A little update, i removed immortal: targets, true from the setup so i have no idea why the enemies aren't dying.
Pre-made (Yanfly's) Action Sequence Sharing and Discussions
● ARCHIVED · READ-ONLY
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Hi guys im wondering how to make a shockwave skill that casts 4 times.
The skill targets only front row enemies, if it kills will raise ATK. At the end of the 4 attacks it checks to see if there is a state if not it will apply this state if there is it will remove this state.
Im trying to get it so that if on any of the casts the front row is clear it will move forward and attack the next row. Right now it will attack even if the enemies all die.
Heres my tag
<Target: Front Enemy Row>
<Defeat Reward: Add ATK Buff, 3 Turns>
<Critical Multiplier: -25%>
<Whole Action>
move user: target, front base, 5
wait for movement
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
</Whole Action>
<target action>
if target.isStateAffected(40)
remove state 40: target
else
add state 40: target
end
</target action> -
So I was making 2 spells called Cleave and Engulf and I have several problems on doing their action sequence.
For Cleave, I am to have the character move backward slowly for some time before dashing foward in a swift motion while doing their attack animation (swinging a sword, axe, etc, not the case with still-image SV Enemies) and after the animation they return to their position. And since Cleave hits 2 random opponents then the character is to do this twice. In what I typed in the notes so far the character will instead dash quickly forward and twice, not doing the backward motion and returning to home part. Can someone tell me how to do it? Here's Cleave.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
move user: forward, -80, 60
motion attack: user
move user: forward, 40, 20
action animation
wait for animation
action effect
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>
For Engulf, I was aiming for the action effect to trigger 3 times and one after another after while the animation (which is reminiscent to a flamethrower) plays but with what I did so far all 3 action effects appear all together. Is there a way to make them come out one second after the other? This is Engulf.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
action animation
action effect
action effect
action effect
wait for animation
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action> -
Hey there,
I'm trying to have my monster leaping forward but this is not working as I would.
Can anybody help me please?
here is the current code :
Code:My monster is moving, then jumping<target action> move user: target, front base, 30 jump user: 100, 30 wait for jump motion swing: user show animation 140: target shake screen wait for animation action effect </target action>
same thing if I put the jump before the move
What I'd like is a jump while moving.
thanks -
I think it's the "wait for jump" command? It's waiting for the jump to be complete before it continuesHey there,
I'm trying to have my monster leaping forward but this is not working as I would.
Can anybody help me please?
here is the current code :
Code:My monster is moving, then jumping<target action> move user: target, front base, 30 jump user: 100, 30 wait for jump motion swing: user show animation 140: target shake screen wait for animation action effect </target action>
same thing if I put the jump before the move
What I'd like is a jump while moving.
thanks
Maybe remove that? -
Sorry I forgot to editI think it's the "wait for jump" command? It's waiting for the jump to be complete before it continues
Maybe remove that?
It was a dumb error... I the setup action I had a move command....
And yeah, removing the wait for jump command gives more space to control the action -
Hey Guys,
Here is a special attack I revamped, full action sequence below!
