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

SavageWolf09

Villager
Member
Joined
Jan 24, 2015
Messages
20
Reaction score
5
First Language
English
Primarily Uses
The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

Give those a shot to see if the crashes still happen. It should be removed. :)

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

<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>Have fun!
<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
Thx But when i tried this
<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>
The console open and gives me an error and somthing about an update
 

OnslaughtSupply

Ssshhh...
Veteran
Joined
May 14, 2017
Messages
731
Reaction score
762
First Language
English
Primarily Uses
RMMV
Did you space everything out correctly? In the early posts when people put their action sequences they never spaced it out appropriately.

So display actionimmortal: targets, true becomes:

display action

immortal: targets, true


I'm on my phone and I am not going through the whole thing. Good luck.
 

SavageWolf09

Villager
Member
Joined
Jan 24, 2015
Messages
20
Reaction score
5
First Language
English
Primarily Uses
Did you space everything out correctly? In the early posts when people put their action sequences they never spaced it out appropriately.

So display actionimmortal: targets, true becomes:

display action

immortal: targets, true


I'm on my phone and I am not going through the whole thing. Good luck.
Finally figured out where i went wrong thx for the help
 

OnslaughtSupply

Ssshhh...
Veteran
Joined
May 14, 2017
Messages
731
Reaction score
762
First Language
English
Primarily Uses
RMMV
If I wasn't on my phone!!!errgghh.
Glad you got it working.
 

RK DracoRoy

Fire Emblem RPG Gamer
Veteran
Joined
Jun 29, 2017
Messages
159
Reaction score
20
First Language
English
Primarily Uses
RMMV
There appears to be a bug in Yanfly's Weapon Animation plugin where if you have Counter Control and the enemy attacks after doing a counter attack with the same skill, the enemy won't even show a weapon image at all in the attack. Though it could possibly be with counters in general.

Even when following the setup of adding the state at the beginning and removing the state at the end of the skill, you'll notice the issue when the enemy attacks after counter attacking with the same skill.

There's also the issue on the player side where it won't display the same desired weapon image when they attack after countering with the same skill.

If there's another way to show weapon images for sv_enemies in action sequences, I'd be more than happy to know though I hope I'm not the only one encountering this issue.
 

jonenglish91

Villager
Member
Joined
Aug 23, 2015
Messages
6
Reaction score
3
First Language
English
Primarily Uses
Hi Guys,

Another action sequence video showcase!

Last one I posted was 3 months ago and little things have changed since then so check it out.

 

Hugo Yasha

Villager
Member
Joined
Jan 23, 2017
Messages
15
Reaction score
4
First Language
Portuguese
Primarily Uses
RMMV
Solved - It was a configuration on Battle Engine Core Plugin :)

Hello guys, sorry if someone already asked that, but how do I remove this animation (img below)? It's like a charging animation showed before the animation setted in the Skill menu in the settings.

 
Last edited:

RK DracoRoy

Fire Emblem RPG Gamer
Veteran
Joined
Jun 29, 2017
Messages
159
Reaction score
20
First Language
English
Primarily Uses
RMMV
Solved - It was a configuration on Battle Engine Core Plugin :)

Hello guys, sorry if someone already asked that, but how do I remove this animation (img below)? It's like a charging animation showed before the animation setted in the Skill menu in the settings.

If you mean the animation happens before the skill is executed, use <Cast Animation: 0> under the desired skills, that should prevent the animation from happening before a skill.
 

Hugo Yasha

Villager
Member
Joined
Jan 23, 2017
Messages
15
Reaction score
4
First Language
Portuguese
Primarily Uses
RMMV
If you mean the animation happens before the skill is executed, use <Cast Animation: 0> under the desired skills, that should prevent the animation from happening before a skill.
Thanks a lot! This way I have an individual control over skills!
 

JmLyan

Villager
Member
Joined
Jun 27, 2012
Messages
7
Reaction score
2
First Language
Swedish
Anyone knows how to check if an actor targets itself? I've made the attack command move the actor to the target and then face towards the target (or they'll attack backwards when using YEP Selection Control's ability to target allies with attack). However, when an actor attacks itself it will face backwards which looks kinda odd.
 

RK DracoRoy

Fire Emblem RPG Gamer
Veteran
Joined
Jun 29, 2017
Messages
159
Reaction score
20
First Language
English
Primarily Uses
RMMV
So it occurred to me that the evasion animation in battler sheets is pointless. Don't know what line(s) to add for evading to work properly.

Tested without Yanfly's Plugins and I think he did something regarding the "flinch" codes to remove that pose.

EDIT: I replaced "this.performFlinch"
with

in all the required areas such as "Yanfly.BEC.Game_Battler_performEvasion =" and the like
This really worked for me. But is there any idea on how to get them evade when they dodge Magic attacks? They will still stand there when a magic attack is "missed".
 

Pots Talos

Veteran
Veteran
Joined
Jun 28, 2012
Messages
95
Reaction score
62
First Language
English
Primarily Uses
RMMV
@RK DracoRoy
Are you using Yanflys HitAccuracy plugin? If so open up that plugin and inside there is an accuracy formula and evade formula. Copy the formula in Accuracy into the Evade part, then put 1 for accuracy. You will want to put 1 in the accuracy formula and "1 - (formula)" in the evade formula because if Accuracy is 1, the attack can't miss, then evade is checked. The "1 -" part is because you want evade to fail so the target can be hit.

