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

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

  1. AsuranFish

    AsuranFish Veteran Veteran

    Messages:
    81
    Likes Received:
    60
    First Language:
    English
    Is there a way to make a skill / action sequence that executes an entirely different skill?

    For instance, let’s say I have:

    Skill #20: Water
    Skill #21: Blizzard

    And I want to add:

    Skill #22: Flash Freeze - A skill that casts Water on an enemy, and then follows that up by casting Blizzard.

    Would I be able to achieve this? Seems like this would allow for some interesting combos...
     
    Marquise* likes this.
  2. Oberon

    Oberon Villager Member

    Messages:
    15
    Likes Received:
    1
    First Language:
    English
    Primarily Uses:
    RMMV
    Anyone know why this skill animation (from this thread) causes a crossbow to fire twice? I just want it to show the crossbow, then shoot, and hit once. But it repeats itself and shoots twice for some reason, even after enemies are dead.

    <setup action>
    display action
    perform start
    wait for movement
    </setup action>

    <target action>
    motion swing: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    death break
    </target action>

    <finish action>
    clear battle log
    perform finish
    wait for movement
    </finish action>
     
  3. febrycahjagraha

    febrycahjagraha Warper Member

    Messages:
    1
    Likes Received:
    0
    First Language:
    english
    Primarily Uses:
    RMMV
    hey there, i was try to use your plugin yanfly and i love it.
    but there's a bug or what.
    i was try to hide skill at battle, but it still show.
    i was use <Hide if Learned Skill: x> or <hide in battle> it wont make a skill hide in battle.
     
  4. HalestormXV

    HalestormXV Deranged Veteran

    Messages:
    96
    Likes Received:
    11
    First Language:
    Sarcasm/English
    Primarily Uses:
    N/A
    Quick question about DragonBone battlers and these ActionSequences. It appears if a DragonBone battler dies while an ActionSequence is executing the game will crash with the following: Cannot read property 'hasDragonBone' of undefined. This likely means that some type of animation is trying to be played and the dragonBone battler just doesnt have it. So i opened up the log to try and debug this and here is the result:

    Code:
    rpg_managers.js:1949 TypeError: Cannot read property 'hasDragonBone' of undefined    
     at Sprite_Actor.forceMotion (KELYEP_DragonBones.js:1095) 
     at Game_Actor.Game_Battler.forceMotion (YEP_BattleEngineCore.js:3913) 
     at KELYEP_DragonBones.js:1054 at Array.forEach (<anonymous>) 
     at Function.BattleManager.actionMotionTarget (KELYEP_DragonBones.js:1044) 
     at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:566) 
     at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack3.js:473) 
     at Function.BattleManager.processActionSequence (YEP_DamageCore.js:1003) 
     at Function.BattleManager.processActionSequence (YEP_X_ArmorScaling.js:562) 
     at Function.BattleManager.processActionSequence (YEP_ImprovedBattlebacks.js:356)

    Now here is the action sequence. It is a basic Penta Slash one slightly modified.
    Code:
    <setup action>
    immortal: targets, true
    animation 120: user
    camera focus: user, center, 5
    zoom: 125%, 5
    wait for zoom
    wait for animation
    reset zoom: 5
    reset camera: 5
    wait for zoom
    wait for camera
    </setup action>
    
    <Target Action>
    move user: target, front head, 4
    wait for movement
    face user: target
    motion swing: user
    action animation
    action effect
    wait: 3
    move user: target, back base, 4
    wait for movement
    face user: target
    motion swing: user
    action effect
    wait: 3
    move user: target, back center, 1
    wait for movement
    face user: target
    move user: target, front head, 4
    wait for movement
    face user: target
    motion swing: user
    action effect
    wait: 3
    move user: target, back head, 1
    wait for movement
    face user: target
    move user: target, front base, 4
    wait for movement
    face user: target
    motion swing: user
    action effect
    wait: 3
    move user: target, back center, 4
    wait for movement
    face user: target
    motion swing: user
    action effect
    wait: 3
    move user: target, front center, 1
    wait for movement
    face user: target
    wait: 10
    move user: target, back center, 4
    wait for movement
    face user: target
    action effect
    death break
    wait: 5
    immortal: targets, false
    </Target Action>
    

    Any ideas as to what is wrong. It must be within the action sequence becasue if you kill the dragonBones monster with just a regular attack there are no issues. Or perhaps this is a known issue and there is a way to prevent a dragonBones monster from dying to an action sequence? I am new to using both the DragonBones combined with the ActionSequence so I appologize if this has been addressed already.
     
