Heya, so I dont do this often but I have a few really cool ones I'd be happy to share. Today I will share two for some fun times.
Machine Gun Punch
Think Gomu Gomu no Gatling but without being a rubber man. Or maybe similar to Zell's Punch Rush from FFVIII.
PLUGINS USED:
YEP Battle Engine Core
YEP Battle Sequence 1, 2, & 3
Olivia Battle Impact
Irina Action Sequence Impact
Machine Gun Punch
<setup action>
clear battle log
display action
immortal: targets, true
</setup action>
<whole action>
move user: targets, front, 20
motion standby: user
wait for movement
face user: target
</whole action>
<target action>
motion thrust: user, no weapon
action animation: target
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0, DURATION 2
animation wait: 2
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 3
animation wait: 3
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 2
animation wait: 2
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 -5, GOAL OFFSET +50 -5, DURATION 2
animation wait: 2
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0, DURATION 3
animation wait: 3
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 1
animation wait: 1
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 1
animation wait: 1
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 -5, GOAL OFFSET +50 -5, DURATION 1
animation wait: 1
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 2
animation wait: 2
PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 3
Wait For Projectile
wait for animation
action effect
</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>
So you will also need two things, Where you see Projectile Ani, I made a 10 frame animation of just one frame of the fist weapon, You can also do the same effect with PROJECTILE ICON 'Gauntlet Icon' though some adjustments will be made.
The second thing you will need is the action animation, in this case 'Hit Special 2' For with which the current animation is timed too. Once again this can easily be changed around to other animations, adding more hits, more punches, faster or slower.
In the end you get a nice animation of the actor running up and throwing a flurry of blows into the enemy, and doing some big damage. Or if you change the positioning and add more of the 'action effect' in the sequence you can have it be a multi hit attack as well.
Now this second piece isn't quite a whole animation, but part of one, though you'll understand in a moment.
Card Casting
PLUGINS USED:
YEP Battle Engine Core
YEP Battle Sequence 1, 2, & 3
Olivia Battle Impact
Irina Action Sequence Impact
Optional PLUGINS:
Mjshi Rune Skills (Or Yorae Rasante's version)
Card Casting
<target action>
if user.isClass($dataClasses[1])
PROJECTILE ICON 1601: START user, GOAL user, GOAL OFFSET +60 -10
motion swing: user
wait for projectile
animation 138: user
wait for animation
else
end
action animation
wait for animation
action effect: target
</target action>
So this was an inspiration as recently I have been watching Card Captor Sakura as it was on my long list of anime "must watch" that I am only now getting around to. And I had already been toying with the idea of a card casting type system. So this replicates it in the following.
The icon used is that of a Card, which there have been icons in RPG maker you can attain of a basic little card.
The script checks if the actor is the correct class (so you can make spells used with cards and still other classes cast without this animation) and the actor will draw up a card magically and hit it with their weapon. (Be sure it's a swing type weapon)
The Runeskill system works very well in tandem with this, as I used it and just refer to all skills as cards not runes.
Anyways, hope you enjoyed these two little action sequences! Likes, Dislikes, Criticism, Improvements? If it goes over well i'll throw a few more of mine out there!
P.S.
@Gregaur You'd need to explain a bit more on the skill, but from what i'm looking at it seems to be some kind of instant kill where it scene changes, kills enemies, and changes back in some summon-esque way.
Try 'OPACITY all alive: 100%, 40' which will bring back only still alive things, though dead allies will remain invisible.
Otherwise use a combination of:
OPACITY oponents: 100%, 40
OPACITY all friends: 100%, 40
This will add an extra line but bring back all allies alive and dead, and all alive enemies but not the dead ones.
I really hope this helps you out!