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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 2 of 107 View original ↗
  1. Ok, I'm sure there's a much cleaner way to do this, but I like the effect so I figured I'd share. This basically emulates (close enough, anyway) a typical Dragoon Jump from any of the Final Fantasy games.

    Here's the Jump effect:

    Spoiler
    <target action>
    camera focus: user
    zoom: 110%, 30
    wait for zoom
    move user: forward, 48, 12
    opacity not focus: 0, 20
    wait for opacity
    se: Wind10
    float user: 600%, 10
    wait for float
    opacity user: 0%, 5
    wait for opacity
    move user: target, front, 5
    wait for movement
    opacity user: 100%, 5
    wait for opacity
    float user: 0%, 10
    wait for float
    motion attack: user
    action animation
    shake screen: 3, 9, 10
    ani wait: 5
    action effect
    immortal: target, false
    Wait 30
    reset zoom: 10
    reset camera: 10
    jump user: 200%, 10
    move user: home, 5
    face user: forward
    wait for animation
    wait for movement
    </target action>

    <follow action>
    zoom: 100%, 60
    opacity not focus: 100%, 60
    wait for opacity

    </follow action>
    And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:

    Spoiler
    <whole action>
    camera focus: user
    zoom: 110%, 30
    wait for zoom
    move user: forward, 48, 12
    se: Wind10
    float user: 600%, 10
    wait for float
    opacity user: 0%, 5
    wait for opacity
    move user: targets, back, 5
    wait for movement
    opacity user: 100%, 5
    wait for opacity
    float user: 0%, 10
    wait for float
    action animation
    ani wait: 5
    shake screen: 3, 9, 30
    jump user: 200%, 10
    move user: targets, front center, 5
    wait for movement
    face user: target
    motion attack: user
    action animation
    ani wait: 5
    jump user: 200%, 10
    move user: targets, front head, 5
    wait for movement
    face user: target
    motion attack: user
    action animation
    ani wait: 5
    action effect
    immortal: target, false
    Wait 30
    reset zoom: 10
    reset camera: 10
    jump user: 200%, 10
    move user: home, 5
    face user: forward
    wait for animation
    wait for movement
    </whole action>

    <follow action>
    zoom: 100%, 60
    opacity not focus: 100%, 60
    wait for opacity

    </follow action>
    Like I said, I'm sure someone can come up with a much cleaner and shinier way to get this done as this is a Work in Progress, but I love this thread so much I wanted to contribute something.
  2. love the thread idea. Keep em coming, this will help lots of us learn much quicker.

    EDIT: How could we enhance this so that if a character gets two attacks in, both are facing the enemy.  I've got a character with gloves that gets an extra attack :)

     

    Yanfly said:
    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 action
    immortal: targets, true
    </setup action>

    <target action>
    if user.attackMotion() !== 'missile'
    move user: targets, front, 20
    else
    perform start
    end
    wait for movement
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    </target action>
    Have fun!

     
  3. Here's a caster damage effect: User slightly fades in and out 3 times, then a "power up" animation plays, then the character casts the damaging spell.

    Take note that I'm making use of the camera panning/zooming, and also making non-active targets disappear during the ability. So, if you don't want those, just delete anything that says "camera" "zoom" and "opacity not focus: 0%"

    Spoiler
    Code:
    <setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>
  4. @Fernyfer775 I like just tried it, I like. I'm going to save this one to the library and tweak as needed :)
  5. COMMON EVENT 7 Set Variable 1 = Actors Attack *3<Target Action>opacity not focus: 0%, 30wait for opacityhide battle hudmove user: target, front base, 15wait for movementcommon event: 7jump user: 100, 20motion attack: userwait: 10perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 200, 30motion attack: userwait: 15perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 300, 40motion attack: userwait: 20perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkopacity not focus: 100%, 30wait for opacityshow battle hud<\Target Action>A neat little sequence i made. Each strikes makes the Actor jump higher and perform twice as much damadge as the strike before it. While on it, someone know if it will be possible to include or if it already is possible to use damadge formulas inside of these tags??? Example: CHANGE VARIABLE 1 = a.atk
  6. Don't mean to be a noob, but I wonder what the code for a character to remain in the casting animation for a spell would be.
  7. SpellcraftQuill said:
    Don't mean to be a noob, but I wonder what the code for a character to remain in the casting animation for a spell would be.
    motion spell: user
  8. Fernyfer775 said:
    motion spell: user
    That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.
  9. SpellcraftQuill said:
    That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.
    Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.
  10. So I took alot of the stuff in this thread, and changed it around a bit to make it my own a little bit. This is all based off a monk glove/claw user. Can be adjusted for anything really. 

    Power Punch - Simple teleport-esque attack.