  5. GenoGold

    GenoGold Villager Member

    Messages:
    27
    Likes Received:
    1
    First Language:
    english
    Primarily Uses:
    N/A
    So this One makes my character jump and cause a massive explosion, but it plays the animation individually for each target (it supposed to hit all targets) It only shows the jump once but the animation once before the jump, then it plays normally, then the animation plays again until it hits each target. I just want it to play once

    <Setup Action>

    Display Action

    </Setup Action>



    <Target Action>

    camera focus: user

    zoom: 115%, 40

    camera offset: right, 60

    wait for zoom

    BGS : Wind10, 100



    animation 3: user

    hp -2%: user, show

    motion damage: user



    wait: 5

    move user: forward, 350, 40

    face user: away from target

    jump user: 800, 120



    motion swing: user

    perform action

    zoom: 130%, 60

    camera focus: target

    face user: home

    wait for zoom

    action animation

    action animation: target

    action effect: target

    wait: 20

    action animation: target

    action effect: target

    wait: 15

    action animation: target

    action effect: target

    wait: 18

    action animation: target

    action effect: target

    motion damage : user

    wait for animation

    wait : 5



    death break

    perform finish

    </Target Action>



    On a side note, Id like to know how to make an action sequence go faster.
     
    Last edited: Jul 25, 2018
  6. Quanee

    Quanee Veteran Veteran

    Messages:
    60
    Likes Received:
    6
    First Language:
    Polish
    Primarily Uses:
    RMMV
    Hi,

    So I'm using a summon plugin from this link https://forums.rpgmakerweb.com/index.php?threads/summon-actor.73950/ and I'm having an issue. I'd like to create an action to summon the actor, but whatever I do, as soon as I reach finish it will always swap to its default summon animation (aka characters just running off screen and having an actor come with them). I want to achieve everything phasing out and phasing back in on the summoned actor already being there after my custom actions are done.
     
  7. GenoGold

    GenoGold Villager Member

    Messages:
    27
    Likes Received:
    1
    First Language:
    english
    Primarily Uses:
    N/A
    Hello. i have a action sequence that i like but i want it to go faster. how do i increase the sequence speed.
    (its an attack where the actor dashes through the enemy, from the same direction multiple times. kinda like the flash running around the world to keep hitting the guy from the same direction multiple times.
    <Target Action>

    move user: BACKWARD, 100, 30

    face user: target

    move user: BACKWARD, 100, 30

    face user: target

    motion escape: user

    move user: BACKWARD, 100, 20

    face user: target

    wait: 30

    move user: forward, 1200, 1

    move user: target, back base, 30

    wait for movement

    motion swing: user

    action animation

    action effect

    move user: forward, 300, 30

    move user: backward, 1500, 1

    wait for movement

    move user: home, 40

    move user: BACKWARD, 100, 30

    face user: target

    move user: BACKWARD, 100, 30

    face user: target

    motion escape: user

    move user: BACKWARD, 100, 20

    face user: target

    move user: forward, 1200, 1

    move user: target, back base, 30

    wait for movement

    motion swing: user

    action animation

    action effect

    move user: forward, 300, 30

    move user: backward, 1500, 1

    wait for movement

    move user: home, 40

    move user: BACKWARD, 100, 30

    face user: target

    move user: BACKWARD, 100, 30

    face user: target

    motion escape: user

    move user: BACKWARD, 100, 20

    face user: target

    move user: forward, 1200, 1

    move user: target, back base, 30

    wait for movement

    motion swing: user

    action animation

    action effect

    move user: forward, 300, 30

    move user: backward, 1500, 1

    wait for movement

    move user: home, 40

    move user: BACKWARD, 100, 30

    face user: target

    move user: BACKWARD, 100, 30

    face user: target

    motion escape: user

    move user: BACKWARD, 100, 20

    face user: target

    move user: forward, 1200, 1

    move user: target, back base, 30

    wait for movement

    motion swing: user

    action animation

    action effect

    move user: forward, 300, 30

    move user: backward, 1500, 1

    wait for movement

    move user: home, 40

    perform finish

    </Target Action>
     
  8. jessee_p

    jessee_p Villager Member

    Messages:
    9
    Likes Received:
    5
    Location:
    Brisbane, Australia
    First Language:
    English
    Primarily Uses:
    RMMV
    Hi, is there a way to use note tags to tint assets in battle? I'd like to be able to darken specific enemies, actors and the battle back separately so I can visually emphasize who's turn it is and when they perform a special technique.
     
