MV - YEP Action Sequences: Premades Current Sequence: Soul Link

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Started by Johnboy 178 posts Page 9 of 9 View original ↗
  1. Johnboy said:
    @Nosidag the // I use is just for a reference so I know what the next few lines are supposed to accomplish. It makes debugging the sequence so much easier when you can pinpoint the area where your sequence is messing up.

    As far as separating setup from target actions, the general rule of thumb I use is that setup is for pre-target movement (forward motion to indicate user, casting/skill charge up animation, character voice/text lines, etc.). Target actions are motions/animations directly related to the damage phase (movement to target, damage animations, damage popups, etc.).

    Just to continue on, follow actions would be movement and secondary effects to be completed post-damage phase (returning the user to the "home" area, applying debuff effects, finishing animations, etc.) and finish actions would be where you'd do cleanup of everything (return user to their spot, wait for animations to finish, show the UI, hide skill name bar, etc.)
    Oh ok I see, well that definitely makes sense. Well I find your work really impressive, and it certainly is helping me understand the way the action sequence works more. I just need to keep my sideview battlers from bouncing around my battle screen and ill be set lol.
  2. Hey, how's the renzokuken request with Lionheart attached ?! :D:D:D
  3. This thread is amazing! There are so many good action sequences here and many that I've chosen to use in my own game, so I thought I could repay the favour and share some of my own:

    Warp Strike (FFXV)

    This skill is supposed to be similar to the ability called Warp Strike that Noctis uses in Final Fantasy 15 - in which Noctis warps right next to the enemy and attacks them with his weapon. The ability deals more damage and consumes more mp the further away you are from the enemy, but since the battles these will be used in are mostly turn based RPGs, I chose to change it so it deals more damage the less mana you have left.

    Plugins required:
    YEP_BattleEngineCore.js
    YEP_X_ActSeqPack1.js
    YEP_X_ActSeqPack2.js

    Optional (for the camera effects):
    YEP_X_ActSeqPack3.js

    To make the skill itself, simply make a skill with whatever name you want, then copy and paste this into the damage formula box:

    (a.atk * (a.mmp - a.mp)) / 10 - b.def

    And then add this action sequence to the note:

    Warp Strike Action Sequence:
    This one's quite simple:

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

    <target action>
    flash screen: purple, 20
    SE: Skill1
    move user: targets, back, 1
    zoom: 120%, 20
    camera screen: target, front center, 20
    camera focus: target, front center, 20
    wait for movement
    face user: target
    wait: 30
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    wait: 15
    move user: home, 20
    </target action>

    Then you're pretty much done! Change 'Skill1' to whatever sound effect you want to play when the actor teleports, and then configure the other properties of the skill like the cost or the animation however you like! Here's how I made it:

    1595016377834.png

    (Ignore the select conditions in the note section - that's for an entirely different mechanic that plays a big part in my game.)

    The second skill I made I came up with on my own:

    Cross Thunder Chain

    In this skill, the user and whichever actor is Actor 2 in the database both assault the enemy with 2 attacks. (This was made like this for my game, to change it to a certain party member, replace every piece of text that says 'character 2' in the sequence with 'actor x' with x being the party member's slot.) The user performs Slash Special 1 on the enemy before jumping behind them, allowing the second actor to come forward and simultaneously perform a thunder attack with the user on the left and right side of the enemy. The last thunder attack will always result in a critical hit.

    Plugins required:
    YEP_BattleEngineCore.js
    YEP_X_ActSeqPack1.js
    YEP_X_ActSeqPack2.js
    YEP_DamageCore.js*
    YEP_X_CriticalControl.js*
    *(Only if you want the last hit to be a powerful critical hit)

    Again, Optional:
    YEP_X_ActSeqPack3.js

    No prior setup for the skill is needed, just configure the properties of the skill to your liking (make sure not to make the damage formula too strong, it will make this skill deal ridiculous amounts of damage!) and copypaste this action sequence:

    Cross Thunder Chain Action Sequence
    Not as simple this time -

    <target action>
    camera focus: target
    zoom: 120%, 30
    wait for zoom
    opacity not focus: 0, 60
    opacity character 2: 255, 0
    wait for opacity

