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.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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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 -
Oh man those are great! What did you use to change the background?
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i used yanfly's dynamic background plugin,its easy to use :DOh man those are great! What did you use to change the background?
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I tried using it and found that my selected menu item scene below is missing.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> -
Did you place show the show HUD at the end? Otherwise that will happenI tried using it and found that my selected menu item scene below is missing.
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Didn't know Yanflys had one lol he has so many plugins that I've yet to know what each one doesi used yanfly's dynamic background plugin,its easy to use :D
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@palatkorn It looks as if you accidentally made your post into a Report on the thread. Please repost your comment.
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I thank you very much, resolved. And it worksDid you place show the show HUD at the end? Otherwise that will happen
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@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. -
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> -
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.
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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) -
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> -
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 -
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. -
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 -
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?
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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?
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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? -
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>