villager Member

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    aww man!!
     
  19. SavageWolf09

    SavageWolf09 Villager Member

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    Hi I wanted to make a simple attack animation where if you have a melee weapon the actor will move towards the target then attack and if they have a range weapon they instead stay back and attack. I've figured the melee part with
    <Target Action>

    MOVE user: target, FRONT BASE, 5

    Perform action

    Motion user: wait

    Action ANIMATION: target

    action effect

    </Target Action>
    But I need help with the range part.
     
  20. OnslaughtSupply

    OnslaughtSupply Ssshhh... Veteran

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    <setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile' move user: targets, front, 20else perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>
    @SavageWolf09 check the first page of this thread, the second post that Yanfly posted
     
    Marquise* likes this.

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