Thanks for that. I really appreciate it. I was wondering if you might be able to give me some points and make one other action sequence for me so that I can use it as a learning tool. This is for a something like a thief/ninja. Quick and with multiple hits. What I want to happen is when the skill is used, there is no casting or anything like that. The player steps forward like they are going to run and just disappears in a blur. After that they are seen flashing from the back to front to top to back and the final strike shows a piercing animation from back to front and the player shows up in front of the enemy for just a second and then disappears again and goes back to his spot in the line.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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@Forthright By flashing you mean?
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Damm this is why I need for everyone to be really specific abut what they want.
Stealth Critical
SpoilerCritical Stealth Attack
<setup action>
move user: forward, 200, 15
motion walk: user
opacity user: 0%, 15
wait: 60
</setup action>
<target action>
move user: target, back center, 1
wait for movement
opacity user: 100%, 5
flash screen: white, 5
move user: target, front center, 15
motion swing: user
wait: 7
animation 11: target
action effect
wait for movement
move user: target, back head, 15
motion swing: user
wait: 7
animation 11: target
action effect
wait for movement
move user: target, front head, 5
wait for movement
move user: target, back center, 15
motion swing: user
wait: 7
animation 11: target
action effect
wait for movement
wait: 30
force critical
move user: target, front center, 30
motion thrust: user
wait: 7
animation 12: target
action effect
wait for movement
</target action>
Stealth Critical 2
Spoiler<setup action>
immortal: targets, true
move user: forward, 200, 15
motion walk: user
opacity user: 0%, 15
wait: 60
</setup action>
<target action>
move user: target, front center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back head, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, front center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
wait: 45
flash screen: white, 10
opacity user: 0%, 1
move user: home
face user: forward
wait for movement
opacity user: 100%, 15
</target action>
Stealth Critical 3
Spoiler<setup action>
immortal: targets, true
move user: forward, 200, 15
motion walk: user
opacity user: 0%, 15
wait: 60
</setup action>
<target action>
move user: target, front center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back head, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
opacity user: 0%, 1
animation 11: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
move user: target, back center, 1
flash screen: white, 10
opacity user: 100%, 15
wait for opacity
flash screen: white, 10
move user: target, front center, 30
wait: 5
motion swing: user
animation 12: target
wait: 7
action effect
wait for effect
wait for animation
wait: 30
flash screen: white, 10
opacity user: 0%, 1
move user: home
face user: forward
wait for movement
opacity user: 100%, 15
</target action>
So yeah, 1 is not probably what you were asking for, but maybe someone can use it.
2 and 3 well the only difference is the ending of the skill, see if it was what you were looking for. If not tell me and I'll edit it.
Also, I can explain to you what each part of the sequence does, if you want it., but maybe it would be better by PM, as it would be lengthy.
Edit: No video this time the animation were too quick and may lag while recording them. -
I apologize. By flashing I mean something like they blink in and back out, so think Rock Lee in Naruto when he fights Gaara, you see the strike for a brief moment then he is gone again.
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So I was not that wrongn I think, check the Stealth 2 and Stealth 3, see if that is what you wanted or at least something similar.
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Hey guys! I can't get the target (enemy) to play motions...
This is the first skill i've made, i just got into this, so, am I doing something wrong?
Spoiler<setup action>
display action
immortal: targets, true
wait: 10
perform start
wait: 10
OPACITY not focus: 0
camera focus: user
zoom: 150%
wait for zoom
wait: 30
cast animation: 0126
wait for animation
</setup action>
<target action>
zoom: 110%
camera focus: target
wait: 30
action animation
float target: 350%, 180
motion evade: target
(This is where the target is supposed to play the Evade motion, as he gets lifted by the energy)
wait:10
action effect: target
wait:10
action effect: target
wait:10
action effect: target
death break
wait: 110
float target: 0% 30
shake screen: 3, 3, 30
motion dead: target
(And this is where he's supposed to lay on the ground, as he gets crushed by the energy)
action effect: target
wait for animation
atb gauge: target, 0%
</target action>
<follow action>
reset camera: 30
reset zoom: 30
CLEAR BATTLE LOG
immortal: targets, false
OPACITY not focus: 255
</follow action>
<finish action>
perform finish
<finish action>
Btw,tell me what you guys think about my first skill ever :D
(Nailed it at first try) -
I am trying to make a skill that works with the animation - slash special 3
basically i want it to target all enemies on the field, and I don't want it to attack all of the enemies at the same time, basically I Want the camera to focus on one enemy at a time, the actor move in front of him, jump up and down and attack 4 times in sync with the animation and then move on to the next enemy and do the same thing, and do it to each enemy until he attacks them all then deal total damage at the end. It is basically working, the actor jumps up and down and slashes 4 times in sync with the animation but he is doing individual damage with each swing and then more damage at the end afterwards, and even if i remove the action effects from the target action block it just does enough damage for 1 hit at the end, it doesnt add up the damage from all 4 hits, then again i guess theres really no point when i could just adjust the damage formula to do more damage at the end instead of adding up 4 hits?
