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

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Started by Blue001 2126 posts Page 106 of 107 View original ↗
  1. yet another question:

    I made a skill that moves enemy battler's closer together (sideview).
    But when it's the enemy turn again, they go back to home position.

    Is there some code or something I could use to block them from doing that for 1-2 turns?
    They should still be able to use skills etc as normal.

    You could give them an invisible state, but not sure how to temporarily disable the move back to home behavior.
  2. This attack lets the player do a cool multi slash vanishing attack. Obviously it
    can be changed to cater more to your game and style of play.


    <target action>

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: forward, 150, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: backwards, 100, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    Part two

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    move user: target, back head, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation

    se: wolf

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    Move User: backwards, 100, 12

    opacity user: 0%, 4

    Motion item: user

    animation 127: user

    wait: 20

    wait for animation

    wait for movement

    opacity user: 100%, 4

    motion victory: user

    wait: 25

    tint screen: normal, 60

    move user: home, 12

    face user: forward

    wait for movement

    </target action>
  3. lovely to see this is still done!
  4. I always thought I could share some of my sequences here, but considering how much custom stuff I have I doubt they would be useful for anyone, haha.
  5. I want to share my simple action sequence. ^__^

    <setup action>
    clear battle log
    display action
    immortal: targets, true
    perform start
    wait for movement
    cast animation
    wait for animation
    </setup action>

    <target action>
    move user: target, front center, 5
    perform action
    motion wait: user
    move user: forward, 200, 12
    wait for opacity
    motion wait: user
    face target: backward
    action animation
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    move user: backward, 200, 12
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    wait for animation
    move user: backward, 200, 12
    face target: forward
    motion wait: user
    wait for animation
    death break
    </target action>

    <follow action>

    </follow 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>
  6. Good
    TheGameMaker said:
    This attack lets the player do a cool multi slash vanishing attack. Obviously it
    can be changed to cater more to your game and style of play.


    <target action>

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: forward, 150, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: backwards, 100, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    Part two

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    move user: target, back head, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation

    se: wolf

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    Move User: backwards, 100, 12

    opacity user: 0%, 4

    Motion item: user

    animation 127: user

    wait: 20

    wait for animation

    wait for movement

    opacity user: 100%, 4

    motion victory: user

    wait: 25

    tint screen: normal, 60

    move user: home, 12

    face user: forward

    wait for movement

    </target action>
    good choregraphy. for some reason not known to me, I couldn't use it via add skill stype, on actor, skill or class. but it worked, somehow, via add skill

    apeng0309 said:
    I want to share my simple action sequence. ^__^

    <setup action>
    clear battle log
    display action
    immortal: targets, true
    perform start
    wait for movement
    cast animation
    wait for animation
    </setup action>

    <target action>
    move user: target, front center, 5
    perform action
    motion wait: user
    move user: forward, 200, 12
    wait for opacity
    motion wait: user
    face target: backward
    action animation
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    move user: backward, 200, 12
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    motion wait: user
    action effect
    shake screen: 3, 9, 30
    wait for animation
    move user: backward, 200, 12
    face target: forward
    motion wait: user
    wait for animation
    death break
    </target action>

    <follow action>

    </follow 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>

    Same goes to you too, but it worked also
  7. Does anybody know how to do the basic "jump at an enemy, attack and go back to the group" action sequence?
  8. it would just be a move to target and a jump command ran consecutively with the same number of frames, an attack motion, animation, and effect, and then a move to home with a jump command, no?

    or do you mean something more specific?
  9. Robro33 said:
    it would just be a move to target and a jump command ran consecutively with the same number of frames, an attack motion, animation, and effect, and then a move to home with a jump command, no?

    or do you mean something more specific?
    That's it, I just remember the sequence being on Driftwood's site or somwhere and you could copy/Paste, I'm not too good with this stuff, thank you for the reply
  10. User1978 said:
    Does anybody know how to do the basic "jump at an enemy, attack and go back to the group" action sequence?

    Something like this?

    Code:
    <target action>
    
    perform start
    wait for movement
    
    move user: target, front base, 20
    jump user: 48, 12
    wait for movement
    
    motion attack: user
    wait: 10
    
    action animation
    wait for animation
    
    action effect
    
    wait: 12
    
    move user: home, 18
    wait for movement
    
    perform finish
    
    </target action>
  11. Squareware said:
    Something like this?

    Code:
    <target action>
    
    perform start
    wait for movement
    
    move user: target, front base, 20
    jump user: 48, 12
    wait for movement
    
    motion attack: user
    wait: 10
    
    action animation
    wait for animation
    
    action effect
    
    wait: 12
    
    move user: home, 18
    wait for movement
    
    perform finish
    
    </target action>
    I'll have to try that when I get off of work, but, it sounds about right, thank you for the response
  12. Here's another one for everyone. The gif is blurry for some reason but it's the only way to show you what you want this to look like and obviously you can make this your own and change it up by using different animations and stuff like that. I use all three of Yanfly's Action Sequence plugins and they are free to use. The note tag stuff is below the video clip.