    //This is the cross slash
    move user: targets, back, 5
    wait for movement
    face user: target
    motion attack: user
    action animation
    wait: 3
    action effect
    move user: targets, front center, 5
    face user: target
    motion attack: user
    wait: 3
    action effect
    move user: targets, back top, 5
    face user: target
    wait: 3
    action effect
    move user: targets, front, 5
    face user: target
    motion attack: user
    wait: 3
    action effect
    move user: targets, back center, 5
    face user: target
    motion attack: user
    wait: 4
    force no critical
    action effect
    move user: targets, front, 10
    wait for movement
    face user: target
    wait: 120
    jump user: 200%, 60
    move user: targets, back base, 60, offset x -55
    face user: backward
    wait for jump

    //This is the thunder slash
    move character 2: targets, front, 40, offset x +55
    wait for movement
    wait: 50
    move character 2: backward, 60
    face character 2: target
    move user: forward, 60
    face user: target
    wait for movement
    wait: 30
    flash screen: white, 20
    motion attack: character 2
    motion attack: user
    move character 2: targets, back base, 10, offset -55
    move user: targets, front base, 10, offset +55
    animation 15: target
    wait for movement
    damage rate: 150%
    wait: 60
    force critical
    action effect
    immortal: target, false
    wait for animation
    wait for movement
    wait: 40
    face character 2: user
    wait: 30
    jump user: 100%, 60
    jump character 2: 100%, 60
    move user: home, 60
    move character 2: home, 60
    normal critical
    </target action>

    <follow action>
    zoom: 100%, 60
    opacity not focus: 100%, 60
    wait for opacity
    face user: forward
    face character 2: forward
    damage rate: 100%
    wait: 35
    </follow action>

    (If you want that critical effect, remember to enable crits too!)

    Oh, and one last thing: I found a tool online that makes creating action sequences ENDLESSLY easier. It has an autocorrect function and a real time preview of your sequence, saving you from reloading the game every time you want to preview it! You can try it out here.

    Thanks for checking these out!! hope somebody uses one of these, I put some good effort into them :)
  4. zeroace074 said:
    This thread is amazing! There are so many good action sequences here and many that I've chosen to use in my own game, so I thought I could repay the favour and share some of my own:

    Warp Strike (FFXV)

    This skill is supposed to be similar to the ability called Warp Strike that Noctis uses in Final Fantasy 15 - in which Noctis warps right next to the enemy and attacks them with his weapon. The ability deals more damage and consumes more mp the further away you are from the enemy, but since the battles these will be used in are mostly turn based RPGs, I chose to change it so it deals more damage the less mana you have left.

    Plugins required:
    YEP_BattleEngineCore.js
    YEP_X_ActSeqPack1.js
    YEP_X_ActSeqPack2.js

    Optional (for the camera effects):
    YEP_X_ActSeqPack3.js

    To make the skill itself, simply make a skill with whatever name you want, then copy and paste this into the damage formula box:

    (a.atk * (a.mmp - a.mp)) / 10 - b.def

    And then add this action sequence to the note:

    Warp Strike Action Sequence:
    This one's quite simple:

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

    <target action>
    flash screen: purple, 20
    SE: Skill1
    move user: targets, back, 1
    zoom: 120%, 20
    camera screen: target, front center, 20
    camera focus: target, front center, 20
    wait for movement
    face user: target
    wait: 30
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
    wait: 15
    move user: home, 20
    </target action>

    Then you're pretty much done! Change 'Skill1' to whatever sound effect you want to play when the actor teleports, and then configure the other properties of the skill like the cost or the animation however you like! Here's how I made it:

    View attachment 151700

    (Ignore the select conditions in the note section - that's for an entirely different mechanic that plays a big part in my game.)

    The second skill I made I came up with on my own:

    Cross Thunder Chain

    In this skill, the user and whichever actor is Actor 2 in the database both assault the enemy with 2 attacks. (This was made like this for my game, to change it to a certain party member, replace every piece of text that says 'character 2' in the sequence with 'actor x' with x being the party member's slot.) The user performs Slash Special 1 on the enemy before jumping behind them, allowing the second actor to come forward and simultaneously perform a thunder attack with the user on the left and right side of the enemy. The last thunder attack will always result in a critical hit.

