@Mecha_Raja I am sorry but if you only copy and paste you should know that in here we are working with Yanfly Action Sequence's and the code in the video comes from Victor Engine sequence, and I can assure you that both don't play nice with each other.
@DigDigDig As far as I know it's not possible, you can delay the return movement a lot, but in the end, the actor is going to return to its home position. You can try to use Yanfly Row formation for something similar.
@Solis Well you won't need only the Action Sequence, you will also need the Buff & States Core and something like this code from Yanfly Tips & Tricks – Cagnazzo’s Tsunami (Final Fantasy 4) – RPG Maker MV. If you need help don't be afraid of either PM me or waiting a bit more for a response, the reason is that this is Yanfly Action Sequence works alright and in this case but you need something to trigger the effect you are asking for.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Ok, spent more time on this than I probably should have, and I still think it needs some tweaking. What do ya'll think?
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@Mecha_Raja I am sorry but if you only copy and paste you should know that in here we are working with Yanfly Action Sequence's and the code in the video comes from Victor Engine sequence, and I can assure you that both don't play nice with each other.
Has anyone made something similar here? -
Hi all,
What I'm trying to make is a state which will be possible to apply if mpRate (MP current level in %) is above 5%. This state then will take 5% of MP every turn. Everything work just fine till this moment. Next thing I'm trying to make is that if MP is below 5% then that state should be removed.
I'm using all Yanfly's plugins, but the most important here are Visual State Effects, Buffs and States Core, Auto Passive States and Passive Aura Effects.
My code -- skill notetag
Spoiler// Requires user to have at least 5% MP
<Custom Requirement>
value = user.mpRate() > 0.05;
</Custom Requirement>
// Display cost
<Custom Cost Display>
\fs[20]\c[23]5% KI or more\c[0]\fr
</Custom Cost Display>
and my state notetag
Spoiler<State Animation: 145>
<Custom Passive Condition>
// Check if the party is in battle.
if ($gameParty.inBattle()) {
// Set the condition to whether or not the user's MP% is above 5%.
condition = user.mpRate() >= 0.05;
} else {
// Otherwise, set the condition to false.
condition = false;
}
</Custom Passive Condition>
Maybe I'm missing something, but at the moment I have no idea what that could be. If anyone can take a look and point me my mistakes I would be grateful.
Thank you very much in advance for any help.
Both code fragments I took from Tips & Tricks series: Death and Power Up Mode.
Regards. -
@Mecha_Raja As far as I know there isn't one already made, also Yanfly plug-ins are not able to change the background in battle, yet. I could try to replicate the effect but it will taka while or maybe you can switch to use Victor engine plug-in, while both action sequences don't play well together is not the case for all of their plug-ins.
@woyo-sensei This is the Yanfly Action Sequence Sharing and Discussion, what you are asking has nothing to do with the later. Also if you are using Yanfly's the code should be something like this.
Code:<State Animation: 145> <Custom Passive Condition> // Check if the party is in battle and if the affected Mp rate is above 5%. if ($gameParty.inBattle() && user.mpRate >= 0.05) { // Set the coondition to true condition = true; } else { // Otherwise, set the condition to false. condition = false; } </Custom Passive Condition> -
I know its AS section, but I posted here for two reasons. First, below almost every Yanflys video you can find link to this topic (and Patreon, which I don't have yet), and second is probably why you can find that link everywhere. This topic is the most popular about Yanflys plugins. On the other hand, when I finish what I'm currently working on, I will share it here, including animations and code I used.
About the answer, I have no idea how I missed that. Need a coffee I think :p Thank you very much.
PS. My code is actually part of Action Sequence. I just haven't included all of it as it was pointless.
PS2. That solution is still not working. Maybe I missed something else? -
Ok, spent more time on this than I probably should have, and I still think it needs some tweaking. What do ya'll think?
How did you manage this? I'd love to know so I can do scene transition skills with my characters too! -
How did you manage this? I'd love to know so I can do scene transition skills with my characters too!
Hopefully I didn't show too much too soon. Yanfly has an upcoming battleback plugin that allows for this sort of thing. I happened to get a sneak peak and decided to make use of it. :D -
I was wondering, is there a way to show pictures or anything during an action sequence?
