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

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Started by Blue001 2126 posts Page 90 of 107 View original ↗
  1. Awesome man! Yeah it would be great. I'll probably post another later today. I also made my version of Barrets big shot limit break. It's simple since I'm still at lv1 limit breaks for my game.
  2. oh!,yeah sure ill give them right away,sorry for not answering fast,i was busy
    [embedded media] (i love the fate franchise lol,excalibur morgan was my first action sequence,unlimted spear works second)


    unlimited spear works
    <setup action>

    BGM: usw, 100, 100, 0

    camera focus: user

    zoom: 200%, 10

    Motion chant: user

    common event: 3

    Motion cast: user

    flash screen: white, 120

    battleback 3 add: battlebacks1, wasteland

    reset zoom

    wait: 120

    focus camera: user

    zoom: 170%, 20

    Motion spell: user

    wait for camera

    focus camera: target

    wait for camera

    wait for animation

    action animation: target

    animation 123: target



    action effect

    action effect

    action effect

    action effect

    action effect

    wait for animation

    focus camera: user

    wait for camera

    motion attack: user

    focus camera: target

    wait for camera

    animation 130: target

    Battleback 3 remove

    BGM: battle1, 100, 100, 0

    </whole action>



    <Cooldown: 5>



    excalibur morgan
    <setup action>

    hide battle hud

    Battleback 3 add: battlebacks2, blackscreen

    BGM: excalibur, 100, 100, 0

    camera focus: user



    zoom: 150%, 10



    wait for camera



    move user: point, 850, 300, 20

    face user: forward

    wait for movement

    show battle hud

    motion chant: user

    animation 119: user

    common event: 2

    hide battle hud

    wait: 10

    targets immortal: true

    motion attack: user





    wait for movement



    animation 128: target



    reset zoom



    action effect

    action effect

    wait: 120

    show battle hud

    death break

    BGM: stop

    BGM: battle1, 100, 100, 0

    Battleback 3 remove

    </Finish Action>



    <Cooldown: 5>


    you'll have to change everything else on your own,sowwy
  3. Oh man those are great! What did you use to change the background?
  4. J-G said:
    Oh man those are great! What did you use to change the background?
    i used yanfly's dynamic background plugin,its easy to use :D
  5. catboykanan said:
    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>
    I tried using it and found that my selected menu item scene below is missing.
  6. palatkorn said:
    I tried using it and found that my selected menu item scene below is missing.
    Did you place show the show HUD at the end? Otherwise that will happen
  7. catboykanan said:
    i used yanfly's dynamic background plugin,its easy to use :D
    Didn't know Yanflys had one lol he has so many plugins that I've yet to know what each one does
  8. @palatkorn It looks as if you accidentally made your post into a Report on the thread. Please repost your comment.
  9. J-G said:
    Did you place show the show HUD at the end? Otherwise that will happen
    I thank you very much, resolved. And it works
  10. @J-G , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


    If you want to quote more than one person, you can use the Multiquote button/+Quote all the posts you want to respond to. Alternatively, you could just @ the users instead.

    @palatkorn , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


    Please edit your post in the future, if you want to add something.
  11. Hi! New to the forum here, I wanted to make an action sequence where enemy gets hit, hit effect animation plays, enemy stays in place with the damage motion until the hit effect animation finishes, and then move the enemy back a few steps, but there is a frame where the enemy goes into idle motion before going into the second damage motion caused by using the move or the face command. Is there a way to just keep the enemy motion in damage without going into idle motion upon movement? I posted my code below.
    <target action>
    move user: target, front base, 20
    motion item: user
    wait for movement
    wait: 4
    jump user: 30, 7
    move user: forward, 120, 7
    motion thrust: user
    wait: 4
    action effect
    animation 1: target
    wait: 20
    move target: backward, 50, 20
    face target: forward
    motion damage: target
    wait: 30
    jump user: 60, 15
    move user: home, 15
    face user: forward
    motion evade: user
    wait for movement
    motion walk: user
    </target action>
  12. hey guys, maybe this couldn't be useful for many experts of the plugin, but for a better reading as beginner I compacted the notetag commands list into a txt here's the list:

    symbols and uses (for a precise understanding see the script original description)
    "/" alternative command(example hp/mp) "comma(,)" logic separator(command1,command2)
    "UPCASE word" are commands