    Plugins required:
    YEP_BattleEngineCore.js
    YEP_X_ActSeqPack1.js
    YEP_X_ActSeqPack2.js
    YEP_DamageCore.js*
    YEP_X_CriticalControl.js*
    *(Only if you want the last hit to be a powerful critical hit)

    Again, Optional:
    YEP_X_ActSeqPack3.js

    No prior setup for the skill is needed, just configure the properties of the skill to your liking (make sure not to make the damage formula too strong, it will make this skill deal ridiculous amounts of damage!) and copypaste this action sequence:

    Cross Thunder Chain Action Sequence
    Not as simple this time -

    <target action>
    camera focus: target
    zoom: 120%, 30
    wait for zoom
    opacity not focus: 0, 60
    opacity character 2: 255, 0
    wait for opacity

    //This is the cross slash
    move user: targets, back, 5
    wait for movement
    face user: target
    motion attack: user
    action animation
    wait: 3
    action effect
    move user: targets, front center, 5
    face user: target
    motion attack: user
    wait: 3
    action effect
    move user: targets, back top, 5
    face user: target
    wait: 3
    action effect
    move user: targets, front, 5
    face user: target
    motion attack: user
    wait: 3
    action effect
    move user: targets, back center, 5
    face user: target
    motion attack: user
    wait: 4
    force no critical
    action effect
    move user: targets, front, 10
    wait for movement
    face user: target
    wait: 120
    jump user: 200%, 60
    move user: targets, back base, 60, offset x -55
    face user: backward
    wait for jump

    //This is the thunder slash
    move character 2: targets, front, 40, offset x +55
    wait for movement
    wait: 50
    move character 2: backward, 60
    face character 2: target
    move user: forward, 60
    face user: target
    wait for movement
    wait: 30
    flash screen: white, 20
    motion attack: character 2
    motion attack: user
    move character 2: targets, back base, 10, offset -55
    move user: targets, front base, 10, offset +55
    animation 15: target
    wait for movement
    damage rate: 150%
    wait: 60
    force critical
    action effect
    immortal: target, false
    wait for animation
    wait for movement
    wait: 40
    face character 2: user
    wait: 30
    jump user: 100%, 60
    jump character 2: 100%, 60
    move user: home, 60
    move character 2: home, 60
    normal critical
    </target action>

    <follow action>
    zoom: 100%, 60
    opacity not focus: 100%, 60
    wait for opacity
    face user: forward
    face character 2: forward
    damage rate: 100%
    wait: 35
    </follow action>

    (If you want that critical effect, remember to enable crits too!)

    Oh, and one last thing: I found a tool online that makes creating action sequences ENDLESSLY easier. It has an autocorrect function and a real time preview of your sequence, saving you from reloading the game every time you want to preview it! You can try it out here.

    Thanks for checking these out!! hope somebody uses one of these, I put some good effort into them :)

    I snagged the thunderslash one as someone FINALLY gave me a combo attack formula I can use in my game! No longer do I need a freaking plugin for it! Now I just need to find a way to make it so it can only be used when certain conditions are met...
  5. Fantastic, very good! :D
    Can you create other variations of the skill: Cross Thunder Chain ??? :LZYwink::LZYwink::LZYwink:
  6. Wow, cool! Can you please do skill of: Final Fury from Tales of Destiny?
  7. Hey there. I'm not trying to necro-post but I've seen MANY people requesting this one, so I thought I'd give it a shot. It's my first time using the plugins, but I think it turned out pretty good! There IS however a small.. set up that you'll need :rswt


    OMNISLASH (Final Fantasy 7/VII) - Complete with "Sephiroth Introduction Animation"

    What you'll need:
    Default RPG Maker SFX/SE
    Yanfly's Plugins:
    • Yep_Core Engine
    • Yep_X Action Sequence Packs 1, 2 and 3
    • Yep_X Animated SV Enemies (Optional, I think)


    I believe that's all you need for this, however here is a (nearly) full list that I'm currently using:
    1615026021544.png



    Preview of Animation




    Comparison to Final Fantasy VII (PSone)




    Animation Set-up (Optional)

    Omnislash (Final Fantasy VII)
    <setup action>
    SE: Bell1, 50, 100, 0
    display action
    immortal: targets, true
    HIDE BATTLE HUD

