hmm gonna take me some time to look through this whole thread.......but i'm trying to make a special skill based on omni slash from FF7......its a 9 hit skill with each hit changing element (in this pattern physicle/melee/slash, fire/melee/slash, lightning/melee/pierce, holy/melee/slash, star/melee/slash, ice/melee/slash, water/melee/pierce, dark/melee/pierce, star/melee/slash/lightning/holy/fire) in a multible angle dash slash type attack first attack goes through target, second attack knocks enemy into the air the next 4 attacks coming from all four diagnals, next two going from front to back and back to front in the middle and the final strike he raise above enemy charges the slash and then slams the enemy to ground (getting fall damage added into the attack for a 10th damage number)
and a combo sword skill with another actor first actor charges forward and does a sword dance effect (4-8 hits based on user's agility score), while the second character does a leaping slash that lands soon as the first actor lands last blow of the sword dance
ok i think i messed up big in my last post.....i dont want it done for me i want a walk through on how to do it.......like a step by step......cuase i have no idea what to do even from looking at the posts here
Ok, you are asking for something very complicated, you will need a more than just the Action Sequence Plug-In, you'll need the Change Battleback in battle plug-in
For example this. Yanlfy elemental Core Plug-In.
the very first way to implement an action is going to be adding this.
<setup action>
perform start
display action
immortal: target, true
</setup action>
This will make the actor step forward and start the action sequence, if you want any type of dialogue(you'll need another of Yanfly plug-ins, for that is the add-on to the Message Core) it should be in this place you can also add a cast animation.
Now, I won't make the skill completely but I'll explain the two most basic actions you are asking.
first attack goes through target
<target action>
move user: target, front base, 24 //This will make the actor move to the front base of the battler in 24 frames, less than half a second
wait for movement //it does what it's says
mover user: target, back base, 24 //Will move the actor at the back of the battler
animation X: target //Play animation number X, you have to choose a fitting animation
wait: 12 //makes the actior wait for 12 frames
motion swing: user //This will make the user swing their weapon*
action effect //Perform the effect of the action, in this case the damage formula**
face user: backward //will make the actor turn around and face the oposite direction
</target action>
second attack knocks enemy into the air
<target action>
motion swing: user
wait: 6
animation X: target
jump target: 1000%, 36 //This will make the battler hit, jump very high into the air as if being launched
action effect
</target action>
If you are willing to wait, I'll explain the rest of the skill,