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

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Started by Blue001 2126 posts Page 85 of 107 View original ↗
  1. I'm trying to run a common event through sequencing. And all though I've pulled it off easily about a hundred times, I cant get a common event to run during "turn 0" (Troops, battle event, conditions) The action sequence runs through to the end, THEN the common event runs. Any idea's as to why?
  2. Trying to create a 'shake' effect on battlers when hit.

    Code:
    <target action>
    action effect
        move targets: forward, -420, 5
    wait: 10
        move targets: forward, 420, 5
    wait: 10
        move targets: forward, -310, 5
    wait: 10
        move targets: forward, 310, 10
    wait: 10
        move targets: forward, -200, 5
    wait: 10
        move targets: forward, 200, 5
    wait: 10
        move targets: forward, -90, 5
    wait: 10
        move targets: forward, 90, 10
    wait: 10
    </target action>

    The above creates a large pause after the first movement and I have no idea why
  3. Yanfly said:
    Here's the version I made for Penta Slash:

    <target action>camera focus: targetzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacitymove user: targets, back, 5wait for movementface user: targetmotion attack: useraction animationani wait: 2action effectmove user: targets, front center, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back top, 5face user: targetani wait: 3action effectmove user: targets, front, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back center, 5face user: targetmotion attack: userani wait: 5action effectmove user: targets, front, 10immortal: target, falsejump user: 200%, 10face user: forwardwait for animationwait for movement</target action><follow action>zoom: 100%, 60opacity not focus: 100%, 60wait for opacity</follow action>I think, after a few days, once I manage to get together some time, I'll put together a small Action Sequence demo project for you guys to download~


    I kinda suck at scripting, how do i get this to work like space it out and all my brain isnt that big :'(
  4. I'm i'm trying to use yafly's attack skill from the first page. yet it's not spaced properly and tryed to work it out myself. yet it's still not working. can anyone tell me where i'm going wrong at. thank you.
    <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>
  5. Hi guys, im super noob on RPG Maker MV, so far i'm working in a project. Right now i'm trying to set an event where the NPCs go to sleep at Game Night and reappear at day, i try with several way i know but without success, if some one have a key about how can i do this will be great.
    So far i set a parallel process in event page 1 (conditional branch if and else: if hours is ≥ 16 call a switch that disappear the NPC and else go to another switch that let the NPC walking around and interacting with the actor,
  6. @Janus31 Your question has absolutely nothing to do with Yanfly's plugin. Please post a separate thread in MV Support. Include screenshots of your event page, because we need to see what you have done in order to see where errors may lie.
  7. SavageWolf09 said:
    I'm i'm trying to use yafly's attack skill from the first page. yet it's not spaced properly and tryed to work it out myself. yet it's still not working. can anyone tell me where i'm going wrong at. thank you.

    Greetings..
    I've noticed that you've added a space between the bracket and the exclamation mark as well as before the 'missile' on this script

    if user.attackMotion() !== 'missile'


    the correct one for this is:
    if user.attackMotion()!=='missile'

    the rest seems fine..
    I hope it helped.

    Best regards!
  8. Kes said:
    @Janus31 Your question has absolutely nothing to do with Yanfly's plugin. Please post a separate thread in MV Support. Include screenshots of your event page, because we need to see what you have done in order to see where errors may lie.
    Thank you for your answer!
  9. Hi, a quick question here .. have Yanfly added "After Image" function yet?
  10. Hi. I'm also here to share some sequences i made.
    Uppercut (Double damage)
    <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 victory: user, no weapon
    action animation
    action effect
    jump user: 500%, 29
    jump target: 500%, 30
    wait for jump
    se: Earth5
    shake screen: 3, 9, 10
    motion guard: user, no weapon
    ani wait: 5
    action effect
    immortal: target, false
    Wait 30
    </target action>
    Superjump
    <target action>
    SE: Wind10
    float user: 800%, 10
    wait for float
    wait: 60
    opacity user: 0%, 1
    move user: target, front
    wait for movement
    opacity user: 100%, 1
    float user: 0%, 10
    SE: Earth5
    shake screen
    motion swing: user
    animation 198: target
    wait for animation
    action effect
    </target action>
    Spin Strike
    <target action>
    move user: target, center
    wait for movement
    jump user: 400%, 30
    animation 91: target
    motion swing: user
    face user: forward
    action effect
    ani wait: 2
    motion swing: user
    face user: backward
    action effect
    ani wait: 2
    motion swing: user
    face user: forward
    action effect
    ani wait: 2
    motion swing: user
    face user: backward
    action effect
    ani wait: 2
    motion swing: user
    face user: forward
    action effect
    ani wait: 2
    motion swing: user
    face user: backward
    action effect
    ani wait: 2
    motion swing: user
    face user: forward
    action effect
    wait: 60
    </target action>
    Double Combo
    <target action>
    move user: target, front
    motion attack: user
    action animation
    action effect
    wait for animation
    float target: 300%, 10
    wait for float
    wait: 10
    opacity user: 0%, 10
    wait for opacity
    float user: 300%, 1
    wait for float
    face user: backward
    move user: target, head
    opacity user: 100%, 10
    wait for opacity
    wait for movement
    jump user: 150%, 10
    motion victory: user
    wait for jump
    animation 2: target
    motion dead: target
    float target: 0%, 10
    wait for float
    shake screen: 9, 9, 15
    action effect
    float user: 0%, 10
    </target action>
    Return to Position
    <finish action>
    move user: home, 30
    face user: forward
    motion evade: user
    jump user: 250%, 30
    wait for movement
    show battle hud
    opacity not focus: 100%, 60
    clear battle log
    </finish action>
    This one goes after any physical damage skill
    Edit: Goes after any target or whole action notetag. ( For those starting)
  11. Hi!