    camera screen: user, center, 1
    zoom: 105%, 200
    wait for zoom
    //Cloud
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera focus: user, center, 1
    zoom: 200%, 1
    wait: 30
    zoom: 105%, 1
    wait for zoom
    SE: Bell1, 50, 100, 0
    zoom: 110%, 150
    wait for zoom
    //Seph
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: target, front top, 1
    camera focus: target, front top, 1
    zoom: 200%, 1
    wait: 30
    zoom: 110%, 1
    wait for zoom
    zoom: 125%, 125
    wait for zoom
    //Camera 3-Times
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: user, front top, 1
    camera focus: user, front top, 1
    zoom: 200%, 1
    wait: 25
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: target, front top, 1
    camera focus: target, front top, 1
    zoom: 225%, 1
    wait: 25
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: user, front top, 1
    camera focus: user, front top, 1
    zoom: 250%, 1
    wait: 25
    wait for zoom
    SE: Bell1, 50, 100, 0
    reset camera: 1
    zoom: 125%, 1
    wait for zoom
    zoom: 160%, 60
    wait for zoom
    //Camera 3-Times 2
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: target, front top, 1
    camera focus: user, front top, 1
    zoom: 200%, 1
    wait: 20
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: user, front top, 1
    camera focus: target, front top, 1
    zoom: 225%, 1
    wait: 20
    FLASH SCREEN: WHITE, 5
    SE: Ice2, 100, 100, 0
    camera screen: target, front top, 1
    camera focus: user, front top, 1
    zoom: 250%, 1
    wait: 20
    zoom: 110%, 1
    wait for zoom

    camera focus: user
    animation 126: user
    wait for animation
    animation 127: user
    wait for animation
    </setup action>

    <target action>
    move user: targets, front, 18
    camera screen: target, center, 30
    camera focus: target, front center, 30
    wait for movement

    //attack1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion attack: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack2
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion thrust: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack3
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion swing: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack4
    move user: BACKWARD, 40, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    move user: target, front head, 18
    motion thrust: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack5
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    move user: target, front, 18
    face user: forward
    motion attack: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack6
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion swing: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack7
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion swing: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack8
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion thrust: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack9
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion attack: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack10
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion swing: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack11
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    move user: target, front head, 18
    motion attack: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack12
    move user: BACKWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    move user: target, front, 18
    face user: forward
    motion thrust: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack13
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion attack: user
    animation 123: target, mirror
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    //attack14
    move user: FORWARD, 30, 1
    SE: Darkness4, 50, 130, -20
    SE: Slash1, 50, 130, -20
    SE: Skill3, 50, 130, -20
    motion swing: user
    animation 123: target
    animation 39: target
    action effect
    FLASH SCREEN: WHITE, 5
    shake screen: 3, 9, 15
    wait: 20

    zoom: 125%, 15
    camera screen: target, head, 15
    camera focus: target, head, 15
    wait for movement
    move user: target, front head, 18
    wait for movement
    animation 97: user
    animation 124: user
    wait for animation
    move user: target, base, 9
    motion swing: user
    perform action
    action animation: target
    animation 125: target
    animation 125: target, mirror
    wait for animation
    se: Monster1, 80, 70, 0
    shake screen: 3, 9, 15
    wait for animation
    action effect: target
    death break
    perform finish
    wait: 30

    </target action>


    <follow action>
    wait: 20
    show battle hud
    </follow action>

    1615026472844.png

    Now, I'll say this about the beginning of the code. The timing isn't 100%, maybe a solid 98% but definitely not 100%. I did side by sides for about an hour, tweaking the time codes so they would line up near-perfectly. If you watch them side by side, you'll see that the difference of the "Introduction" Cinematic from FF7 is only a frame or three longer/shorter in some places, but honestly I really don't think it's that bad.

    I will say, I didn't time or match the length of the Ultimate Animation, however I did my best to match the sounds using the DEFAULT sounds that RPG Maker MV comes with, which is pretty damn impressive.

    Animations: I've sped the video up by 30%, as it was recorded for about 22 minutes, shortened down to about 15. The reason behind the length of the Animation Set-up was because I had different Animation Files set up for each action. (Loading/Limit Use, Charging/Wind Effect, Attack Swipe, Jump Strike and Landing Strike)

    I know that it's not perfect, and I'm 100% sure others can probably make the code easier/simpler, however I did a LOT of research on here and through other forums and only found people requesting the Action Sequence, but not actually making one.

    So here you go. If you find ways to clean up the code hit me up, hope you enjoy. :rock-left:

    Edit: As a side note, I've purposefully set TP and MP use to 0 for Debug purposes. I plan on making it 100 TP and at least 200 MP going forward.
  8. These are really impressive. Does anyone know of similar animations for Dual Tech's to animate the Jay's Dual Techs plugin? The Dual Tech's and Triple Tech's are similar to what is found in ChronoTrigger. My understaing is that it would invovle mashing up various action sequences.
  9. @METACHASER this is very easily doable. You don't even need to mash up multiple sequences. You could program one whole sequence and just make each character for the tech have access to it. Or, if you wanted to get really creative/complex, you could use arguments in the sequence and have different animations depending on which person activates the tech.
  10. Hi everyone,
    So, first of all, congratulations on your work, it's super cool to help the community like that. My request concerns an action sequence which would be for an archer who would shoot several arrows in a row a bit like the Vibrato sequence in this video : at 2.33
    I would like to know if it is possible, i have the pluging of projectiles but that I did not understand how to make it work with the sequence of actions.
    I have just started to focus on action sequences and I would really like to learn more to achieve correct ones myself
  11. JayXsane said:
    Hey there. I'm not trying to necro-post but I've seen MANY people requesting this one, so I thought I'd give it a shot. It's my first time using the plugins, but I think it turned out pretty good! There IS however a small.. set up that you'll need :rswt