Code:<setup action> bgm: stop bgm: memorize bgm: 1-10 Devastator display action immortal: targets, true </setup action> <target action> common event: 1 se: Sean - Blow You Away 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 jump user: 30, 12 move user: forward, 150, 12 wait for movement motion idle: user camera focus: user wait: 10 -----<movement>------ battleback 3 add: battlebacks1, Speedlinevertical battleback 3 scroll speed y: -300 camera screen: user, base top, 15 zoom: 200%, 15 wait: 30 zoom: 120%, 120 se: Sean - This is it! ------Charge Skill------- shake screen: 3, 5, 60 custom motion charge: user animation 217: user animation 201: user animation 218: user, mirror animation 215: user, mirror wait: 10 animation 215: user, mirror animation 218: user, mirror wait: 10 animation 218: user, mirror animation 215: user, mirror common event: 5 wait for animation wait for camera wait: 30 fade out: 10 wait: 30 battleback 3 remove move user: forward, -1000, 0 wait: 30 -----<BATTLEBACK CHANGE>------ battleback 3 add: battlebacks1, SpeedlineBlack battleback 3 scroll speed x: -300 camera screen: user, base top, 15 zoom: 200%, 15 wait: 30 fade in: 15 -----<BATTLEBACK CHANGE>------ -----<DASH>------ motion evade: user opacity user: 100%, 20 opacity target: 0%, 20 move user: forward, 1000, 50 motion evade: user animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror animation 237: user, mirror se: Magic8 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 234: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 5, 2 animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 5, 2 animation 240: user, mirror animation 215: user, mirror animation 234: user, mirror se: Magic8 shake screen: 9, 9, 2 wait: 10 shake screen: 9, 5, 2 animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 234: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 234: user, mirror animation 215: user, mirror se: Magic8 shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 234: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror se: Magic8 shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 234: user, mirror shake screen: 9, 9, 2 wait: 10 shake screen: 9, 9, 2 animation 240: user, mirror animation 215: user, mirror animation 233: user, mirror animation 236: user, mirror animation 238: user, mirror shake screen: 9, 9, 2 wait: 60 animation 240: user, mirror animation 133: user, mirror animation 232: user, mirror se: Magic8 move user: forward, 1000, 10 motion evade: user wait: 30 fade out: 12 wait: 30 zoom: 200%, 0 opacity target: 100%, 20 move user: targets, front, 12 move target: forward, 170, 12 move user: forward, -2000, 0 wait: 30 --------<Dash END>---------- ---------<SlowMo>------------ fade in: 12 wait: 60 zoom: 200%, 12 motion evade: user move user: target, front, 12 wait: 12 move target: forward, 100, 12 wait: 12 animation 166: user, mirror action animation: target action effect: target zoom: 400%, 12 move user: target, back, 200 motion swing: user wait: 10 custom motion Hold: user animation 243: target wait: 10 animation 244: target wait: 10 animation 244: target wait: 10 animation 244: target wait: 10 animation 244: target wait: 10 animation 244: target wait: 10 animation 244: target wait: 10 animation 244: target move target: forward, 20, 12 wait: 12 move user: target, back, 4 animation 242: target animation 242: target, mirror zoom: 200%, 12 ---------</SlowMoEnd>------------ ---------<Slashes>------------ se: Sean - Crush motion evade: user wait for movement opacity user: 100% wait: 25 camera focus: user face user: target motion swing: user wait: 6 animation 218: user, mirror animation 146: target action effect: target shake screen: 3, 5, 5 custom motion Hold: user wait: 6 death break custom motion vertical: user wait: 6 animation 218: user, mirror animation 147: target action effect: target shake screen: 3, 5, 5 custom motion verticalhold: user wait: 6 death break motion swing: user wait: 6 animation 218: user, mirror animation 146: target action effect: target shake screen: 3, 5, 5 custom motion Hold: user wait: 6 death break custom motion vertical: user wait: 6 animation 218: user, mirror animation 147: target action effect: target shake screen: 3, 5, 5 custom motion verticalhold: user wait: 6 death break motion swing: user wait: 6 animation 218: user, mirror animation 146: target action effect: target shake screen: 3, 5, 5 custom motion Hold: user wait: 6 death break custom motion vertical: user wait: 6 animation 218: user, mirror animation 147: target action effect: target shake screen: 3, 5, 5 custom motion verticalhold: user wait: 6 death break motion swing: user wait: 6 animation 218: user, mirror animation 146: target action effect: target shake screen: 3, 5, 5 custom motion Hold: user wait: 6 death break custom motion vertical: user wait: 6 animation 218: user, mirror animation 147: target action effect: target shake screen: 3, 5, 5 custom motion verticalhold: user wait: 6 death break motion swing: user wait: 6 animation 218: user, mirror