    Just to confirm- the only way to have text messages/dialogue in battle mid-sequence is to common event?
    Trying to think of something not dissimilar from this classic. (aka the FF6 M-M-M-MAGIC? scene)
  12. Kinger556 said:
    I'm kinda just going through the list of RTP skills to make sequences to practice, so I'll post them here when I finish.

    Special Slash 3: (Note: For Special Slash 3 to look right you need to go into Animation in the database and change its position to 'Center')

    Spoiler
    <target action>jump user: 800%move user: target, base, 10wait for movementmotion swing: useraction animationwait: 15jump user: 500%move user: forward, 25move user: target, base, 10wait for movementmotion swing: userwait: 15jump user: 500%move user: forward, 100, 3wait for movementmove user: target, back head, 5wait for movementmove user: target, front base, 5motion swing: userwait: 15jump user: 400%move user: backward, 250, 20wait for movementmove user: target, back head, 5wait for movementmotion swing: useraction effectaction effectaction effectaction effect</Target Action>
    Claw Special

    Spoiler
    <target action>move user: target, front head, 10wait for movementmotion swing: useraction animationwait: 5move user: target, base, 5wait for movementmove user: target, back base, 5wait for movementmotion swing: usermove user: target, front base, 5wait for movementwait: 2motion swing: usermove user: target, front head, 5wait for movementmove user: target, back head, 5wait for movementmove user: target, back center, 5wait for movementmotion swing: usermove user: target, front base, 5wait for movementmove user: target, base, 5wait for movementmove user: forward, 50wait: 15jump user: 300%motion swing: usermove user: target, front head, 5wait for movementaction effectaction effectaction effectaction effectaction effect</target action>
    Body Slam:

    Spoiler
    Code:
    <target action>move user: target, front base, 15wait for movementaction animationjump user: 50%move user: forward, 100, 5wait for movementmotion dead: usermove user: forward, 50, 8motion dead: useraction effect</target action>


    Excuse me, but do you think you could reupload how to make these skills work, because when I try to place this text within a skill the game basically crashes.
  13. I have some questions.

    1 - anyone knows how to use the damage core plugin to make different damage calcules for every atk?
    Ex.: 5 "action effect" - and the last damage is calculated different. More strong.

    2 - How to make the user to use an "perform action" in all targets but dont make the motion of casting.
    Ex.:
    Skill: Slash All

    <whole action>
    motion swing: user
    wait: 30
    <target action>
    perform action
    action animation: targets
    Wait for animation
    action effect: targets
    death break
    </target action>

    This skill makes the slash animation goes one by one enemy. But the actor makes the "cast motion" every time. its possible makes the character stoped while the animations goes?
  14. Lionheart (Final Fantasy VIII)

    I was working on creating a finisher for my fighter class and halfway through realized it was basically Lionheart and thought I would share. There are a total of 9 strikes and there are two versions.

    Version 1: Same power for each slash
    Static Damage
    camera focus: target

    zoom: 120%, 30

    opacity not focus: 0, 30

    opacity user: 0, 30

    wait for opacity

    move user: target, front base, 15

    wait for movement

    opacity user: 100%, 2

    wait for opacity

    action animation

    move user: target, back head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, back base, 3

    wait for movement

    opacity user: 100%, 2

    face user: backward

    wait for opacity

    move user: target, front head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, front center, 3

    wait for movement

    opacity user: 100%, 2

    face user: forward

    wait for opacity

    move user: target, back center, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, head, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    wait: 3

    face user: forward

    opacity user: 100%, 2

    wait for opacity

    move user: target, head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, back center, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, front center, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, front head, 3

    wait for movement

    face user: forward

    opacity user: 100%, 2

    wait for opacity

    move user: target, back base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: target, back head, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, front base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    move user: backward, 56, 6

    wait for movement

    wait: 1

    opacity user: 100%, 3

    motion user: thrust, 48

    wait for opacity

    wait: 51

    move user: forward, 256, 12

    wait for movement

    action effect

    opacity user: 0, 1

    wait: 30

    immortal: targets, false

    move user: home, 25

    zoom: 100%, 15

    wait for movement

    opacity user: 100%, 15

    opacity not focus: 100%, 15

    face user: forward

    wait: 25

    Version 2: Damage increases with each strike. Note the use of "variable x". For this to work, you need to assign a variable number for x and include v[x] somewhere in your damage formula. It will not work if you do not replace every instance of "x" with the designated variable number. To make the final strike twice as powerful as the first, use (1 + (v[x] / 8)) * (Damage formula).
    Version 2 (Increasing Damage)
    change variable x = 0