    <setup action> prepare before ACTION and COSTS(moving, unsheathing)
    <whole action> affect all targets, after skills and item costs
    <target action> all target individually, used primarily for physical.
    <follow action> starting cleanup after individual actions removing immortal flags, start up common events
    <finish action> active battler close up the action sequence(running, waits and holds for skills and items or moving back to place
    <action copy: x:y>

    --TYPE OF TARGETS--
    USER, TARGET, TARGETS, ACTORS(EXISTING ACTORS), ALL ACTORS, DEAD ACTORS, ACTORS NOT USER
    ACTOR X; actor in slot x.
    CHARACTER X; specific character with actor ID x.
    ENEMIES(EXISTING ENEMIES), ALL ENEMIES, DEAD ENEMIES, ENEMIES NOT USER, ENEMY X, FRIENDS, ALL FRIENDS, DEAD FRIENDS, FRIENDS NOT USER
    FRIEND X: This will select the battler's ally in slot x.
    OPPONENTS, ALL OPPONENTS, DEAD OPPONENTS, OPPONENT X: This will select the battler's opponent in slot x.
    ALL ALIVE, ALL MEMBERS, ALL DEAD, ALL NOT USER; This will select all living battlers except user.
    FOCUS; Selects the active battler and its targets.
    NOT FOCUS; Selects everything but the active battler and its targets.
    -------------------
    ACTION SEQUENCES - ACTION LIST
    ACTION ANIMATION: (target), (mirror) |animation assigned to the skill/item, skill's/item's assigned targets.
    ATTACK ANIMATION: target, (mirror) |Displays the active battler's attack animation on the target(s).

    ACTION COMMON EVENT |common event found within the skill's/item's traits list(last)

    ACTION EFFECT: target |take damage/healing from skill/item and buffs and states.
    ENEMY EFFECT: target, effect-type |This affects enemies only. Makes the target display either a 'whiten' effect or a 'blink' effect.

    ADD/REMOVE stat BUFF/DEBUFF: target, (turns), (show) |Replace 'stat' with 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk' Include 'show' and it will show the target getting the buff applied in the battle log.

    ADD/REMOVE STATE X, Y, Z...: target (show)

    ANIMATION X: target, (mirror)
    MOTION WAIT: target
    WAIT FOR POPUPS/MOVEMENT/EFFECT/ANIMATION/FLOAT/JUMP/OPACITY/CAMERA/ZOOM
    WAIT FOR NEW LINE |Waits for a new line to appear in the log window before going on to the next action in the action sequence.
    ANIMATION WAIT: X
    WAIT: frames

    SE: filename, (volume), (pitch), (pan)
    BGM/BGS: STOP
    BGM/BGS: MEMORIZE
    BGM/BGS: MEMORY
    BGM/BGS: filename, (volume), (pitch), (pan)
    ME: STOP || ME: filename, (volume), (pitch), (pan)
    BREAK ACTION |This will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.

    CAST ANIMATION |Plays an animation on the skill's user. Will not occur if the action is an item or the user's default normal attack.

    CLEAR BATTLE LOG |Clears all the messages at the top of the screen.

    CHANGE SWITCH X: on/off/toggle/switch z
    CHANGE SWITCH X..Y: on/off/toggle/switch z
    CHANGE SWITCH X TO Y: on/off/toggle/switch z
    CHANGE VARIABLE X =,+=,-=,*=,/=,%= Y

    COLLAPSE: target, (force)

    COMMON EVENT: X

    DEATH BREAK |If user die for reason during skill (either counter attack or reflect), this force action sequences for the part of the skill/item to shut down and be skipped.

    DISPLAY ACTION Displays the action's name at the top of the battle log. It will remain there until the battle log is cleared.