    OMNISLASH (Final Fantasy 7/VII) - Complete with "Sephiroth Introduction Animation"

    What you'll need:
    Default RPG Maker SFX/SE
    Yanfly's Plugins:
    • Yep_Core Engine
    • Yep_X Action Sequence Packs 1, 2 and 3
    • Yep_X Animated SV Enemies (Optional, I think)


    I believe that's all you need for this, however here is a (nearly) full list that I'm currently using:
    View attachment 182034



    Preview of Animation




    Comparison to Final Fantasy VII (PSone)




    Animation Set-up (Optional)



    View attachment 182035

    Now, I'll say this about the beginning of the code. The timing isn't 100%, maybe a solid 98% but definitely not 100%. I did side by sides for about an hour, tweaking the time codes so they would line up near-perfectly. If you watch them side by side, you'll see that the difference of the "Introduction" Cinematic from FF7 is only a frame or three longer/shorter in some places, but honestly I really don't think it's that bad.

    I will say, I didn't time or match the length of the Ultimate Animation, however I did my best to match the sounds using the DEFAULT sounds that RPG Maker MV comes with, which is pretty damn impressive.

    Animations: I've sped the video up by 30%, as it was recorded for about 22 minutes, shortened down to about 15. The reason behind the length of the Animation Set-up was because I had different Animation Files set up for each action. (Loading/Limit Use, Charging/Wind Effect, Attack Swipe, Jump Strike and Landing Strike)

    I know that it's not perfect, and I'm 100% sure others can probably make the code easier/simpler, however I did a LOT of research on here and through other forums and only found people requesting the Action Sequence, but not actually making one.

    So here you go. If you find ways to clean up the code hit me up, hope you enjoy. :rock-left:

    Edit: As a side note, I've purposefully set TP and MP use to 0 for Debug purposes. I plan on making it 100 TP and at least 200 MP going forward.

    That looks amazing good job but is their way to do it so it can hit random as well or would have to have yanfly target core to do that with the animation.
  12. Been a very long time since I added to this post. Several life events have basically lead me to abandon the game I was working on, which I have recently decided to come back to and try to finish.

    So allow me to share with you a ring I recently created.
    Mercy Ring: Hour of Fate

    This ring, when equipped, adds 30 Magic attack to the character. However, it's true strength lies in it's added effect. As long as the user has more than 0 MP available, the user's attacks are guaranteed critical hits. Each critical hit will reduce the users MP by 2%.

    The following plugins are REQUIRED:
    YEP Battle Engine Core
    YEP Action Sequence 1, 2, 3
    YEP Weapon Unleash

    363890_20211115201249_1.png
    Let's create the skill first. You can set this up however you like, but do note that you will need <Attack text: Attack> in your notebox.

    Place the action sequence inside your notebox:
    Action Sequence
    <Attack Text: Attack>

    <setup action>
    display action
    perform start
    wait for movement
    immortal: targets, true
    wait for animation
    wait: 20
    </setup action>

    <whole action>
    </whole action>

    <target action>
    wait for movement
    if user.mp > 0
    force critical
    motion attack: user
    action animation
    wait for animation
    action effect
    wait for effect
    MP -2%: user, (show)
    else user.mp = 0
    motion attack: user
    action animation
    wait for animation
    action effect
    wait for effect
    </target action>

    <follow action>
    move user: home, 35
    wait: 30
    clear battle log
    </follow action>

    <finish action>
    perform finish
    immortal: target, false
    wait: 20
    </finish action>

    Next up let's create the ring:
    363890_20211115201232_1.png

    Again set up your ring however you like but do note that in the notebox you need to have <Replace Attack: x> where x is the number or name of your skill.

    This can be modified and used in a variety of ways. For instance, want to have blood attacks but not have a blood knight specifically? Make a ring that drains HP to boost attack power. Or how about a piece of equipment that strips the wearers TP on each attack but regenerates HP? Or how about a weapon that consumes MP but guarantees that the state effect always hits? Or you could even have an otherwise unattainable status effect attached to anything.

