One of my action sequences always ends with the character doing a skill motion after the sequence even though I don't have one at the end of it.
Here 's my action sequence
<Whole Action>
camera focus: user
zoom: 150%, 40
MOTION Spell: USER
animation 145: user
common event: 16
wait for animation
action effect
opacity not focus: 0, 20
wait for opacity
opacity user: 0%, 5
move user: target, back, 5
animation 10: target
wait for opacity
opacity user: 100%, 5
wait for opacity
motion attack: user
opacity not focus: 0, 20
wait for opacity
opacity user: 0%, 5
wait: 20
move user: target, front, 5
animation 147: target
action effect
wait for opacity
opacity user: 100%, 5
wait for opacity
motion skill: user
wait: 20
opacity not focus: 0, 20
wait for opacity
opacity user: 0%, 5
move user: target, back, 5
animation 10: target
action effect
wait for opacity
opacity user: 100%, 5
wait for opacity
motion attack: user
opacity not focus: 0, 20
wait for opacity
opacity user: 0%, 5
opacity user: 100%, 5
wait for opacity
wait: 20
face user: target
animation 148: target
action effect
float target: 100%, 15
float user: 100, 15
wait:120
float target: 0%, 7
float user: 0%, 7
wait for float
motion skill: user
action effect
animation 145: target
common event: 17
zoom: 100%, 30
motion wait: user
DEATH BREAK
WAIT: 8
immortal: targets, true
</Whole Action>
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
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Got a couple of action sequences to share. They are my first, but I'm satisfied with how they turned out.
This one I made to go with an energy beam animation, but could probably look good with any spell.
Energy Blast<setup action>
clear battle log
hide battle hud
opacity not focus: 0
display action
immortal: targets, true
perform start
wait for movement
camera focus: user, center, 20
zoom: 115%
perform start
wait: 20
</setup action>
<whole action>
jump user: 50, 20
move user: backward, 100, 20
face user: forward
motion chant: user
tint screen: 0, 40, 0, 10, 45
wait: 60
motion chant: user
float user: 245%, 120
wait: 90
motion skill: user
action animation
wait for animation
action effect
</whole action>
<target action>
float user: 0
add state 16: user, show
death break
tint screen: normal
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
opacity all friends: 255
perform finish
show battle hud
wait for movement
wait for effect
action common event
</finish action>
This one is a multi hit melee attack.
Sword Rush<setup action>
clear battle log
display action
immortal: targets, true
perform start
wait for movement
camera focus: user, center, 20
zoom: 150%
motion item: user
wait: 60
</setup action>
<whole action>
move user: target, front, 20
motion attack: user
action animation
wait for animation
shake screen: 3, 6, 25
action effect
wait: 20
move user: backward, 70
face user: target
motion item: user
wait: 16
move user: target, back, 8
motion attack: user
action animation
wait for animation
shake screen: 3, 6, 25
action effect
face user: target
motion attack: user
action animation
wait for animation
shake screen: 3, 6, 25
action effect
wait: 10
jump user: 60, 15
move user: target, front, 15
motion attack: user
action animation
wait for animation
shake screen: 7, 6, 25
action effect
</whole action>
<target action>
death break
</target action>
<follow action>
add state 23: user, show
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action>
And finally, a teleporting magic attack. Multi hit.
Void Walk<setup action>
clear battle log
display action
hide battle hud
immortal: targets, true
perform start
wait for movement
opacity not focus: 0
motion chant: user
tint screen: dark, 30
wait: 75
opacity user: 0
float user: 90, 10
wait: 90
opacity user: 255
</setup action>
<target action>
motion chant: user
animation 101: target
wait for animation
action effect
camera focus: user
zoom: 130%
wait: 40
death break
opacity user: 0
wait: 30
move user: target, back
wait for movement
face user: backward
wait: 15
opacity user: 255
motion chant: user
action animation
wait for animation
action effect
shake screen: 3, 6, 20
opacity user: 0
wait: 30
move user: target, front
wait for movement
face user: forward
wait: 15
opacity user: 255
motion chant: user
action animation
wait for animation
action effect
shake screen: 3, 6, 20
opacity user: 0
wait: 30
move user: target, back
wait for movement
face user: backward
wait: 15
opacity user: 255
motion chant: user
action animation
wait for animation
action effect
shake screen: 3, 6, 20
opacity user: 0
wait: 30
move user: home
face user: forward
float user: 0, 10
wait: 10
opacity user: 255
motion victory: user
wait: 90
</target action>
<finish action>
show battle hud
opacity all members: 255
tint screen: normal
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action> -
ok so i am trying to do the basic action sequence... its the one i was looking for... but its not doing what its supposed to. Still standard attack from the player location when what im trying to get it that the player runs up and attacks the enemy selected and would prefer them to stay there instead of returning to formation (but if i could get this one to work then id be happy) I put it in the note tags for the skill attack... but nadda on it working.
