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

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

  1. JaredDufour

    JaredDufour Power Ranger Veteran

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    Anyone made a sequence like a hadouken? Animation starting at a party sprite and moving across to the targeted enemy?
     
  2. thepsyche

    thepsyche Veteran Veteran

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    Hey everyone,

    I'm looking to make a skill that has two instances of damage, both with different elements.

    Handling the two instances of attack is easy using the damage formula and a variable condition, but I'm unsure of how to change the element that it is delivered with.

    The character should first attack with the "Normal Attack" element, and then secondly with an attack that uses the "Thunder" element, all in the one skill.

    I've read that it is common to use a common event to force a second skill - but I'm unsure how to do this, and was wondering if it would be more efficient to do it through an action sequence.

    Thanks!
     
  3. Captain_Joshua

    Captain_Joshua Villager Member

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    Is there a way to make a skill do more damage based on the state the target has? I have a skill thats supposed to do more damage when the enemy is suffering from the "bleeding" state. How would I write that the stat does more damage if the enemy has said state applied to them?

    I appreciate any help on the topic.
     
  4. Hank_McGurk

    Hank_McGurk Hank McGurk Member

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    I enjoyed adding a little more variety in the timing, but I loved your theme. I also prefer for the action effect to be in alignment with the action animation.

    <target action>
    move user: target, front head, 10
    wait for movement
    motion swing: user
    action animation
    action effect
    move user: target, back, 14
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, back center, 12
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, front head, 14
    motion swing: user
    wait for movement
    action effect
    move user: target, back head, 12
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, front center, 10
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, front, 14
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, back center, 10
    motion swing: user
    action animation
    wait for movement
    action effect
    move user: target, front center, 16
    motion swing: user
    action animation
    wait for movement
    action effect
    wait: 26
    move user: target, back center, 6
    motion swing: user
    action animation
    action effect
    death break
    </target action>

    -Hank
     
  5. Lionheart_84

    Lionheart_84 Veteran Veteran

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  6. Lionheart_84

    Lionheart_84 Veteran Veteran

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    Ok, thank you so much !!! :biggrin::biggrin::biggrin: Thank you very much!!! :biggrin::biggrin::biggrin: I'll wait!!! :wink::wink::wink:

    BUMP!
     
  7. Nightshade

    Nightshade Veteran Veteran

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    invisible actor . animation playing actor walks over to other actor. gives actor kiss animation *giggle* making hearts appear followed by heal followed by dialogue then walks back to one space in front of battle position animation ends then 1 second actor becomes visible making it look like said actor made out with mc actor doing battle

    how do you do this please. like have said actor stand infront of other actor , play heart animation then walk back after speaking.
     
  8. Alexander Hawksmoor

    Alexander Hawksmoor Veteran Veteran

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    So having a little issue with one of my action sequences. It's basically a double attack in which the player dashes through the enemy from the front and then turns and dashes through them from the back. Problem is, when the player dashes from the back, the battler sprite won't face the opposite direction and looks like he's moonwalking backwards. Here's the code I'm using, any help is appreciated.
    <setup action>
    immortal: targets, true
    </setup action>
    <target action>
    move user: target, front base, 15
    wait: 25
    move user: target, back base, 30
    motion missile: user
    face user: target
    motion thrust: user
    wait: 15
    attack animation: target
    wait for animation
    action effect
    face user: target
    move user: targets, front base, 20
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>
    <follow action>
    face user: forward
    jump user: 50, 25
    move user: return, 25
    motion escape: user
    wait for movement
    MOTION walk: user
    immortal: targets, false
    </follow action>
    I've tried this code in yanfly's action sequence editor and the sprite does the sequence perfectly, but in the mv editor the sprite will only face forwards.
     
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  9. Vendon

    Vendon LVL 255 Veteran

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    Hello I made an action sequence for auto attack and it is working almost just fine but sometimes I can not choose a different target and very hardly it even happens that I can not target anything. Here is my action sequence. Well it is very long for a normal attack I think so I am not sure if I've done something wrong. Maybe I am missing something after (if user.attackMotion) actually after if there must be somewhere an else ? Oh and not to forget it is working for bows - long ranged and swords - closed ranged PS: This is my 1st action sequence I've might set something twice.

