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

● ARCHIVED · READ-ONLY
Started by Blue001 2126 posts Page 89 of 107 View original ↗
  1. AsuranFish said:
    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?

    Yes. The form is:
    Code:
    if (condition) {
        thing to do if condition is true
    }

    The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like:
    Code:
    if (user === target) {
    ...

    or even:
    Code:
    var member = $gameTroop.members()[i];
    if (user === member) {
    ...
    (assuming that i is a number representing the index of an enemy in a troop)

    I'm not 100% sure about the term "target"; I believe that's how you refer to the target being affected but it's whatever you use to do things to the target in the rest of the action sequence. It's been several months since I've worked with Action Sequences.
  2. Wavelength said:
    Yes. The form is:
    if (condition) {
    thing to do if condition is true
    }


    The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like:
    if (user === target) {


    Action sequence conditional syntax is a bit different than true javacript, thus:

    Code:
    if user === target
      action
      action
    else if $gameVariables.value(1) > 5
      action
      action
    else if target.name().toLowerCase() === "harold"
      action
      action
    else
      action
      action
    end
    Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.

    Wavelength said:
    or even:
    var member = $gameTroop.members();
    if (user === member) {

    ...
    (assuming that i is a number representing the index of an enemy in a troop)
    I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect. So when Harold uses Spark on a troop consisting of Slime, Red Slime, and Metal Slime, "target" will reference the Slime when it hits the Slime, followed by the Red Slime when hitting the Red Slime, then finally the Metal Slime. So, to have it do something a bit different vs the Metal Slime, you'd do something like:
    Code:
    <whole action>
    if target.name() === "Metal Slime"
      special action sequences vs metal slime
    else
      normal action sequences
    </whole action>

    AsuranFish said:
    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?
    You can do this:
    Code:
    if target === user
      actions to do if the user is also the target
    end
    if user.friendsUnit() === target.friendsUnit()
      actions to do if the target is an ally
    end
    if user.friendsUnit() === target.opponentsUnit()
      actions to do if the target is an enemy
    end
    Now there's probably a cleaner way to do it, but that's what comes to mind off the top of my head.
  3. Aesica said:
    Action sequence conditional syntax is a bit different than true javacript, thus:

    Code:
    if user === target
      action
      action
    else if $gameVariables.value(1) > 5
      action
      action
    else if target.name().toLowerCase() === "harold"
      action
      action
    else
      action
      action
    end
    Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.
    I'm not 100% sure but I believe that Yanfly's Action Sequences will accept either way.

    I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect.
    Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
  4. Wavelength said:
    Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
    Doh, I can't believe I didn't catch the format change. Yeah, sometimes bbcode can be...not helpful. :D
  5. hey guys im new to all this and tried out some of the Action sequences you guys put up and the actions are going but my guys won't move any thoughts?
  6. Do you have yanfly battle core and action sequence 1-3 installed and on? Also are they in the correct order
    Order:
    BattleCore
    ActSeq1-3
  7. Yougotsomechocolate said:
    Do you have yanfly battle core and action sequence 1-3 installed and on? Also are they in the correct order
    Order:
    BattleCore
    ActSeq1-3
    Ya I finally figured it out for some reason I had to hit initialize on the battle tester for it to show. lol Thanks for the help tho!
  8. Kinger556 said:
    <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>
    Hmm. I'll see if it works!
  9. can anybody suggest sequences for a monk type class here?