  9. smeros

    smeros Villager Member

    Messages:
    15
    Likes Received:
    3
    Location:
    Istanbul
    First Language:
    Turkish
    Primarily Uses:
    RMMV
    This is awesome. You can create everything in your style. Yanfly is a genius. But I'll ask you guys. I've seen a script for VX Ace back then. Its name idk but something like Symphony? This plugin reminds me of it. Idk maybe I missed something. Anyway, who I am to ask anything, right? Thanks for the awesome job, Yanfly. Cheers. :kaoswt:
     
  10. GameJester

    GameJester Warper Member

    Messages:
    4
    Likes Received:
    0
    First Language:
    English
    Hello, I was playing around with a whole action sequence for an aoe spell but I don't like how the animation plays for each enemy.
    Is there a way to play just one animation?
    I know that the base game can achieve this but I want the spell to damage the enemies over 9 times so I use the action battle sequence to do this.
    Code for "Fiery Force":

    Code:
    <whole action>
    motion attack: user
    face user: target
    action animation
    wait: 4
    action effect
    wait: 7
    action effect
    action effect
    action effect
    action effect
    </whole action>
     
  11. JGreene

    JGreene Dogs? They're all puppers Veteran

    Messages:
    352
    Likes Received:
    259
    First Language:
    English
    Primarily Uses:
    RMMV
    Surprised no one has answered this yet, but @GameJester you can make the following changes and it should be fine:

    <whole action>
    motion attack: user
    face user: target
    animation 100: target
    wait: 4
    action effect
    wait: 7
    action effect
    action effect
    action effect
    action effect
    </whole action>

    Change the 100 to your skill's current animation ID, and remove the default animation from the skill itself.

    -------------------------------------------------------------

    Also, I have an action sequence modification to share. It makes your skill continuously repeat, attacking random targets, as long as you keep getting killing blows. Dunno if this has been done yet, but here it is.

    <Post-Damage Eval>
    if ($gameTroop.members()[BattleManager._action._targetIndex].hp <= 0)
    {
    var skillId = #
    BattleManager._subject.forceAction(skillId, -1);
    }
    </Post-Damage Eval>

    It's mostly plug and play, just copy and paste at the appropriate place in your sequence (the bottom usually) and replace the # with the desired skill ID.
     
    Last edited: Aug 13, 2018
  12. Nate McCloud

    Nate McCloud Villager Member

    Messages:
    16
    Likes Received:
    0
    First Language:
    English
    Is this a place to ask for help, as well? Because I'm looking to make a skill sequence that involves the entire party, and changes based on the number of party members, their states, and their positions in the party.

    For example, there is a skill where the musician character will sing a song, and all other party members who are both alive and aren't afflicted by any debilitating states will dance to the music. The max party size in this game is 5.

    Any party member
    If user, moves to the middle of the screen and sings.
    If dead or inflicted with debilitating state, does nothing.

    The criteria to dance: Someone is in that party slot, alive, not inflicted with debilitating state, and not user.

    P(arty) M(ember) #1
    If criteria to dance are met, and PM #2 also meets the criteria, dances with PM #2.
    If criteria to dance are met, but PM #2 does not meet the criteria, or no one is in Party Slot #2, dances alone.

    PM #2
    If criteria to dance are met, and PM #1 also meets the criteria, dances with PM #1.
    If criteria to dance are met, but PM #1 does not meet the criteria, or no one is in Party Slot #1, dances alone.

    PM #3
    If criteria to dance are met, and PM #4 also meets the criteria, dances with PM #4.
    If criteria to dance are met, but PM #4 does not meet the criteria, or no one is in Party Slot #4, dances alone.

    PM #4
    If criteria to dance are met, and PM #3 also meets the criteria, dances with PM #3.
    If criteria to dance are met, but PM #3 does not meet the criteria, or no one is in Party Slot #3, dances alone.

    PM #5
    If criteria to dance are met, dances alone.

    On to a different sequence, though...

    I saw someone had written something about a skill where the user backs up before rushing into the enemy. Well! I took that idea, and let the user's party members get in on the fun! I'm not sure it will work as expected for all possible party slots and only living party members, since the editor doesn't allow switching party slots or killing off certain party members to test, but what I can see so far seems to work!

    https://sergeofbibek.github.io/ActionSequenceIDE/share.html?sequence=-LKOXesFYK7U5I9SL1l8
     
    Last edited: Aug 21, 2018
  13. Snarkyfork

    Snarkyfork Veteran Veteran

    Messages:
    251
    Likes Received:
    19
    First Language:
    English
    I have a bit of an issue here, for some reason when I use the maidens stance skill (177 I think) with the swordsman class character the name doesn't show up on the battle-hud name-call-thing but when I use that same skill with the magic-swordsman character it does show up.