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I was wondering, is there a way to show pictures or anything during an action sequence?
place it in a common event, and call it anywhere in the sequence using:
common event: x
X is the common event ID. I actually do this for specials and team skills.
https://youtu.be/2ik2eBYW7XM
(...I'm not sure how to set the actual vid in this post without opening a page. Sorry 'bout that) -
Hopefully I didn't show too much too soon. Yanfly has an upcoming battleback plugin that allows for this sort of thing. I happened to get a sneak peak and decided to make use of it. :D
Upcoming? Any ETA? Just a little? Just something, anything? -
Upcoming? Any ETA? Just a little? Just something, anything?
It's Yanfly's plugin, I couldn't answer that for him. :guffaw:
But you could find out more via his patreon. -
Spoiler<target action>
motion skill: user
wait: 25
move user: target, base, 20
wait: 15
motion attack: user
wait: 20
action effect
wait: 20
motion attack: user
wait: 20
action effect
wait: 20
motion attack: user
wait: 20
action effect
</target action>
A simple 3-hit animation. My battler has 3 different attack animations but i can only use one.
Is there a way to use for every hit another animation? -
It's Yanfly's plugin, I couldn't answer that for him. :guffaw:
But you could find out more via his patreon.
Unfortunately I'm not a member of his patreon yet. I will be, just not yet (personal reason).
And I'm really looking forward for that plugin as I was looking for something like that for a long, long time and we all know that Yanfly's plugins are the best out there :) -
@soldier42424 It really depends on where are the animations,(if the below image is not shown go to this link) Rpg Maker MV Template

In here you can see that each section has a different name, the action you are using right now is using the same name for each sequence, you have to see in wqhat part they are and change the names accordingly. -
Spoiler<target action>
motion skill: user
wait: 25
move user: target, base, 20
wait: 15
motion attack: user
wait: 20
action effect
wait: 20
motion attack: user
wait: 20
action effect
wait: 20
motion attack: user
wait: 20
action effect
</target action>
A simple 3-hit animation. My battler has 3 different attack animations but i can only use one.
Is there a way to use for every hit another animation?
Doesn't appear you're showing any animation just the actor moving up, showing weapon three times and the target takes damage three times. The quick and dirty way to do this would be to use Animation X (where X is the number of the animation in the database) after every motion attack: user followed by a wait for animation so the new code would look like:
<target action>
motion skill: user
wait: 25
move user: target, base, 20
wait: 15
motion attack: user
animation x: target
wait for animation
action effect
wait: 20
motion attack: user
animation y: target
wait for animation
action effect
wait: 20
motion attack: user
animation z: target
wait for animation
action effect
</target action>
I took out three of the wait: 20 due to wait for animation making them obsolete. You'll want to replace the letters x , y , and z with the appropriate numbers according to the database. -
Awww, very nice. Thank you so much :kiss:
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Question:
I am using the default turn based battle system. I want to make a skill that has a slow activation (moving you back in the initiative order) but that deals extra damage (and plays a different animation) if you have not yet been hit this combat round. (To reward players for being able to successfully manage enemy aggro)
How would I accomplish such a thing? -
I would like to know if there is a proper tag to summon a character or enemy, or how could i do that with a common event. I have this complicated animation in my head consisting on a character atacking, spawning a clone, dying, then the clone proceeds to attack, summon another clone and die, and repeat :p
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I would like to know if there is a proper tag to summon a character or enemy, or how could i do that with a common event. I have this complicated animation in my head consisting on a character atacking, spawning a clone, dying, then the clone proceeds to attack, summon another clone and die, and repeat :p
I think to pull this one off, you'll want to use a clever set of animations using the battler sprites within the animation itself. It'd be tricky as you'd have to set it up so it 'look's like the clone is moving alongside the actual battler.
Basically how I'd do it is use a set of action sequences that makes the main battler split into the clone, the clone is the animation called, and then you sort of have the two switch places so the 'clone' appears to be the original and dies while the battle keeps attacking. And then repeat the desired number of times.
Another way might be a tad bit easier is to use a common event to add a temporary character to the party then use a set of animations in conjunction. I'm not sure if you need another addon to make that work or not. I've seen animation sequences where two characters are used, however I think they used another addon to make it work.