  10. Here is a charge type skill that I thought you guys might be interested in!

    In the video it's called vira's will

    <target action>

    se: TO7BTL_1096

    ACTION CUTIN USER: template horizontal

    Wait: 100

    opacity all actors: 0%, 20

    opacity enemies: 0%, 20

    opacity user: 100%, 20

    common event: 2

    -----<movement>------

    se: crossbow

    motion evade: user

    move user: forward, 150, 12

    jump user: 30, 12

    wait for movement

    motion idle: user

    wait: 10

    -----<movement>------

    battleback 3 add: battlebacks1, SpeedlineverticalBW

    battleback 3 scroll speed y: -300

    camera screen: user, base top, 15

    zoom: 200%, 15

    wait: 30

    zoom: 100%, 120

    se: TO7BTL_1101

    ------Charge Skill-------

    animation 201: user

    animation 204: user

    shake screen: 3, 5, 60

    custom motion charge: user

    action effect: user

    wait for animation

    wait for camera

    battleback 3 remove

    common event: 3

    opacity all actors: 100%, 20

    opacity enemies: 100%, 20

    reset camera

    reset zoom

    --------Charge Skill------

    </target action>
  11. Does anyone have an idea how I can use this to make a limit break similar to Tifa's from FF VII? I have the slots plugin an animation. Just have no clue how I would set this up. Can anyone help??
  12. I want to achieve a skill that looks like the bombing skill like in the video @ 0:50 :
    Spoiler


    But I don't understand a thing about Action sequences, has anyone shared something similar ? Or can someone quickly explain how to do achieve this ?
  13. jonenglish91 said:


    Here is a charge type skill that I thought you guys might be interested in!

    In the video it's called vira's will

    <target action>

    se: TO7BTL_1096

    ACTION CUTIN USER: template horizontal

    Wait: 100

    opacity all actors: 0%, 20

    opacity enemies: 0%, 20

    opacity user: 100%, 20

    common event: 2

    -----<movement>------

    se: crossbow

    motion evade: user

    move user: forward, 150, 12

    jump user: 30, 12

    wait for movement

    motion idle: user

    wait: 10

    -----<movement>------

    battleback 3 add: battlebacks1, SpeedlineverticalBW

    battleback 3 scroll speed y: -300

    camera screen: user, base top, 15

    zoom: 200%, 15

    wait: 30

    zoom: 100%, 120

    se: TO7BTL_1101

    ------Charge Skill-------

    animation 201: user

    animation 204: user

    shake screen: 3, 5, 60

    custom motion charge: user

    action effect: user

    wait for animation

    wait for camera

    battleback 3 remove

    common event: 3

    opacity all actors: 100%, 20

    opacity enemies: 100%, 20

    reset camera

    reset zoom

    --------Charge Skill------

    </target action>


    Thats realy awesome. You have the Battle back img and the commen event 2 code to share?
  14. How can I make Absorption Barrier points not go above maximum MP?
    Code:
    if (user.barrierPoints() < user.mmp)
    Does not restore the barrier if it's at maximum (equivalent to max MP) but will provide extra if it's below the maximum MP.

    Likewise I want the barrier restoration to be equivalent to the amount of MP restored. I have the formulas for MP restoration and barrier restoration the same, but the actual restoration is off by a few points. MP could be restored by 5, but I'll often gain 4 or 6 points in the barrier restored.
  15. How can I use certain graphics or animations for the attacks??
  16. Hello everyone !

    I have a problem with the Opacity Function.
    I use OPACITY not focus: 0%, 80 at the begining of the skill.
    And at the end of it I use OPACITY not focus: 100%, 40.

    The problem is, when I use the not focus opacity, the dead ennemies are back on the screen (even if there are not targatabler)
    Is there a way to avoid that ?

    Thank you very much !

    here is my AS :

    <setup action>
    clear battle log
    display action
    wait: 60
    ANIMATION 454: user
    wait: 120
    motion Attack C: user
    wait: 15
    SE: Monster1, 100, 100
    OPACITY user: 0%, 30
    wait: 80
    immortal: targets, true
    BATTLEBACK 3 ADD: battlebacks2, AAANoir100
    BATTLEBACK 3 FADE IN: 80
    OPACITY not focus: 0%, 80
    move target: point, 680, 400, 80
    zoom: 130%, 80
    wait: 120
    </setup action>

    <target action>
    wait: 120
    ANIMATION 455: target
    wait: 240
    shake screen: 9, 9, 30
    wait: 10
    action effect
    motion dead: target
    wait: 80
    motion dead: target
    </target action>


    <follow action>
    BATTLEBACK 3 REMOVE
    motion dead: target
    opacity user: 100%, 80

    zoom: 100%, 80
    wait for opacity
    motion dead: target
    wait: 30
    motion dead: target
    wait: 30
    motion dead: target
    wait: 30
    wait: 30
    OPACITY not focus: 100%, 40
    move target: return, 40
    wait: 30
    </follow action>

    <finish action>
    move user: home, 30
    perform finish
    face user: forward
    clear battle log
    immortal: targets, false
    wait: 60
    CHANGE VARIABLE 5 = 0
    </finish action>
  17. 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!
  18. so umm,haha i made a action sequence,actually my third action sequence that i ever made
    so i wanted to share it and know your opinion on it
    don't pay attention to the redrawn sprite~
  19. @catboykanan Thats pretty awesome man!! care to share?