    What could i be missing here?
     
  14. LazESigma

    LazESigma Veteran Veteran

    Messages:
    41
    Likes Received:
    2
    Location:
    Chicagoland
    First Language:
    English
    I'm having trouble what should be a basic thing here.
    I have a bow user with Bow-related skills. When using the skills like "Aim", the character performs a generic animation that isn't her firing a bow with the missile type animation. How do I accomplish this?
    I have all the animation sequence plugins, but can't see in the Help file where this basic weapon animation being applied to a skill is located.
     
  15. atoms

    atoms Veteran Veteran

    Messages:
    291
    Likes Received:
    137
    Location:
    United Kingdom, England
    First Language:
    English
    Primarily Uses:
    RMMV
    I think this can be done through common events and force actions. I.e. Conditonal branch. If actor has certain state on (give an invisible state on the user when using Flash Freeze), force action user skill #20 then skill #21. Does that work?
     
  16. ramedina1234

    ramedina1234 Veteran Veteran

    Messages:
    44
    Likes Received:
    13
    First Language:
    English
    Primarily Uses:
    RMMV

    how to manually add common event using moveanime2.js?? all i did was to put <move:10> in skill note tag but it doesnt work. can you teach me?

    Edit: or can i copy your common event 91?
     
    Last edited by a moderator: Sep 17, 2018
  17. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

    Messages:
    4,172
    Likes Received:
    3,621
    Location:
    Belgium
    First Language:
    Dutch
    Primarily Uses:
    RMXP
    @ramedina1234 Please don't double post (= posting right after yourself). Instead, please use the 'Edit' button to add something after you posted. I've merged your two posts this time.
     
  18. Lukinobu93

    Lukinobu93 Warper Member

    Messages:
    1
    Likes Received:
    0
    First Language:
    Italian
    Hello there,
    I wanted to make a sequence like the FF4 Eidolons, but for some reason on the top of the screen it won't show the name of the animation, and it won't even show my party member use the skill, they will fade immediately.
    Please help T_T
    <Cast animation: 122>
    <setup action>
    Display Text: \N[1] summons Shiva!
    BATTLEBACK 3 ADD: battlebacks1, Crystal 2
    OPACITY all actors: 0
    </setup action>

    <target action>
    enemy effect: existing enemies, blink
    </target action>

    <finish action>
    BATTLEBACK 3 REMOVE
    OPACITY all actors: 255
    </finish action>"]
     
    Last edited: Sep 24, 2018
  19. PaybacK

    PaybacK Fire Crazed Veteran

    Messages:
    62
    Likes Received:
    11
    Location:
    United States
    First Language:
    English
    You're using <target action>. Use <whole action> instead and that shouldn't happen.
     
  20. catwizard69

    catwizard69 Villager Member

    Messages:
    7
    Likes Received:
    0
    First Language:
    English
    Primarily Uses:
    RMMV
    I'm a definite noob to the action sequences, so bear with me. However, I've had success up until this point. I'm wondering if someone can help me with my basic attack: pretty much just need it to change the sequence a bit for when the character is using a ranged attack or not. My code seems like it's fine, however i keep getting an error when I add (what i think) the code is to make an exception for 'missile' attacks. Here's my code, can someone help me figure out what's wrong with it? Thanks to whoever can help me out!!
    Skill #1 will be used when you select

    the Attack command.

    <Timed Attack: circle>

    <End Timed Attack>

    <setup action>

    if user.attackMotion() !== ‘missile’

    immortal: targets, true

    camera focus: user

    zoom: 200%, 15

    wait for camera

    wait: 35

    move user: targets, front, 20

    wait for movement

    else

    display action

    immortal: targets, true

    camera focus: user

    zoom: 200%, 15

    wait for camera

    wait: 35

    JUMP user: 100%, 25

    move user: targets, front, 25

    wait for movement

    </setup action>

    <target action>

    move user: forward, 65, 10

    MOTION ATTACK: user

    wait:10

    ATTACK ANIMATION: target

    wait for animation

    action effect

    </target action>

    <finish action>

    immortal: targets, false

    CLEAR BATTLE LOG

    reset zoom: 0

    move user: return 12

    wait for movement

    face user: forward

    </finish action>
     

Share This Page