animation 146: target action effect: target shake screen: 3, 5, 5 custom motion Hold: user wait: 6 death break custom motion vertical: user wait: 6 animation 218: user, mirror animation 147: target action effect: target shake screen: 3, 5, 5 custom motion verticalhold: user wait: 20 zoom: 300%, 50 wait: 20 ---------</SlashEnd>------------ ---------<ChargeSkill>------------ custom motion charge: user animation 201: user wait: 100 zoom: 120%, 300 camera focus: user animation 197: user shake screen: 3, 5, 5 jump target: 50, 10 animation 231: user wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 60, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 70, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 80, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 90, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 100, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 wait: 15 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 228: target animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 110, 10 wait: 10 shake screen: 3, 5, 5 animation 231: user jump target: 400, 10 float target: 400, 0 wait: 10 shake screen: 3, 5, 5 animation 231: user wait: 10 shake screen: 3, 5, 5 animation 231: user wait: 10 shake screen: 3, 5, 5 wait: 30 death break fade out: 100 wait: 120 float target: 0, 60 --------<Charge Skill End>------ </target action> <finish action> clear battle log battleback 3 remove reset camera reset zoom wait for animation common event: 3 perform finish wait for movement opacity all actors: 100%, 0 opacity enemies: 100%, 0 fade in: 50 wait: 50 immortal: targets, false </finish action> -
So I was making 2 spells called Cleave and Engulf and I have several problems on doing their action sequence.
For Cleave, I am to have the character move backward slowly for some time before dashing foward in a swift motion while doing their attack animation (swinging a sword, axe, etc, not the case with still-image SV Enemies) and after the animation they return to their position. And since Cleave hits 2 random opponents then the character is to do this twice. In what I typed in the notes so far the character will instead dash quickly forward and twice, not doing the backward motion and returning to home part. Can someone tell me how to do it? Here's Cleave.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
move user: forward, -80, 60
motion attack: user
move user: forward, 40, 20
action animation
wait for animation
action effect
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>
For Engulf, I was aiming for the action effect to trigger 3 times and one after another after while the animation (which is reminiscent to a flamethrower) plays but with what I did so far all 3 action effects appear all together. Is there a way to make them come out one second after the other? This is Engulf.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
action animation
action effect
action effect
action effect
wait for animation
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>
For the cleave, I don't see that you added a backward move command, just two that move forward. While I see the first has -80, you might try the move user: backward command instead.
For the engulf, you could try adding a wait: 60 in between each action effect. That should be about 1 second, depending on how fast you have your animations set to play in the battle core plugin parameters. -
For the cleave, I don't see that you added a backward move command, just two that move forward. While I see the first has -80, you might try the move user: backward command instead.
For the engulf, you could try adding a wait: 60 in between each action effect. That should be about 1 second, depending on how fast you have your animations set to play in the battle core plugin parameters.
Yeah, I used -80 to move backwards cuz I don't seem to see move user:backward anywhere but maybe it's just because of tired eyes. Also thanks, I shall test those out. -
Im kinda newb at this and I wanna learn some Yanfly Action sequences for future uses... hmm! Can anyone make a simple "Gun attack" code for Yanfly?
Like a gun type attack, the battler will small jump a few steps forward, then it shoots with its gun with a "blasting animation" coming from their gun's tip, afterwards the animation on the enemy will take place + the damage? That would be so cool! Thank you so much!
Forgive me if someone already made a gun attack action sequence... Because I usually learn from basic examples, and a basic gun attack would help tremendously I believe. :D
(Also just a question; via Yanfly's action sequences, can you control the poses of the battlers you want to use during the sequence? like for example, I want pose item-1 to play during this part, then pose attack-3 during this part.) -
Wait actually I did move backwards and it's not what I intend to do. The character is suppose to move back while still facing forward, hence why I made the -80 thing.
-
Sharing some of my animations. Hope it can be usefully.