This is what im using.... am i doing something wrong?Basic attackSkill #1 will be used when you select
the Attack command.
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
if user.attackMotion() !== ‘missile’
move user: targets, front, 20
else
perform start
end
zoom: 120%, 20
camera screen: target, front center, 20
camera focus: target, front center, 20
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action -
@KazukiT How should it end? The last motion in the sequence is a skill motion, maybe I'm misunderstanding. If I had more details I could help.
@gothicvoid In the statement "if user.attackMotion !== ‘missile’ you can remove the spaces before and after "!==" and change the characters bracketing missile to 'missile'.
Here's the code copied from one of my games.
AttackSkill #1 will be used when you select
the Attack command.
<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> -
THANK YOU!!! It works now so that was it :D now if i could just get them to stay where they are once they attack the enemy.(but like i said.. this im happy with so if its not possible then no biggie)@KazukiT How should it end? The last motion in the sequence is a skill motion, maybe I'm misunderstanding. If I had more details I could help.
@gothicvoid In the statement "if user.attackMotion !== ‘missile’ you can remove the spaces before and after "!==" and change the characters bracketing missile to 'missile'.
Here's the code copied from one of my games.
AttackSkill #1 will be used when you select
the Attack command.
<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>
I am wanting one for guard too... where they run to the furthest distance from enemies while defending.
And one where they can guard another ally and take blows an enemy means for the target they are defending.
How hard do you think these would be? -
@ gothicvoid The sequence would be easy enough, but I don't know about the characters staying were they are. There may be a plug in for that, but none come to mind. Removing the perform finish causes the actor to stay where they are, but may complicate things. Never tried before.In testing, it seems to work fine.
Here's an attack sequence where the attacker remains where they finish.
Attack 2.0<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>
<finish action>
immortal: targets, false
wait for new line
clear battle log
wait for movement
wait for effect
action common event
</finish action>
And a guard skill. To get the character to stay in the back, remove the line "perform finish"
Guard<setup action>
clear battle log
display action
immortal: targets, true
</setup action>
<target action>
move user: point, 700, 245
wait for movement
face user: forward
wait: 10
motion guard: user
wait: 25
death break
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action> -
@KazukiT How should it end? The last motion in the sequence is a skill motion, maybe I'm misunderstanding. If I had more details I could help.
@gothicvoid In the statement "if user.attackMotion !== ‘missile’ you can remove the spaces before and after "!==" and change the characters bracketing missile to 'missile'.
Here's the code copied from one of my games.
AttackSkill #1 will be used when you select
the Attack command.
<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>
I solved this problem with the help someone else I asked about the action sequence. I apologize for the confusion and thank you for trying to help. -
That works GREAT! but they return back to original position at the end of the round. its closer to what i'm looking for just gotta figure out how to get them to stay where they are every round. The guard makes them go to a specific point so while that's nice not exactly right. hmmmmmHere's an attack sequence where the attacker remains where they finish.
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My bad, this is the code I meant to post. The problem with it is it just moves the character a set amount to the right. So it won't go all the way back if the character was near an enemy.
Guard<setup action>
clear battle log
display action
immortal: targets, true
</setup action>
<target action>
move user: backward, 80, 20
face user: forward
wait for movement
face user: forward
wait: 10
motion guard: user
wait: 25
death break
</target action>
<follow action>
</follow action>
<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
action common event
</finish action> -
That actually help give a more dynamic feel thanks! i can live with this!! ^.^My bad, this is the code I meant to post. The problem with it is it just moves the character a set amount to the right. So it won't go all the way back if the character was near an enemy.