    camera focus: target

    zoom: 120%, 30

    opacity not focus: 0, 30

    opacity user: 0, 30

    wait for opacity

    move user: target, front base, 15

    wait for movement

    opacity user: 100%, 2

    wait for opacity

    action animation

    move user: target, back head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, back base, 3

    wait for movement

    opacity user: 100%, 2

    face user: backward

    wait for opacity

    move user: target, front head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, front center, 3

    wait for movement

    opacity user: 100%, 2

    face user: forward

    wait for opacity

    move user: target, back center, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, head, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    wait: 3

    face user: forward

    opacity user: 100%, 2

    wait for opacity

    move user: target, head, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, back center, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, front center, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, front head, 3

    wait for movement

    face user: forward

    opacity user: 100%, 2

    wait for opacity

    move user: target, back base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: target, back head, 3

    wait for movement

    face user: backward

    opacity user: 100%, 2

    wait for opacity

    move user: target, front base, 5

    wait for movement

    opacity user: 0, 2

    action effect

    change variable x += 1

    move user: backward, 56, 6

    wait for movement

    wait: 1

    opacity user: 100%, 3

    motion user: thrust, 48

    wait for opacity

    wait: 51

    move user: forward, 256, 12

    wait for movement

    action effect

    opacity user: 0, 1

    wait: 30

    immortal: targets, false

    move user: home, 25

    zoom: 100%, 15

    wait for movement

    opacity user: 100%, 15

    opacity not focus: 100%, 15

    face user: forward

    wait: 25

    Unfortunately, I can't seem to get a decent screencap of it, but both versions will work with the same attack animation. 8 strikes at 3 frames each (24 frames) positioned at (0,0), 1 blank frame, 14 frames of charge up at (176,0), 5-7 frames for final slash/fade (0,0), totaling 44-46 frames.
  15. carlos_maker123 said:
    I have some questions.

    1 - anyone knows how to use the damage core plugin to make different damage calcules for every atk?
    Ex.: 5 "action effect" - and the last damage is calculated different. More strong.

    2 - How to make the user to use an "perform action" in all targets but dont make the motion of casting.
    Ex.:
    Skill: Slash All

    <whole action>
    motion swing: user
    wait: 30
    <target action>
    perform action
    action animation: targets
    Wait for animation
    action effect: targets
    death break
    </target action>

    This skill makes the slash animation goes one by one enemy. But the actor makes the "cast motion" every time. its possible makes the character stoped while the animations goes?

    First, you never closed your whole action, make sure you add </whole action>
    I actually had a LOT of issues trying to figure out similar issues. If you don't want the swing to occur every time, just the damage and animation, remove "perform action" from target action section, it repeats every step in target action for each individual target. If you want all the damage to occur at once, remove perform action and <target action> and change </target action> to </whole action> making the entire thing the whole action. If you want them all hit separately but quickly, like a cascade, remove perform action, wait for animation, and death break and add "wait: x" with x being a very small number, like 1 or 2, the higher the number the longer the time between strikes. Also, you don't need to specify target on "action effect" and while I am too lazy to check if it will make a difference, I know it will work properly if you make it simply "action effect" instead of "action effect: targets".

    Look at my post on Lionheart above for ideas on changing damage by strike.
  16. Sorry everyone but 85 pages is a lot so if this question has been asked already I apologise.
    I am having no problems with action sequences except one thing, I cannot ever get my character to perform the specific motion I want.
    Example being, I put the code in for my character to perform the THRUST motion but it just always defaults to physical or magical motions like the praying stance. Anyone know why this might be?
  17. SoulSpark said:
    Sorry everyone but 85 pages is a lot so if this question has been asked already I apologise.
    I am having no problems with action sequences except one thing, I cannot ever get my character to perform the specific motion I want.
    Example being, I put the code in for my character to perform the THRUST motion but it just always defaults to physical or magical motions like the praying stance. Anyone know why this might be?
    Post the script
  18. pulpish65 said:
    Post the script


    <Setup Action>

    jump user: 200, 50
    move user: forward, 400, 50
    wait: 50

    </Setup Action>

    <target action>

    motion thrust: user

    perform action

    animation 134: user
    animation 133: user

    wait: 95

    animation 132: target

    wait: 70

    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 30
    <\target action>
  19. SoulSpark said:
    <Setup Action>

    jump user: 200, 50
    move user: forward, 400, 50
    wait: 50

    </Setup Action>

    <target action>

    motion thrust: user

    perform action

    animation 134: user
    animation 133: user

    wait: 95

    animation 132: target

    wait: 70

    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 20
    action effect
    wait: 30
    <\target action>
    Okay, I haven't worked much with attack motions, but experimentation has shown me that "thrust" and "swing" are the same animation and weapon dependent. I made an attack using the swing followed by the thrust, armed with a sword both were swing and armed with a spear both were thrust.
  20. Further investigation has shown that even changing the SV attack type in the System database still shows the same animation. You might need to update the image files for SV attacks. Will investigate further and give updates.