my other problem is that even though I am using animation 25: target on each target the animation doesn't seem to play right on top of the enemy sprite even though on the animation page its centered right on the enemy, i mean it is just slash special 3 which comes with MV. sometimes the animation plays right next to the sprite sometimes its pretty far away so it doesnt look like the slashes are happening right on the enemy sprite. sometimes it plays on the opposite side of the actor so the slashes are just happening in the air opposite of where he is swinging. Is there anyway to fix this so that the animation actually appears on top of the enemy sprite?
Code:<setup action> hide battle hud MOVE user: POINT, 540, 400 IMMORTAL: targets, true WAIT: 30 DISPLAY ACTION </setup action> <target action> camera focus: target zoom: 120%, 30 wait for zoom opacity not focus: 0, 60 wait for opacity move user: target, front base, 2 wait for movement face user: target JUMP user: 270, 20 motion attack: user animation 25: target ani wait: 2 action effect JUMP user: 270, 20 motion attack: user ani wait: 7 action effect JUMP user: 270, 20 motion attack: user ani wait: 8 action effect JUMP user: 270, 20 motion attack: user ani wait: 7 action effect opacity not focus: 100%, 60 wait for opacity </target action> <follow action> zoom: 100%, 60 action effect WAIT: 25 </follow action> <finish action> CLEAR BATTLE LOG FACE user: HOME perform finish IMMORTAL: targets, false show battle hud </finish action>
also is there any way to randomize if the actor will appear behind or in front of the enemy to perform the 4 slashes? -
Hey guys! I can't get the target (enemy) to play motions...
This is the first skill i've made, i just got into this, so, am I doing something wrong?
Spoiler<setup action>
display action
immortal: targets, true
wait: 10
perform start
wait: 10
OPACITY not focus: 0
camera focus: user
zoom: 150%
wait for zoom
wait: 30
cast animation: 0126
wait for animation
</setup action>
<target action>
zoom: 110%
camera focus: target
wait: 30
action animation
float target: 350%, 180
motion evade: target
(This is where the target is supposed to play the Evade motion, as he gets lifted by the energy)
wait:10
action effect: target
wait:10
action effect: target
wait:10
action effect: target
death break
wait: 110
float target: 0% 30
shake screen: 3, 3, 30
motion dead: target
(And this is where he's supposed to lay on the ground, as he gets crushed by the energy)
action effect: target
wait for animation
atb gauge: target, 0%
</target action>
<follow action>
reset camera: 30
reset zoom: 30
CLEAR BATTLE LOG
immortal: targets, false
OPACITY not focus: 255
</follow action>
<finish action>
perform finish
<finish action>
Btw,tell me what you guys think about my first skill ever :D
(Nailed it at first try)
Motion evade and motion dead only work for actors, as they refer to their spritesheets. A possible alternative could be to have the enemy float and them be brought back to the ground. -
Motion evade and motion dead only work for actors, as they refer to their spritesheets. A possible alternative could be to have the enemy float and them be brought back to the ground.
Thats exactly what i did. Still wanted The motions tho :/ -
Has anyone ever released a demo of action sequences?
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Hello !!!! How do I make a action sequences is active ONLY if the actor is affected by the status ??? I'll explain ..
I create a skill that causes Example HASTE in which the target is "self" and has a 25% chance that the state applies ...
well ... how do I make the action sequences active ONLY if the actor is suffering from the status HASTE ??? -
Hello,
is there a way to do a Suplex move like in Final Fantasy 6?
i can't find a way to invert the actor and enemy graphics -
I am trying to make a skill that works with the animation - slash special 3
basically i want it to target all enemies on the field, and I don't want it to attack all of the enemies at the same time, basically I Want the camera to focus on one enemy at a time, the actor move in front of him, jump up and down and attack 4 times in sync with the animation and then move on to the next enemy and do the same thing, and do it to each enemy until he attacks them all then deal total damage at the end. It is basically working, the actor jumps up and down and slashes 4 times in sync with the animation but he is doing individual damage with each swing and then more damage at the end afterwards, and even if i remove the action effects from the target action block it just does enough damage for 1 hit at the end, it doesnt add up the damage from all 4 hits, then again i guess theres really no point when i could just adjust the damage formula to do more damage at the end instead of adding up 4 hits?
my other problem is that even though I am using animation 25: target on each target the animation doesn't seem to play right on top of the enemy sprite even though on the animation page its centered right on the enemy, i mean it is just slash special 3 which comes with MV. sometimes the animation plays right next to the sprite sometimes its pretty far away so it doesnt look like the slashes are happening right on the enemy sprite. sometimes it plays on the opposite side of the actor so the slashes are just happening in the air opposite of where he is swinging. Is there anyway to fix this so that the animation actually appears on top of the enemy sprite?
also is there any way to randomize if the actor will appear behind or in front of the enemy to perform the 4 slashes?
