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

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

  1. Chibi54

    Chibi54 Villager Member

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    I made one myself, for a skill I'll call Blitz:



    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    jump user: 200%, 20
    else
    perform start
    end
    zoom: 120%, 20
    camera screen: target, front center, 20
    camera focus: target, front center, 20
    wait:160
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    move user: targets, back, 10
    face user: backward
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    wait: 5
    jump user: 200%, 20
    move user: targets, front, 20
    wait: 10
    motion attack: user
    show animation 7: target
    wait for animation
    action effect
    float user: 0%
    </target action>
     
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  2. luzi

    luzi Freelance Artist Veteran

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    I have a question regarding Action Sequence. I'm trying to use a skill with action sequence command that will make the target move or float. However, if the target is inflicted a state that won't allow them to move (like Stun), any other action sequence will not move them at all even though I wanted it to. I wonder if there's any workaround so my action sequence still work and move Stunned enemy regardless if they're in such a state?
     
  3. msazako

    msazako "Lie of msazako" Veteran

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    @luzi So far, I've only done a compromise for that. Simply remove the state within the sequence, then reapply it again after the sequence. This will reset the number of turns left in the state, but it's better than nothing.
     
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  4. luzi

    luzi Freelance Artist Veteran

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    I've tried that method before, it will reset the number of turns left in the state and it can be exploited to make the enemy stunned forever so I think I'll need another workaround.
     
  5. msazako

    msazako "Lie of msazako" Veteran

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    Hopefully you'll find it. I only got to mitigate that exploit because I have a cooldown system incorporated in my stronger skills.
     
  6. kazze

    kazze Villager Member

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    Can you change target in the middle animation? I'm trying to make a skill like juggernaut's omnislash in dota (example a total 11 hit to 4 random enemies)
     
  7. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

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    @msazako I already sent this to Luzi but for the stun/float thing, if you wish to turn that off, Go to Battle Engine Core and change:
    Code:
    Game_Battler.prototype.spriteCanMove = function() {
       if (!$gameSystem.isSideView()) return false;
       for (var i = 0; i < this.states().length; ++i) {
         var state = this.states()[i];
         if (state.spriteCannotMove) return false;
       }
       return this.canMove();
    };
    
    to the following:
    Code:
    Game_Battler.prototype.spriteCanMove = function() {
        if (!$gameSystem.isSideView()) return false;
        for (var i = 0; i < this.states().length; ++i) {
          var state = this.states()[i];
          if (state.spriteCannotMove) return false;
        }
        return true;
    };
    
     
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  8. Daisetsu

    Daisetsu Veteran Veteran

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    I would be also interessted in how to hold a Animation Stance.
    Please can someone help us?
     
  9. Poladead

    Poladead Villager Member

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    Not sure if anyone asked this before, but is there a way to make an action sequence hide the HP gauge created by the Octobattle plugin? using opacity not focus: 0 hides only the enemy sprite, and not the hp, creating a super weird effect
     
  10. Daisetsu

    Daisetsu Veteran Veteran

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    Nobody knows how to hold the Stance?
    Please i need that really to know.
     
  11. jayholden

    jayholden Veteran Veteran

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  12. HumanHuman

    HumanHuman Villager Member

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    Triple strike: 3 actors jump towards the enemy, then strike in an "X" like fashion. Thought this might be a decent early group limit break.

     
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  13. KaiserXavier

    KaiserXavier Warper Member

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    Hi,

    sorry if this has been asked before but I'm having trouble doing "affect 1 ally" skills as the animation is shown on an enemy and not the target party memeber. From what I've read it should be a target action but it doesn't seem to work. Any help?

    thanks!
     
  14. jayholden

    jayholden Veteran Veteran

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    To be clear: an ally is using a skill or magic that targets another ally, and the targeting etc works and the skill affects the ally properly, but the enemy is the one that plays the animation - is this correct? If so, go ahead and paste your action sequence here so we can take a look.
     
  15. Alby

    Alby Villager Member

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    I'm having a few issues with these. I'm just now starting to use it, setting up my characters for basic attacks first. This works fine with close range attacks, but even with the coding entered to make "missile" attackers not run up to the enemies, they keep doing it anyways. Also, I'm using Yanfly's Weapon Animation and I have a character that would attack in a similar manner, but with the "Chanting" animation instead. How do I keep them both from running up to the enemies?

    Edit: Never mind, I fixed it. :3
     
    Last edited: May 4, 2019
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  16. Jeremiah Eastman

    Jeremiah Eastman Gladiator Veteran

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    Hey there gang I realized the sequence I use for dual wielding has stopped working at some point, possibly with the upgrade to 1.6.2? I was hoping someone could take a look at it and point out what went wrong? I've searched all over and can't even seem to find where I got the code from. But it did used to work where I would attack with both weapons each would show different weapons graphics and each did their own damage. Anyway, here's the code, I hope someone knows how to help with this one and big thanks for having a look.


    Edit:
    Hey all so I haven't fixed this issue yet but I got Ramza's Dual Wield plugin to fix the issue which does work. I don't personally need a solution to this but it does seem like a major issue in the system with anyone trying to use true dual wield and not pay for a plugin. So if anyone has a fix to this they should probably still post it.

    Anyways thanks all and best of luck Rpging.

    <setup action>

    display action

    immortal: targets, true

    </setup action>



    <target action>

    EVAL: user._weap1 = user.equips()[0];

    EVAL: user._weap2 = user.equips()[1];

    EVAL: user.forceChangeEquip(1, null);

    if user.attackMotion() !== 'missile'

    move user: targets, front, 20

    else

    perform start

    end

    wait for movement

    MOTION ATTACK: user

    MOTION WAIT: user

    action animation

    wait for animation

    action effect



    EVAL: user.forceChangeEquip(0, user._weap2);



    MOTION ATTACK: user

    MOTION WAIT: user

    action animation

    wait for animation

    action effect



    EVAL: user.forceChangeEquip(0, user._weap1);

    EVAL: user.forceChangeEquip(1, user._weap2);

    </target action>
     
    Last edited: May 14, 2019
  17. J_spencer93

    J_spencer93 Veteran Veteran

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    I am new at these Action Sequences and am curious if someone could help make one I have been attempting to do. Rather poorly.

    Basically, it would be the Shadow Clone ability from Naruto, the user splits into three duplicates that attack a foe, maybe each from a different direction.
     
  18. EgorFlame87

    EgorFlame87 Blue Mage Veteran

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    Oh, guys, you really saved my day) It is a pity that all the strong tutorials on these plugins are currently unavailable (
     
  19. ArmedAesthetics

    ArmedAesthetics Warper Member

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    Hey everyone! Scanned over this thread a bit and you guys seem very knowledgeable! I couldn't find anything on creating a sequence that involves an alternate attack animation when using a skill. For example, when the user casts a special attack. The user opacity drops to 0, however using the Animation Sprite sheet you can add the user within the Sprite making the user appear in the animation to create a more dynamic attack animation. I'm just not sure how to sequence it. Anyone have any pointers? Greatly appreciated. Thank you! :)

    P.s sorry about the double post , not sure how that happened.
     
    Last edited: Jun 3, 2019
  20. Kes

    Kes Global Moderators Global Mod

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    @ArmedAesthetics I have deleted your first post as all it had was a quotation of the opening post. I could see no reason for it, especially as you quoted it twice, so I have assumed it was done in error, especially going by your PS.
     
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