Thunder Claw<target action>
hide battle hud
animation 125: user
wait for animation
camera focus: user
zoom: 150%
wait: 40
motion chant: user, no weapon
wait: 20
motion thrust: user, no weapon
move user: target, front, 5
wait: 30
action animation: target
move user: target, back, 5
wait for animation
action effect
wait: 40
move user: home
face user: forward
wait for movement
</target action>
<follow action>
reset camera: 10
show battle hud
</follow action>
Focus attack<target action>
hide battle hud
opacity not focus: 0, 20
animation 125: user
wait for animation
camera focus: user
zoom: 150%
wait: 40
motion thrust: user, no weapon
wait: 20
fade out: 20
wait: 20
Opacity user: 0, 20
camera focus: target
zoom: 200%
wait: 50
fade in: 10
wait: 40
action animation: target
wait for animation
action effect
wait: 40
wait for movement
fade out: 20
wait: 20
reset camera
move user: home
face user: forward
wait for movement
</target action>
<follow action>
opacity not focus: 100%, 60
Opacity user: 100%, 1
wait for opacity
reset camera: 1
zoom: 100%
fade in: 10
wait: 20
show battle hud
</follow action> -
Another sequence.
Blink attack<setup action>
display action
</setup action>
<target action>
opacity user: 0, 1
animation 01: user
wait for animation
wait: 10
move user: target, back, 1
face user: backward
opacity user: 100%, 1
animation 01: user
wait for animation
wait: 10
face user: target
motion attack: user
attack animation: target
wait for animation
action effect
wait: 10
opacity user: 0, 1
animation 01: user
wait for animation
wait: 10
move user: home
wait: 30
animation 01: user
opacity user: 100%, 1
face user: forward
wait for movement
</target action> -
Hey Guys,
Here is a special attack I revamped, full action sequence below!
@jonenglish91 This is ridiculously well done, holy crap! Where did you get the inspiration for making all of the animations required for this action sequence? -
@jonenglish91 This is ridiculously well done, holy crap! Where did you get the inspiration for making all of the animations required for this action sequence?
Thank you! @Moon_Haven to be honest, a lot of the inspiration come from fire emblem(GBA series) & some 2D fighting games like KOF 13 -
Got another video for you guys
Here is the action sequence for Thunder Clap
Code:<target action> Action Cutin User: Hue 120, BlendMode Normal se: Calamity Jane I'll Send you to your Deaths wait: 100 common event: 2 -----<Cast>------ motion chant: user wait: 10 animation 183: user, mirror wait: 10 SHOCKWAVE: CENTER user animation 190: user, mirror wait for animation opacity friends not user: 0%, 20 opacity enemies: 0%, 20 animation 150: user, mirror wait for animation opacity targets: 0%, 20 wait: 30 fade out: 10 wait: 30 -----<Cast>----- -----<Background Change>--- fade in: 10 battleback 3 add: battlebacks1, Speedlineverticalpurple battleback 3 scroll speed y: -300 zoom: 300%, 10 move user: forward, 200, 12 wait: 12 opacity user: 100%, 10 camera screen: user, center, 15 camera focus: user, center, 15 zoom: 100%, 300 jump user: 400, 10 float user: 400, 10 wait: 20 float user: -100, 500 custom motion Hold2: user wait: 40 animation 188: user, mirror wait: 40 animation 188: user, mirror wait: 40 animation 188: user, mirror se: Calamity Jane - know what true power is wait: 100 float user: -400, 3 opacity user: 0%, 20 animation 180: user, mirror wait for animation -----<Background Change>--- -----<Background Change Remove>--- fade out: 10 wait: 20 battleback 3 remove move user: forward, 0, 12 move user: targets, front, 20 camera screen: target, center, 15 camera focus: target, center, 15 custom motion Hold2: user float user: 800, 3 opacity user: 100%, 20 opacity targets: 100%, 20 move target: forward, 200, 12 zoom: 300%, 10 wait: 20 fade in: 20 zoom: 100%, 400 wait: 100 float user: 0, 5 shake screen: 3, 5, 150 reset camera: 400 SHOCKWAVE: CENTER user animation 