Ok many things, don't know if you are still asking this but well.
First your action sequence. For what I could understand about your test you want the skill making only 1 attack with all the damage at the end of the sequence that can only be worked with the damage formula there is no other way, simply as that, because damage is not altered by the action sequence.
For the animation if you have not edited it at all then.
Do this.
and Finally your third point.
Add this to the action sequence code.
if (Math.random()*100) >= 50
move user: target, front base, 2
wait for movement
face user: target
else
move user: target, back base, 2
wait for movement
face user: target
end
And replace your move user sequence.
Sorry for the lateness!
Has anyone ever released a demo of action sequences?
Are you interested in a demo? Maybe I can do one, but what should it have, the skills in the rpgmaker mv demo are scarce, or should I use the skills that comes with the other data project?
Hello !!!! How do I make a action sequences is active ONLY if the actor is affected by the status ??? I'll explain ..
I create a skill that causes Example HASTE in which the target is "self" and has a 25% chance that the state applies ...
well ... how do I make the action sequences active ONLY if the actor is suffering from the status HASTE ???
<Action sequence code>
if user.isStateAffected(X)
Action sequence with the state
else
Action sequence without the state
end
</Action sequence code>
This should help.
Hello,
is there a way to do a Suplex move like in Final Fantasy 6?
i can't find a way to invert the actor and enemy graphics
1
Sorry there is no way to invert the graphics yet, maybe at a later date Yanfly will add a way. -
Hello !!!! How do I make a action sequences is active ONLY if the actor is affected by the status ??? I'll explain ..
I create a skill that causes Example HASTE in which the target is "self" and has a 25% chance that the state applies ...
well ... how do I make the action sequences active ONLY if the actor is suffering from the status HASTE ???
<Action sequence code>
if user.isStateAffected(X)
Action sequence with the state
else
Action sequence without the state
end
</Action sequence code>
This should help.
Thank you so much input !!!!
Nothing happens because the same skills that due haste and there is the action sequense, is operated before the section "EFFECTS" ... and then the NOTES BOX. Under "EFFECTS", I set that will be inflicted on the HASTE 33% ... but is not recognized by action sequence that comes before the section "EFFECTS" .. then the whole action sequence !!!
I wanted the SAME skill inflict HASTE... and all the action sequence if HASTE was plagued !!! understand ???
You can do that the status is inflicted by the action sequence to a certain percentage, and if then the user it is plagued ... snaps entire action sequence ???
Example:
SAME SKILL: "HASTE"
<Action sequence code>
add state 28: user 33%
</ Action sequence code>
<Action sequence code>
if user.isStateAffected (28)
Action sequence with the state
else
Action sequence without the state
end
</ Action sequence code>
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Hello,
is there a way to do a Suplex move like in Final Fantasy 6?
i can't find a way to invert the actor and enemy graphics
No way to invert that I know of. But you could use an event/common event to call on an image swap. Then use a copy of the image in question that's been rotated 180 degrees. It'd be tough to do with enemy graphics, but it could be done with the actor at least. -
Thank you so much input !!!!
Nothing happens because the same skills that due haste and there is the action sequense, is operated before the section "EFFECTS" ... and then the NOTES BOX. Under "EFFECTS", I set that will be inflicted on the HASTE 33% ... but is not recognized by action sequence that comes before the section "EFFECTS" .. then the whole action sequence !!!
I wanted the SAME skill inflict HASTE... and all the action sequence if HASTE was plagued !!! understand ???
You can do that the status is inflicted by the action sequence to a certain percentage, and if then the user it is plagued ... snaps entire action sequence ???
Example:
SAME SKILL: "HASTE"
<Action sequence code>
add state 28: user 33%
</ Action sequence code>
<Action sequence code>
if user.isStateAffected (28)
Action sequence with the state
else
Action sequence without the state
end
</ Action sequence code>
Well first you need to make the skill have the trait to inflict state x, with a 33% chance alright.
So after the skill has a 33% chance to inflict state x you should be able to use this.
Code:<target action> Action effect Wait: 15 </target action> <follow action> If user.isStateAffected(x) Actoon sequence with state Else Action sequence without state End </follow action> -
Thank you so much !!! It works great !!!
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Hey guys can somebody help me, On my action sequences the zoom doesn't work can somebody help me :c I copied some of this thread action sequences but the zoom doesn't work for me
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make sure you have Yanfly Action Sequence Pack 3, and don't forget to toggle Battle Camera in the game options:
View attachment 53365
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