    Here is mine. I still have to tweak it a bit by making my own battler frames just for this.
    This is basically my version of Clouds Braver Limit Break. I attached the plugin needed for the frame Eval formula to work.
    Also the graphics i used for this. Which i broke down in two sections for it to work.
    1st section will use the small glowing orb star thingies, the other skill will be the blade swing coming down followed by the large glowing animation.

    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <target action>
    perform start
    float user: 50%, 60
    zoom: 150%, 20
    camera screen: user, front center, 20
    camera focus: user, front center, 20
    motion attack: user
    Eval: user.battler(7).setMaxFrame(1)
    animation 140: user
    animation wait 140: user
    wait for float
    move user: targets, front, 20
    float user: 0, 0
    wait for float
    motion attack: user
    wait for movement
    animation 141: target
    animation wait 141: user
    action effect
    wait: 15
    </target action>

    <finish action>
    immortal: target, false
    move user: home
    Eval: user.battler(7).setMaxFrame(0)
    clear battle log
    perform finish
    </finish action>
  20. oh alright!
    i had to use a bgm from internet and my redo some sprites
    change that if you want
    (and had to create my own animations,but you can change them as well)
    (oh and change the animation 131 to the one that suits best for quick teleportation)
    oh and i can show the two other skills i made,they are not that flashy,but they are my first two so i guess

    animation
    <setup action>

    hide battle hud

    immortal: targets, true

    camera focus: user

    zoom: 300%

    animation 131: user

    opacity user: 0%, 10

    BGM: light, 100, 100, 0

    wait for opacity

    wait for animation

    move user: target, back base

    wait for movement

    animation 131: user

    opacity user: 100%

    wait for animation

    face user: target

    face target: user

    motion chant: user

    motion escape: target

    wait: 30

    motion attack: user

    action effect

    float target: 1000

    opacity target: 0%

    wait for opacity

    float target: 0

    wait for float

    camera focus: target

    motion cast: user

    wait: 60

    jump user: 5000

    float user: 600

    opacity user: 0%

    float target: 100

    float user: 100

    opacity target: 100%

    animation 131: user

    opacity user: 100%

    wait for opacity

    wait for animation

    motion attack: user

    action effect

    wait: 10

    animation 131: user

    opacity user: 0%

    wait for opacity

    wait for animation

    move user: target, front base

    wait for movement

    animation 131: user

    opacity user: 100%

    wait for opacity

    face user: target

    motion attack: user

    action effect

    wait: 5

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait: 4

    motion attack: user

    action effect

    wait: 4

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 4

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 4

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 3

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 3

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 3

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 3

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 1

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 1

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 1

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, back base

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    wait for opacity

    motion attack: user

    action effect

    wait: 10

    animation 131: user

    opacity user: 0%

    wait for opacity

    move user: target, front head

    wait for movement

    face user: target

    animation 131: user

    opacity user: 100%

    motion attack: user

    action effect

    camera focus: user

    float target: 0

    opacity target: 0%

    wait for opacity

    float target: 100

    focus camera: target

    motion chant: user

    wait: 60

    animation 131: user

    opacity user: 0%

    wait for opacity

    float target: 0

    wait for float

    opacity target: 100%

    motion dead: target

    wait: 30

    zoom: 300%

    motion dying: target

    face target: backward

    wait: 50

    face target: forward

    wait: 50

    motion standby: target

    face target: backward

    wait: 40

    face target: forward

    wait: 30

    face target: backward

    wait: 40

    motion evade: target

    wait: 20

    animation 132: target

    opacity target: 0%

    action effect

    action effect

    action effect

    action effect

    wait for animation

    motion dead: target

    opacity target: 100%

    move user: home

    wait for movement

    opacity user: 100%

    float user: 0

    </finish action>