-
Here are some of actions I've created, it's simple, but enjoy!
Shadowy Assassin Strike<Setup Action>
Action common event
</Setup Action>
<Target Action>
Tint Screen: DARK, 30
opacity user: 10%, 30
move user: target, front base, 30
Wait: 30
MOTION SWING: User
perform action
action animation: target
wait for animation
action effect: target
death break
opacity user: 100%, 30
Tint Screen: NORMAL, 10
perform finish
</target action>
Earthquake Attack<CENTER>
<Setup Action>
Display Action
shake screen: 3, 9, 30
</Setup Action>
<Whole Action>
perform action
action animation: target
wait for animation
wait: 15
action effect: target
CLEAR BATTLE LOG
death break
perform finish
</whole action>
**Note** I have a common event for the Shadow Strike that you can omit, same with the Cast Animation for the Earthquake move. -
Hey guys,
Here's an action sequence alternative to SRD's discontinued Active Defense Core which allowed players to dodge attacks. You will still need SRDs Sequence Input.
This sequence is for a physical attack where the enemy rushes in and charges the character, if you press the cancel button before the enemy arrives at the target's position, target character will jump backwards, a state with 100% evade will be applied, and the target character will evade the attack.
If you press cancel a little late, the target performs a smaller and slower jump backwards and the attack hits. It could probably use some polishing, but does the job.
Feel free to use in your games and let me know if you make any improvements.
(Please note that you will have to create your own state with +100% evade. I'm using variable 1 to store the sequence input result and my evade state is 16 - Adjust bolded integers below for your game as necessary)
Dodge/Active Defense Sequence<setup action>
display action
immortal: targets, true
</setup action>
<target action>
perform start
move user: target, front, 18
START SEQUENCE INPUT: escape, 1
WAIT FOR SEQUENCE INPUT: 23
END SEQUENCE INPUT
if $gameVariables.value(1) > 0 && $gameVariables.value(1) < 18
jump target: 110%, 20
move target: backward, 72, 20
ADD STATE 16: target
motion attack: user
attack animation: target
wait for animation
action effect
wait 5
move target: forward, 72, 5
wait for movement
REMOVE STATE 16: target
else
if $gameVariables.value(1) >= 18
jump target: 105%, 20
move target: backward, 36, 20
motion attack: user
attack animation: target
wait for animation
action effect
wait 10
move target: forward, 36, 20
wait for movement
else
motion attack: user
attack animation: target
wait for animation
action effect
end
immortal: targets, false
perform finish
</target action>
The possibilities for this are pretty damn cool ... I have a successful dodge giving the target an agility buff (they turn next) and 50% chance to counter! -
I'd love to use this in my gameHere are some of actions I've created, it's simple, but enjoy!
Shadowy Assassin Strike<Setup Action>
Action common event
</Setup Action>
<Target Action>
Tint Screen: DARK, 30
opacity user: 10%, 30
move user: target, front base, 30
Wait: 30
MOTION SWING: User
perform action
action animation: target
wait for animation
action effect: target
death break
opacity user: 100%, 30
Tint Screen: NORMAL, 10
perform finish
</target action>
Earthquake Attack<CENTER>
<Setup Action>
Display Action
shake screen: 3, 9, 30
</Setup Action>
<Whole Action>
perform action
action animation: target
wait for animation
wait: 15
action effect: target
CLEAR BATTLE LOG
death break
perform finish
</whole action>
**Note** I have a common event for the Shadow Strike that you can omit, same with the Cast Animation for the Earthquake move.
Having an issue, when i move a character before a target and play an animation, the animation isn't lining up with the character.