    Hopefully someone finds this useful. And to be quite honest I hope I can create more of these in the coming weeks.

    Until next time....
  13. Soul Link: Hour of Fate

    An interesting ability I discovered while trying to create something else, which would be perfect for a Necromancer/Blood Knight type of class. This ability, when activated on the target, causes any damage done to the target to heal the user for 25% of said damage. This is from all sources of damage, including other party members. In addition, if the user dies while the effect is still active, any damage done to the target will revive the user!
    Plugins needed:

    Yep Action Sequence 1,2
    Yep Buffs and States Core
    Yep Battle Engine Core

    20220326083428_1.jpg

    Here is our state, which we should make up first. This will be applied to the target during our Soul Link sequence. Place the following in the notebox:

    Soul Link State
    <cgmvdesc:Links the soul of the user to the target. If the user dies while this state is active, user is revived when damage is dealt to the target.>

    <Custom React Effect>

    if (this.isHpEffect() && value > 0){

    //will only have an effect if the target was hit by a damaging action

    var healamt = (Math.round(0.25 * value))

    origin.gainHp(healamt)

    origin.startDamagePopup()

    origin.clearResult()

    }

    </Custom React Effect>

    The first line is used by cgmv encyclopedia, a fantastic plugin. It can be removed if you don't use that particular plugin.

    20220326083014_1.jpg

    This is our Soul Link skill. Note that I have it doing damage since it is the Ultimate skill of my Blood Knight.

    Place the following in the notebox:

    Soul Link Skill
    \\Action sequence
    <setup action>
    perform start
    IMMORTAL: target, true
    WAIT: 50
    DISPLAY ACTION
    motion skill: user
    animation 215: user
    WAIT FOR ANIMATION
    </setup action>

    <whole action>
    </whole action>

    <target action>
    move user: target, base, 10
    motion attack: user
    wait for movement
    animation 220: target
    animation 246: target
    wait for animation
    action effect
    wait for effect
    jump user: 100, 20
    move user: target, front, 20
    face user: forward
    wait for movement
    animation 169: user
    wait for animation
    </target action>

    <follow action>
    jump user: 200%, 35
    move user: home, 35
    wait: 30
    clear battle log
    wait: 25
    </follow action>

    <finish action>
    face user: home
    perform finish
    immortal: target, false
    wait: 20
    clear battle log
    </finish action>

    Note also that I have the state in the effects section of the skill, but you could apply it in the action sequence coding if you wanted to.

    So there's an interesting mechanic that I created by complete accident.

    Until next time....
  14. Amazing thread Johnboy. It is pushing me to learn as much as i can. Do you like superheroes?

    I’ve noticed that some superhero sequences are easier to make since most use their fists to fight but it starts to get difficult when energy based powers are involved as they require some form of animation manipulation.

    Thank you for this thread!
  15. Hi, I hope that the trend has not fallen or died, but a suggestion:
    "Sky Dragon Slash" from Grandia 2?
  16. I made an alternate version of Yanfly Tips & Tricks Leech Seed (Capped Damage), it caps the damage of the effect to be equal to the caster's 50% HP from the state instead of a fixed number from the default code (You can change the rate or put another attribute if you want, be creative).

    Leech Seed (Capped Damage)
    <Custom Regenerate Effect>
    // Check if the original caster isn't the target and that the original target is alive.
    if (origin !== target && origin.isAlive()) {
    // Determine the damage dealt.
    var damage = target.hp / 10;
    // Round up the damage.
    damage = Math.ceil(damage);
    // Cap the damage to 50% of original caster HP.
    var cap = Math.ceil(origin.mhp * 0.50);
    damage = Math.min(cap, damage);
    // Play the healing animation on the original caster.
    origin.startAnimation(46);
    // Original caster gains HP.
    origin.gainHp(damage);
    // Show the HP gained.
    origin.startDamagePopup();
    // Clears the original caster's HP popup.
    origin.clearResult();
    // Play the damage animation on the target.
    target.startAnimation(55);
    // Damage the target's HP.
    target.gainHp(-damage);
    // Check if the target is dead.
    if (target.isDead()) {
    // If the target is dead, make it collapse.
    target.performCollapse();
    }
    }
    </Custom Regenerate Effect>
  17. ¡This thread is awesome!
  18. I understand the time it takes for these attack sequences, but, more please, at your own pace, so amazing