    EVAL: code

    GAIN/LOSE ITEM/WEAPON/ARMOR X: Y ||GOLD +/-x
    HP/MP/TP +X/-X/+X%/-X%: target, (show) || HP/MP/TP +,-VARIABLE X,X%: target, (show)

    IF ... ELSE STATEMENTS
    Usage Example:
    if $gameSwitches.value(1)
    action effect
    else if $gameSwitches.value(2)
    action effect
    else
    action effect
    end

    IMMORTAL: targets, true/false

    PERFORM ACTION |Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.
    PERFORM FINISH |Causes actor to move back to its home spot.
    PERFORM START |Causes actor to move forward from its home spot.
    REFRESH STATUS |Refreshes the status window in the middle of an action sequence.

    FACE target1: FORWARD/BACKWARD/HOME/AWAY FROM HOME/POINT, x coordinate, y coordinate/AWAY FROM POINT, x coordinate, y coordinate/target2/AWAY FROM target2

    FADE IN/OUT: (frames)
    FLASH SCREEN: COLOR/R,G,B, (intensity), (frames)
    FLOAT target: (height/%), (frames)

    HIDE/SHOW BATTLE HUD
    JUMP target: (height/%), (frames)
    MOTION type: target, (no weapon) |TYPE= WALK,STANDBY,CHANT,GUARD,DAMAGE,EVADE,ATTACK,THRUST,SWING,MISSILE,SKILL,SPELL,ITEM,ESCAPE,VICTORY,DYING,ABNORMAL,SLEEP,DEAD

    MOVE target1: HOME/RETURN, (frames)
    MOVE target1: FORWARD/BACKWARD, (distance), (frames)
    MOVE target1: POINT, x coordinate, y coordinate, (frames)
    MOVE target1: target2, BASE/CENTER/HEAD/FRONT BASE/FRONT CENTER/FRONT HEAD/BACK BASE/BACK CENTER/BACK HEAD/ (frames), (offset)

    OPACITY target: x/%, (frames)
    SHAKE SCREEN: (power), (speed), (frames)

    TINT SCREEN: NORMAL/DARK/SEPIA/SUNSET/NIGHT/r,g,b,gray, (frames) |Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255

    CAMERA CLAMP ON/OFF
    CAMERA FOCUS: target, FRONT BASE/BASE/BACK BASE/FRONT CENTER/CENTER/BACK CENTER/FRONT HEAD/HEAD/BACK HEAD, (frames)
    CAMERA OFFSET: LEFT/RIGHT/UP/DOWN, distance
    CAMERA PAN: LEFT/RIGHT/UP/DOWN, distance, (frames)
    CAMERA SCREEN: TOP LEFT/FAR LEFT/BOTTOM LEFT/TOP CENTER/CENTER/BOTTOM CENTER/TOP RIGHT/FAR RIGHT/BOTTOM RIGHT, (frames)
    CAMERA SCREEN: POINT, x, y, (frames)
    CAMERA SCREEN: target, FRONT/BASE/BACK/FRONT CENTER/CENTER/BACK CENTER/FRONT TOP/TOP/BACK TOP, (frames)
    RESET CAMERA/ZOOM: (frames)
    ZOOM: x%/x.y, (frames)
  13. I'm having trouble with a casting animation for Cure All running the animation 4 times. I left everything for cure all default and just used the code below. Can anyone tell me what i'm doing wrong?

    Cure All
    <setup action>



    display action

    immortal: targets, true

    wait: 40



    opacity not focus: 0%

    camera focus: user, front center, 45

    zoom: 1.2, 45

    wait: 40

    se: mercy voice line 1

    motion chant: user

    motion wait: user



    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20



    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    motion guard: user

    motion wait: user

    animation 52: user

    wait for animation

    </setup action>

    <Target Action>

    motion spell: user

    motion wait: user

    wait: 30

    camera focus: target, front center, 45

    wait: 45

    se: youve been discharged

    action animation: target

    wait for animation

    action effect: target



    clear battle log

    wait: 20

    reset zoom: 20

    reset camera: 20

    perform finish

    wait: 20

    opacity not focus: 100%

    </Target Action>
  14. Spctorres said:
    I'm having trouble with a casting animation for Cure All running the animation 4 times. I left everything for cure all default and just used the code below. Can anyone tell me what i'm doing wrong?

