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

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Started by Blue001 2126 posts Page 92 of 107 View original ↗
  1. A little update, i removed immortal: targets, true from the setup so i have no idea why the enemies aren't dying.
  2. 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>
  3. 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>
  4. 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:
    <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>
    My monster is moving, then jumping
    same thing if I put the jump before the move

    What I'd like is a jump while moving.

    thanks
  5. PLUEVNR said:
    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:
    <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>
    My monster is moving, then jumping
    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 continues
    Maybe remove that?
  6. ItsAri said:
    I think it's the "wait for jump" command? It's waiting for the jump to be complete before it continues
    Maybe remove that?
    Sorry I forgot to edit
    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
  7. 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>
  8. Vergel_Nikolai said:
    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.
  9. HumanNinjaToo said:
    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.
  10. 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.)
  11. 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.
  12. 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>
  13. 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>
  14. jonenglish91 said:
    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?
  15. Moon_Haven said:
    @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
  16. jonenglish91 said:
    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.
  17. 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>
  18. 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 Sequence
    Code:
    <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
  19. dragon1up said:
    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.
  20. 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.