    <setup action>
    display action
    camera clamp on
    ZOOM: 1.25, 15
    camera focus: target, front, 40
    wait for camera
    wait for zoom
    if user.attackMotion() !== 'missile'
    move user: target, front base, 20
    wait for move
    end
    immortal: target, true
    </setup action>

    <Target Action>
    wait: 10
    perform action: user
    action effect: target
    if target.result().isHit()
    attack animation: target
    wait for animation
    else
    perform start
    end
    wait: 10
    perform action
    motion:user
    move target: forward, 48, 12
    action animation
    wait for animation
    action effect
    death break
    move user: home, 20
    reset camera
    </Target Action>



    <finish action>

    immortal: targets, false

    wait for new line

    clear battle log

    perform finish

    wait for movement

    wait for effect

    action common event

    </finish action>

    Or should I choose this one here. I think that this here is better because the 1st one at the Action Sequence Editor the user hits twice which I also dont want. So this here is the second one

    <setup action>
    display action
    camera clamp on
    ZOOM: 1.25, 15
    camera focus: target, front, 40
    immortal: target, true
    </setup action>

    <Target Action>
    wait: 5
    if user.attackMotion() !== 'missile'
    move user: target, front base, 20

    else

    perform start

    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    death break
    move user: home, 20
    reset camera

    </Target Action>
     
    Last edited: May 18, 2018
  10. Nightshade

    Nightshade Veteran Veteran

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    How do you make team actor to move to other team actor? is that possible?
     
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  11. Vendon

    Vendon LVL 255 Veteran

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    Hello yes it is. Try using ( move user: actor 1, base, 20 ) This will make the ( user ) move to actor 1 in your party slot. You also can use ( move actor 1: actor 0, base, 20 ) to avoid actor 1 to walk to actor 1 if user is already actor 1 at slot 1 already.

    If you don't know how to perform an action sequence for something like throw a friend then here is my action sequence for this skill. It's not perfect but it's kinda funny. But I also don't know how to make it so that it only works if a 2nd actor is in party. Mine will still be used even if there is only 1 actor in party.

    <setup action>
    clear battle log
    camera clamp on
    ZOOM: 1.25, 15
    camera focus: user, front, 40
    move actor 1: actor 0, base, 20
    face actor 1: backward
    wait: 30
    se: Wind7, 100, 100, 0
    motion attack: actor 1, no weapon
    jump actor 0: 200, 30
    face actor 1: forward
    move actor 0: target, center, 30
    wait: 20
    </setup action>

    <whole action>
    wait: 20
    motion skill: user
    animation 119: user
    flash screen: yellow
    shake screen: 3, 9, 30
    wait for animation
    jump actor 0: 100, 20
    se: Wind1, 100, 100, 0
    wait: 10
    flash screen: white
    action effect
    reset camera
    </whole Action>
     
    Last edited: May 19, 2018 at 2:37 PM
  12. PaybacK

    PaybacK Fire Crazed Veteran

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    Try putting "wait for movement" before your "face user: target". So like this:

    <target action>
    move user: target, front base, 15
    wait: 25
    move user: target, back base, 30
    motion missile: user
    WAIT FOR MOVEMENT
    face user: target
    motion thrust: user
    wait: 15
    attack animation: target
    wait for animation
    action effect
    face user: target
    move user: targets, front base, 20
    motion thrust: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>
     
  13. PaybacK

    PaybacK Fire Crazed Veteran

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    If you have Yanfly's "Element Core" plugin, you can use 'clear element' after the first attack, then use 'add element: x' (x is the element ID, or you can use the name), before the second attack to achieve the effect you're looking for.

    Hope it works, sorry if I'm late and you already figured it out lol.
     
  14. Alexander Hawksmoor

    Alexander Hawksmoor Veteran Veteran

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    @PaybacK hey thanks for the reply,I'm afraid it has no effect, the battler still faces to the left only and won't reverse his direction. I'm thinking it might be a plugin issue since it works in the yanfly action sequence editor but not in the mv software. This sort of confirms it I think.
     
  15. PaybacK

    PaybacK Fire Crazed Veteran

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    When I get home in a few minutes, I'll try your action sequence out and see if I can't find your problem.
     
  16. PaybacK

    PaybacK Fire Crazed Veteran

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    Yeah, there's something going on here. I pasted it into one of my skills the way you posted it, it works as intended he slashes forward, then turns and slashes again. All I can suggest right now is to check and make sure your battle and action sequence plugin is updated.
     
  17. Vendon

    Vendon LVL 255 Veteran

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    Some of Mogs Plugins combined with Yanfly are having this issue. Same problem for my SVenemys they are facing the wrong position because of that. So it can be a plugin which is causing that. Just make a copy of your project - a bug fix version and turn off all plugins ( in the bug fix version ) to check if it is the case.
     
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  18. Nightshade

    Nightshade Veteran Veteran

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    so how do i make it so actor walks over to second actor. stands in front of said actor and turns to look at said actor? does skill then returns to party slot location? that basically what i want and can you do dialouge doing said action or no?
     
  19. Vendon

    Vendon LVL 255 Veteran

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    Sorry I don't know. Well I made one Action Sequence but for some reason the common event gets used twice everytime I use that skill and not sure why.
     
  20. Nightshade

    Nightshade Veteran Veteran

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    awww I'll wait maybe someone that an expert with this can do this for me : )
     

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