    Cure All
    <setup action>



    display action

    immortal: targets, true

    wait: 40



    opacity not focus: 0%

    camera focus: user, front center, 45

    zoom: 1.2, 45

    wait: 40

    se: mercy voice line 1

    motion chant: user

    motion wait: user



    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20



    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    opacity user: 55%, 20

    wait: 20

    opacity user: 100%, 20

    wait: 20

    motion guard: user

    motion wait: user

    animation 52: user

    wait for animation

    </setup action>

    <Target Action>

    motion spell: user

    motion wait: user

    wait: 30

    camera focus: target, front center, 45

    wait: 45

    se: youve been discharged

    action animation: target

    wait for animation

    action effect: target



    clear battle log

    wait: 20

    reset zoom: 20

    reset camera: 20

    perform finish

    wait: 20

    opacity not focus: 100%

    </Target Action>

    Try to changes the Target Action notetag by Whole Action
  15. 1. Is there a way to have an enemy target one of their friends?

    I'm trying to create a skill where the boss eats one of their minions to restore health. Problem is the boss will occasionally eat themselves. For the skill I set the scope to "one ally" and there doesnt seem to be any way in Yanfly's plugin to exclude the user from the list of potential targets when the user is an enemy.
  16. Edit: Original problem was "Movement" was not working with Yanfly's engine.
    Solved it - Started a new project, found out it worked in new project, compared Plugins, I think the only issue was my Plugins were in the wrong sequence. Seems to work now, fingers crossed
  17. Every time I do a whole action (For group attacks) all enemies get hit an extra time after the animation is over. how do I stop that?
  18. Hey guys! Had a question: How would I go about setting an initial talk scene zooming in on a certain actor, then pan to enemy, and zoom out; prior to beginning turn 1?
  19. Anyone have a sequence that works like this:

    Code:
    <target action>
    motion attack: user
    motion wait: user
    action animation
    wait for animation
    action effect: target
    death break
    </target action>

    but is based off what the player has equipped in the shield armor slot as opposed to the weapon slot?
  20. This thread is kinda old, but I made a class called the Trickster class. This uses the Mind Element and physical Slash damage towards the enemy, along with MDF debuffs and buffs :p
    And I have a few skills to share!
    (Note that certain parts may not fit in your kind of game since multiple elements take place, but you can edit it however you want :D
    The YEP Battle Core
    YEP ActSeqPack1
    YEP ActSeqPack2
    YEP ActSeqPack3 are needed to perform these skills.)

    Mind Break
    Deals minor Mind Slash damage to one foe. Has a small chance to inflict Confusion. (A sword is needed to perform skill.)

    <target action>
    (The user will vanish)

    \\before action

    jump user: 10, 15
    motion evade: user
    se: Magic1
    opacity user: 0, 30

    wait: 30

    move user: target, front base



    //attack 1
    (user's 1st attack)
    add element: 13
    show aniamtion 7: target
    show animation 121: target
    flash screen: magenta, 10
    shake screen: 9, 9, 10
    action effect

    wait: 30

    //attack 2
    (user's 2nd attack)
    mirror aniamtion 7: target
    show animation 121: target
    flash screen: magenta, 10
    shake screen: 9, 9, 10
    action effect

    wait: 30


    (User will reappear)
    \\move home
    move user: home
    wait for movement
    se: Magic1
    face user: forward
    motion evade: user
    opacity user: 255, 15
    </target action>


    Illusion
    Deals moderate Mind Slash damage to one foe. Raises the user's evasion and has a high chance to cause confusion. (A sword is needed to perform skill.)
    <Learn Cost: 450 JP>

    <target action>
    (the camera will focus on the user, the user will jump and vanish)

    focus camera: user
    zoom: 120%, 20
    jump user: 10, 15
    motion evade: user
    se: Magic1
    opacity user: 0, 30

    wait: 30

    focus camera: target
    wait: 30

    \\attack


    (action will perform)
    show animation 56: target
    wait: 17
    add element: 1
    action effect
    wait for effect

    wait: 20



    //return
    (the camera will reset and the user will reappear)
    reset focus
    reset zoom
    move user: home
    wait for movement
    face user: home
    se: Magic1
    motion evade: user
    opacity user: 255, 30
    add state 27: user
    (Raises the user's evasion by 60%)
    </target action>