178: user, mirror animation 182: user, mirror animation 185: user, mirror move target: backward, 50, 12 jump target: 140, 12 action effect wait: 20 SHOCKWAVE: CENTER user action effect wait: 20 animation 187: user, mirror move target: forward, 50, 12 jump target: 140, 12 action effect wait: 20 action effect wait: 20 animation 186: user, mirror action effect move target: backward, 50, 12 jump target: 140, 12 wait: 20 action effect wait: 20 animation 185: user, mirror move target: forward, 50, 12 jump target: 140, 12 action effect wait: 20 action effect wait: 20 action effect wait: 20 action effect wait: 20 opacity user: 0%, 40 wait for animation common event: 3 perform finish wait for movement opacity user: 100%, 20 -----<Background Change Remove>--- </target action>
That's insane how well it's set up tbh, I'm curious how do you make the basic attack animation look so clean ? (The females attack) I just love the delay in movement of her body with the outlines and all. -
Haven't posted here in a while :p
Here's an action sequence for a Bash skill:
<target action>
move user: target, base, 12
motion item: user
wait for movement
//hit//
flash screen: white, 10
shake screen: 9, 9, 10
show animation 39: target
action effect
wait for animation
//land effect//
se: bow1
move user: backward, 100, 12
jump user: 30, 12
face user: forward
motion evade: user
wait for movement
se: bow3
motion walk: user
wait: 12
se: bow1
move user: home, 12
jump user: 30, 12
face user: forward
motion evade: user
wait for movement
se: bow3
motion walk: user
</target action> -
So I figured I'd try throwing together a video of some action sequences I made for a game I'm making for the 1 map challenge.
These use YEP_X_ActSeqPack1, YEP_X_ActSeqPack2, and my own AES_ActSeqEx (for random target selection and the faked multi-ability attacks seen at the very end)
Fatal System Error's Action SequenceCode:<Whole Action> battleback 800 add: battlebacks1, SolidBlack perform action motion abnormal: user wait: 30 motion dying: user animation 135: user wait: 30 motion dead: user wait for animation text: \i[4]Electromagnetic Discharge wait: 15 battleback 900 add: battlebacks1, BlurDarkStatic1, 180 battleback 900 opacity: 25% battleback 900 scroll speed x: +3 battleback 900 scroll speed y: +1 animation 136: random 3 opponents wait: 20 action effect: same animation 136: random 3 opponents wait: 20 action effect: same animation 136: random 3 opponents wait: 20 action effect: same animation 136: random 3 opponents wait: 20 action effect: same animation 136: random 3 opponents wait: 20 action effect: same animation 136: random 3 opponents wait: 20 action effect: same wait: 20 battleback 900 remove wait: 30 clear battle log text: \i[26]Reboot animation 137: user wait for animation hp +100%: user mp +100%: user motion dying: user wait: 30 battleback 800 remove perform finish </Whole Action> <Target Action> </Target Action>
Edit: "Molecular Destabilizater"
Damn it! :D -
That's insane how well it's set up tbh, I'm curious how do you make the basic attack animation look so clean ? (The females attack) I just love the delay in movement of her body with the outlines and all.
I set the speed to 4 on enemy notetag for the swing animation and that seems to give it a nice swing animation. -
Hey guy's I have been struggling to figure out how to make a sequence that hit's multiple targets. I want my swordsman to run up to individual targets and do damage to each of them. For instance I'd like him to run up to target 1 slash them do damage and then move to target 2 and do the same. For some reason though he won't move to another target even when i define the target. for instance move user: target 2, back base, 5 My character doesn't move when I input this in he moves to target 1 on the first slice and stays there for the second. I have also tried using enemy and opponent tags none work.