    Spoiler
    <target action>hide battle hud

    opacity not focus: 0, 20

    wait for opacity

    se: Wind10

    opacity user: 0%, 5

    move user: target, front, 5

    wait for opacity

    opacity user: 100%, 5

    wait for opacity

    motion attack: user

    action animation

    shake screen: 3, 9, 10

    ani wait: 5

    action effect

    immortal: target, false

    Wait 30

    move user: home, 5

    face user: forward

    wait for animation

    wait for movement

    </target action>

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>
    Uppercut  - As name suggests 

    Spoiler
    <target action>hide battle hud

    opacity not focus: 0, 20

    move user: target, front, 5

    wait for opacity

    opacity user: 100%, 5

    wait for opacity

    motion attack: user

    action animation

    float target: 500%, 30

    wait for float

    float target: 0%, 10

    wait for float

    se: Earth5

    shake screen: 3, 9, 10

    ani wait: 5

    action effect

    immortal: target, false

    Wait 30

    move user: home, 5

    face user: forward

    wait for animation

    wait for movement

    </target action>

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>
    One two Combo - Back attack, Front attack 

    Spoiler
    <target action>hide battle hud

    opacity not focus: 0, 20

    wait: 1

    move user: target, back head, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    action effect

    wait: 10

    move user: target, front base, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    reset camera: 10

    action effect

    move user: home

    face user: forward

    wait for movement

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>
    Pummel - Just a simple 3 hit attack

    Spoiler
    <target action>hide battle hud

    opacity not focus: 0, 20

    wait for opacity

    opacity user: 0%, 5

    move user: target, front, 5

    wait for opacity

    opacity user: 100%, 5

    wait for opacity

    motion attack: user

    wait: 1

    attack animation: target

    wait for animation

    action effect

    motion attack: user

    wait: 1

    attack animation: target

    wait for animation

    action effect

    motion attack: user

    wait: 1

    attack animation: target

    wait for animation

    action effect

    wait 1

    immortal: target, false

    Wait 30

    move user: home, 5

    face user: forward

    wait for animation

    wait for movement

    </target action>

    <follow action>

    zoom: 100%, 60

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>
    Blitz - From the first page, redone

    Spoiler
    <target action>hide battle hud

    opacity not focus: 0, 20

    wait: 1

    move user: target, back head, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    action effect

    wait: 1

    move user: target, front base, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    action effect

    wait: 1

    move user: target, back head, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    action effect

    wait: 1

    move user: target, front base, 5

    wait for movement

    motion attack: user

    face user: target

    action animation: target

    wait for animation

    action effect

    wait: 1

    move user: home

    face user: forward

    wait for movement

    <follow action>

    opacity not focus: 100%, 60

    wait for opacity

    show battle hud

    </follow action>
     
    I would like to point out I can't even do events well, and I was able to adjust a lot of these and make one of my very own (upper cut). So if I can do it I feel anyone can. Much thanks Yan for making it simple, and thanks to everyone else for sort of showing this dummy how. <3
  11. Fernyfer775 said:
    Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.

     
    <target action>

    motion spell: user

    perform start

    </target action>

    To be specific, I want it to stay on the last frame as the spell animation occurs.
  12. SpellcraftQuill said:
    <target action>

    motion spell: user

    perform start

    </target action>

    To be specific, I want it to stay on the last frame as the spell animation occurs.
    Do it like this:

    motion spell: user

    motion wait: user

    If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.
  13. erikmidnatt said:
    love the thread idea. Keep em coming, this will help lots of us learn much quicker.

    EDIT: How could we enhance this so that if a character gets two attacks in, both are facing the enemy.  I've got a character with gloves that gets an extra attack :)
    I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!
  14. Fernyfer775 said:
    Do it like this:

    motion spell: user

    motion wait: user

    If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.
    <setup action>

    display action

    wait: 40

    hide battle hud

    opacity not focus: 0%

    camera focus: user, front center, 45

    zoom: 1.2, 45

    wait: 40

    motion chant: user

    motion wait: user

    wait: 20

    motion spell: user

    animation 52: user

    wait 20

    camera focus: target, front center, 45

    </setup action>

    <Target Action>

    wait: 30

    reset zoom: 20

    reset camera: 20

    opacity not focus: 100%

    wait for animation

    </Target Action>

    <follow action>

    show battle hud

    </follow action>

    That's what I did. Thanks and sorry for the trouble.
  15. Anime_Fusion said:
    I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!
    Yanfly said

    You can use it with your Attack skill.
    I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says

    Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,* where each individual aspect of the skill and item effects can be controlled

    * to a degree.
  16. Spoiler
    SpellcraftQuill said:
    <setup action>

    display action

    wait: 40

    hide battle hud

    opacity not focus: 0%

    camera focus: user, front center, 45

    zoom: 1.2, 45

    wait: 45

    motion chant: user

    motion wait: user

    wait: 30

    camera focus: target, front center, 30

    wait: 30

    </setup action>

    <Target Action>

    motion spell: user
    motion wait: user
    wait: 30
    camera focus: target, front center, 45
    wait: 45
    action animation: target
    wait for animation
    action effect: target
    death break
    clear battle log
    wait: 20
    reset zoom: 20
    reset camera: 20
    perform finish
    wait: 20
    opacity not focus: 100%

    </Target Action>

    <follow action>

    show battle hud

    </follow action>
     
    Try this.
  17. Fernyfer775 said:
    Try this.
    Better, but what if I wanted to make it hit all targets?
  18. SpellcraftQuill said:
    Better, but what if I wanted to make it hit all targets?
    Change the <target action> and </target action> to <whole action> and </whole action>
  19. Is there any way to place the user on the top layer? If I go to base of enemy i'm always hidden behind them. Thanks!
  20. erikmidnatt said:
    Yanfly said

    I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says
    Thank you so much. It's working great!