<setup action>
display action
immortal: targets, true
</setup action>
<target action>
move user: targets, front, 20
zoom: 120%, 20
camera screen: target, front center, 20
camera focus: target, front center, 20
wait for movement
wait: 10
animation 146: target
wait for animation
action effect
</target action>
I originally wanted him to float and shoot a beam diagonal at the foe but that was beyond me too. -
Hey there folks I'm having some trouble with some commands from the paid yanfly plugin addons. I'm trying to make a chain lightning effect.
projectile ani 16: duration 40, start target, goal next target, spin 1.5, Goal offset -250 -100, ease OutCubic
wait for projectile
action animation: target
I repeat this code assuming that each time it runs it will start at the current target and then fetch the next target for the projectile destination but the projectile behaves strangely and I only hit one target So I assume that my assumptions about target selection is off and they are assumptions and can only be assumptions because these paid plugins have absolutely horrendous documentation. I rather expected when I had paid for them I would get much more in depth instructions ..
All I am told on the website is the commands to grab previous or next target .. so .. Is it next in the battle order? Next in the random order of foes? Is this meant to be used with a whole target action? Even showing us the code that they used to get the effect in their gifs would have helped tremendously.
Anyway rant over can anyone assist? -
Hey, I´m trying to create a skill that has the user do a slash attack on all enemies at once and it wors just fine, except for one thing: at the end of the skill the damage happens to every single enemy one after the other. By typing in "action effect" at the very end I have managed that all of them take damage at once, but after the skill is completly done it still does 2 damage to each enemy one by one while the user awkwardly stands around. Is there some way for me to fix this issue?
Here is the skill in question
<setup action>
display action
immortal: targets, true
</setup action>
<whole Action>
move user: target, front head, 5
wait for movement
motion swing: user
animation 28: target
move user: target, back, 5
motion swing: user
wait for movement
move user: target, back center, 5
motion swing: user
wait for movement
move user: target, front head, 5
motion swing: user
wait for movement
move user: target, back head, 5
motion swing: user
wait for movement
move user: target, front center, 5
motion swing: user
wait for movement
move user: target, front, 5
motion swing: user
wait for movement
move user: target, back center, 5
motion swing: user
wait for movement
move user: target, front center, 5
motion swing: user
wait for movement
wait: 20
move user: target, back center, 5
motion swing: user
action effect -
@Captain_Joshua
Actually this is a pretty easy fix. When using the <whole action> section, everything is processed and then if there is no <target action> section, it's all processed again as an additional action. So if we want it processed as just a single action, we simply do this:
Slash<setup action>
display action
immortal: targets, true
</setup action>
<whole Action>
move user: target, front head, 5
wait for movement
motion swing: user
animation 28: target
move user: target, back, 5
motion swing: user
wait for movement
move user: target, back center, 5
motion swing: user
wait for movement
move user: target, front head, 5
motion swing: user
wait for movement
move user: target, back head, 5
motion swing: user
wait for movement
move user: target, front center, 5
motion swing: user
wait for movement
move user: target, front, 5
motion swing: user
wait for movement
move user: target, back center, 5
motion swing: user
wait for movement
move user: target, front center, 5
motion swing: user
wait for movement
wait: 20
move user: target, back center, 5
motion swing: user
action effect <---- move this
</whole action>
<target action>
action effect <----- to here
wait for effect
</target action>
My general rule of thumb is that unless it is a multi target, multi hit attack, your damage processing should always be done in the <target action> section. This ensures that damage is only processed once.
Edit: Removed some stuff since I was half asleep posting and thought it was in my thread. -
I'm using selection core and have it set so magic skills can can select single or all targets. By default it displays the animation once per target. What I wish to do is change that so that it displays a different animation once for all targets. Which would be a screen animation. How would I do this with an action sequence if statement?
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Hello!
I'm trying to reproduce the Dramatic Entry from : http://www.yanfly.moe/wiki/Dramatic_Entry_(MV_Plugin_Tips_&_Tricks)
I followed exactly the video but I have a problem and not sure where I messed up :
The battle starts BEFORE doing the action sequence.
In others words, the characters appears in battle, walking in from side (this is not normal) then the dramatic entry happens instead of doing the dramatic entry first (also not normal compared to the video).
It feels like Turn 0 happens after the fadein only.
To go back to the example of the video from Dramatic Entry on Yanfly website : on my screen everyone show up in battle from the side, THEN ONLY, they get in the center and do the sword fight.
Anyway to fix this? Thanks!
Thanks! -
Is it possible to setup conditionals based on what the target of a skill is?
For example, "if target is user", "if target is enemy", "if target is ally" or whatever?