    <target action>

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: forward, 150, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    Move User: backwards, 100, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    se: absorb1

    opacity user: 0%, 4

    move user: target, base, 12

    Jump: user, 50, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation 177: target

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    se: magic3

    move user: target, back head, 12

    opacity user: 100%, 4

    Motion thrust: user

    wait for animation

    wait for movement

    wait: 20

    opacity user: 0%, 4

    move user: target, front base, 12

    Jump: user, 30, 12

    motion item: user

    wait for movement

    wait: 20

    flash screen: white, 40

    animation

    se: wolf

    wait: 8

    action effect

    wait: 8

    action effect

    wait: 8

    action effect

    flash screen: white, 20

    shake screen: 9, 9, 10

    Move User: backwards, 100, 12

    opacity user: 0%, 4

    Motion item: user

    animation 92: target

    wait: 20

    wait for animation

    wait for movement

    opacity user: 100%, 4

    motion victory: user

    wait: 25

    tint screen: normal, 60

    move user: home, 12

    face user: forward

    wait for movement

    </target action>
  13. Quick Action Sequence question: Is it not possible to overlay two animations on the same target at once so they play over one another?

    I basically have an axe swing, and a bone break anim, and I've been trying:
    <target action>
    se: DL-CamWhoosh, 80, 100, 0
    camera focus: target
    zoom: 150%, 15
    animation 87: target, mirror
    wait: 12
    action 57: target
    wait for animation
    action effect
    </target action>
    With the hope that after 12 frames, the second animation gets played, but the second seems to just be ignored.
  14. Social_Knight said:
    Quick Action Sequence question: Is it not possible to overlay two animations on the same target at once so they play over one another?

    I basically have an axe swing, and a bone break anim, and I've been trying:
    <target action>
    se: DL-CamWhoosh, 80, 100, 0
    camera focus: target
    zoom: 150%, 15
    animation 87: target, mirror
    wait: 12
    action 57: target
    wait for animation
    action effect
    </target action>
    With the hope that after 12 frames, the second animation gets played, but the second seems to just be ignored.
    You can do that because I just tested it. You shouldn't put for the second animation action 57: instead do animation 57: but i put my own animations in this example pic but they activated at the same time
    DS.png
  15. Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.

    However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second.
  16. Social_Knight said:
    Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.

    However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second.
    Well, if you put wait: 12 it's going to wait 12 seconds before it plays the other animation so just remove the wait and it should work.
  17. Social_Knight said:
    Oops, not sure how I mistyped that. It was meant to say Animation twice. So yeah, it now plays after and that part is fixed.

    However, still has the issue that I want both animations to kind of overlap and play at once (so that the axe blade animation connecting overlaps the bone break animation), that's what I'm checking to see is possible. Wait: 12 doesn't wait 12 frames, it still seems to wait for the first animation to finish before playing the second.
    and for me even keeping the wait: 12 both animations play at the same time. As you can see from this image there's the blue Ice spell and yellow slash attack at the same time so maybe you could also switch the order of the animations and have 87 play first then 57.
    DS1.png
  18. Supposed to be 12 frames (i.e. around 1/6th of a second), as per Yanfly site.
    =============================================================================
    WAIT: frames
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Makes the game wait a certain amount of frames before going on to the
    next action in the action sequence.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Usage Example: wait: 60
    =============================================================================
    But even both at once would be acceptable, I could add blank frames to account for that. But nope, it always waits for me.

    Hmmm... perhaps one of my plugins is doing something to action sequences or anims to prevent this. Probably because I'm allowing large size anims with Coolies Anim Dimensions and altering anim framerates on the fly too. Or perhaps one of the battle plugins.

    Guess we'll have to just use both spritesheets together.
  19. I've been trying to insert some dialog (just Show Text + a conditional) after the battle message shows up and the animation is played in a particular skill, but before the effects of the skill actually take effect and the result is printed to the battlelog.

    Completely new to action sequences, I dunno if trying to use common events in them makes them kinda weird, but so far I've tried both
    Code:
    <setup action>
    clear battle log
    display action
    immortal: targets, true
    perform start
    wait for movement
    cast animation
    wait for animation
    action common event
    </setup action>
    and
    Code:
    <target action> //single target action
    action common event
    perform action
    motion wait: user
    action animation
    wait for animation
    action effect
    death break
    </target action>
    to no effect.
    Looking at it now those were both probably too early to have it play after the skill animation, but in both cases the common event still played at the very end of the action.
  20. Rethy said:
    I've been trying to insert some dialog (just Show Text + a conditional) after the battle message shows up and the animation is played in a particular skill, but before the effects of the skill actually take effect and the result is printed to the battlelog.

    Completely new to action sequences, I dunno if trying to use common events in them makes them kinda weird, but so far I've tried both
    Code:
    <setup action>
    clear battle log
    display action
    immortal: targets, true
    perform start
    wait for movement
    cast animation
    wait for animation
    action common event
    </setup action>
    and
    Code:
    <target action> //single target action
    action common event
    perform action
    motion wait: user
    action animation
    wait for animation
    action effect
    death break
    </target action>
    to no effect.
    Looking at it now those were both probably too early to have it play after the skill animation, but in both cases the common event still played at the very end of the action.
    Try
    common event: 123
    where 123 is the number, rather than action common event.

    By default, action common event will always play during the follow action. 1773821517048.png