The reason for this is that "Accuracy" failing means a miss while "Evade" succeeding means a dodge.

This will fix the issue you are having and with it you won't need to edit the code with "this.performFlinch".
 

RK DracoRoy

Fire Emblem RPG Gamer
Veteran
Joined
Jun 29, 2017
Messages
159
Reaction score
20
First Language
English
Primarily Uses
RMMV
@Pots Talos
Ah! I've had userHitRate - targetEvadeRate as Accuracy and didn't mess with Evasion, but I did what you said and this really worked for me regarding magic attacks. I really appreciate the help to this problem I had a long while back.
 
Joined
Jan 18, 2018
Messages
1
Reaction score
0
First Language
English
Primarily Uses
RMMV
Just got MV, got Yanfly plug ins, now I'm a little confused. Is there a list of all the commands you can put into the notes for custom sequences? I basically want my user svbattler to disappear when the animation for the skill starts and then reappear when its done. I'm sure it's simple and I'm just clueless.
 

Juessa

Warper
Member
Joined
Jan 18, 2018
Messages
1
Reaction score
0
First Language
Spanish
Primarily Uses
RMMV
Hi!, I need help, I write this command, but no matter what I do, I can not operate the zoom:

<setup actions>

display action

inmortal: target, true

perform start

wait for movement

cast animation

wait for animation

<setup actions>

<target actions>

perform action

motion wait: user

zoom: 125%, 30

camera focus: target, center, 30

action animation

wait for animation

action effect: target

<target actions>

<finish actions>

inmortal: target, false

clear battle log

perform finish

wait for movement

<finish actions>

If you can help me,
I would be very grateful.
 

Tonedawg181

Tonedawg Gaming
Veteran
Joined
Oct 21, 2016
Messages
65
Reaction score
20
First Language
English
Primarily Uses
RMMV
Does anyone have a downloadable demo with any of these action sequences already set up?
 

Blue001

Veteran
Veteran
Joined
Jan 13, 2014
Messages
231
Reaction score
110
First Language
English
Primarily Uses
RMMV
The list of commands can be found in the HELP for each of Yanfly's plugins.
Load up MV, click plugin manager, find the action sequence plugin, select it, and click HELP button,
 

Tonedawg181

Tonedawg Gaming
Veteran
Joined
Oct 21, 2016
Messages
65
Reaction score
20
First Language
English
Primarily Uses
RMMV
The list of commands can be found in the HELP for each of Yanfly's plugins.
Load up MV, click plugin manager, find the action sequence plugin, select it, and click HELP button,
I'm aware that the plugins have the commands listed in them, those are just the commands though, not fully made action sequences... I was asking if any of the custom made action sequences in this thread were in a demo lol.
 

Krakaz

Forever Krakaz
Veteran
Joined
Jan 16, 2018
Messages
79
Reaction score
12
First Language
English
Primarily Uses
RMMV
<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>
I read this on page 1 of this thread but no matter how i split it up i cant seem to be able to get the attack function to connect. is there a way to alter this to " move to enemy front base " then attack for melle characters I'm sure this is overly simple but my brain isn't firing on all cylinder's.
thank you in advanced

EDIT: here's a image of what I've got so far but the attacking part of the sequence still isn't working

RE EDIT: all good got it fixed
 

Attachments

Last edited:

KingKraken

Veteran
Veteran
Joined
Apr 2, 2015
Messages
132
Reaction score
31
First Language
English
Primarily Uses
RMMV
Not sure if anyone knows anything extensive about using custom motions but I have a question that did have a solution, but for some reason cannot find any evidence of it!

Basically in conjuction with Yami's Side-view Battlers plugin, it basically allows you to make all motions have unique frames/speeds/loops to them.

It also allowed you to create custom motions(in this case I named it Bacon), but none of Yanfly's or Yami's plugins actually mention the correct way to call the new motion. It can be done, since I've done it before a few months ago(but pretty much didn't save the test skills cause I didn't need it at the time). I just can't for the life of me, remember what the necisaru line is.

In normal cases it would read: motion bacon: user

Which of-course doesn't work. So does anyone know or possibly remember seeing the correct line usage to do it right?

Edit: so the solution is to put "custom" in front of the regular action sequence string! Custom Motion Bacon: user Apparently that documentation is hidden in the pluggn itself!
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

Please don't create long, boring cutscenes in which characters do nothing but stand around talking.
What if I took a lesson from Half Minute Hero? Let the player get dumb powerful each area, but reset them down to just slightly stronger than before for the next map?
Been averaging 2-3 hours sleep for almost a month now. Starting to space out all the time ^^;
loopk wrote on whtdragon's profile.
Nice to meet you. My name is loopk.
May I use the materials distributed here for adult games for sale?

Thank you in advance.
loopk wrote on Avery's profile.
Nice to meet you. My name is loopk.
May I use the materials distributed here for adult games for sale?

Thank you in advance.

Forum statistics

Threads
94,258
Messages
919,464
Members
123,977
Latest member
Panam
Top