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Blue001

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

Question

As Yanfly's Battle Engine Core and Action Sequences 1-3 basically add a new type of resource to the game that can be created/shared/requested (in the form of completed action sequences), I thought it would be a cool idea to have a thread where people can share any sequences that they would like, and maybe have people also be able to request to see how certain sequences could be done.

 

For example, if someone figures out how to do a omnislash like sequence and would like to share it, they now have a place.

Be sure to thank/credit whomever created a sequence if you use it in your game.

 

Please include a note on if the end user will need to have action sequence plugin 1, 2, 3 or all of them for the shared sequence.

 

- For example, User SOC shared the following sequence (in another thread) to make your character swing their weapon when using the skill that contains this notetag.

SWING WEAPON WHEN USING THIS SKILL<Target Action>motion swing: userperform actionmotion wait: useraction animation: targetwait for animationaction effect: targetdeath breakperform finish</Target Action>

It seems simple, but to some users, they may look at this an get confused, especially when trying to make it on their own. Having examples they can copy/paste to achieve a desired effect will help a lot.

 

A big thank you to Yanfly for creating the plugins!

 

-------------------------------------------------------------------

Quick Jump to Some Specific Attack Type Examples in this thread

FF7 Deathblow

Yanfly's Penta Slash

Yanfly's Detect Weapon Type Conditionals

Dragoon Jump

Five Different Hand To Hand Attacks

Actions For Slash Special 2 Animation

Actions For Slash Special 3 Animation

Dual Cast (If State is On)

Yanfly's Official Steal Animation

Edited by Blue001
Noodle, muwawya, Adlw and 24 others like this

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Hey, guys! I just came up with a very simple backstab attack. I just had a little problem with my actor facing the opposite direction. Already did face user: target, face user: backward but I just can't get it to work. Here's what I did.

 

<Target Action>

 

move user: target, back base

wait for movement

face target: backward

wait: 60

motion thrust: user

action animation: target

wait for animation

action effect

perform finish

</Target Action>

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2 hours ago, EGStryker said:

Hey, guys! I just came up with a very simple backstab attack. I just had a little problem with my actor facing the opposite direction. Already did face user: target, face user: backward but I just can't get it to work. Here's what I did.

 

<Target Action>

 

move user: target, back base

wait for movement

face target: backward

wait: 60

motion thrust: user

action animation: target

wait for animation

action effect

perform finish

</Target Action>

 

I had issues with mine as well but I managed to have him face the front. 

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From my all time favorite rpg. Poe sword from Lunar Eternal Blue. This is what it will kinda look like https://youtu.be/DXULENd1Qm4 .

 

<Target Action>

move user: target, front head, 30

jump user: 200, 30

wait for jump

motion swing: user

perform action

action animation: target

wait for animation

action effect: target

perform finish

</Target Action>

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17 hours ago, CrowsSalvation said:

 

I had issues with mine as well but I managed to have him face the front. 

 

How did you manage to make him face the other direction then? I also think I"m having issues with this one. It's like it's not working at all.

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9 hours ago, EGStryker said:

 

How did you manage to make him face the other direction then? I also think I"m having issues with this one. It's like it's not working at all.

 

<Target Action>

move user: target, back base

wait for movement

face user: backward

wait: 5

motion thrust: user

action animation: target

wait for animation

action effect

perform finish

</Target Action>

 

You had face target: backward instead of user. This is your setup but I adjusted the wait time because it made the attack too slow and fixed the facing issue. Nice skill you made. 

Edited by CrowsSalvation

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23 hours ago, CrowsSalvation said:

 

<Target Action>

move user: target, back base

wait for movement

face user: backward

wait: 5

motion thrust: user

action animation: target

wait for animation

action effect

perform finish

</Target Action>

 

You had face target: backward instead of user. This is your setup but I adjusted the wait time because it made the attack too slow and fixed the facing issue. Nice skill you made. 

 

Oh, that was dumb of me to overlook that one, thanks for correcting it haha. But for some reason my actor is still not facing backward.... I wonder what's wrong.

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53 minutes ago, EGStryker said:

 

Oh, that was dumb of me to overlook that one, thanks for correcting it haha. But for some reason my actor is still not facing backward.... I wonder what's wrong.

 

I just tested it out and he runs behind and attacks facing forward when I plugged this in. Did you save the project after fixing it? That and double check to see if its user and not target. 

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Hello, i have a question about use a all based spell(like fire all 1in the default animations), every time i use this the animation repeats its self for all enemy's targeted.

i use this code for it can anyone help me?

 

<setup action>hide battle huddisplay actionimmortal: targets, true</setup action><whole Action>camera focus: user, front, 40zoom: 200% 5Wait for zoommotion spell: usermotion wait: userwait: 20reset zoom: 20wait for zoomwait 20</whole Action><target action>action animationwait for animationaction effect</target action><follow action>show battle hudimmortal: targets, falsewait: 20</follow action>

 

 

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This is the first time i've used the plugin, but I'm trying to do a Jump Attack. Nothing fancy like in FF where the Jump makes the player disappear/untargetable for a turn, just a simple leap off the screen and 10 seconds later coming down on the enemy and dealing critical damage. My attempts at altering the basic attack but adding a float/jump action doesn't seem to work.

Also the Dragoon Jump listed earlier in the thread made my allied party member disappear instead of the character using the command. And then when it tries to play the sound effect it crashes. I tried altering it to a sound that's definitely in my project and the crash is the same.

Edited by nev

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Hey there. I've created a little sequence and it does work like intended but there is a problem i can not fix. Once i select the skill the maker plays the animation and deals the damage and after that starts the action sequence. Is there something wrong with my script order or am i missing something?

 

here's my sequence

<target action>

move user: target, front base, 10

wait for movement

motion swing: user

action animation

move user: target, head, 10

wait for movement

motion swing: user

move user: target, back base, 10

wait for movement

motion swing: user

move user: target, front center, 10

wait for movement

motion swing: user

move user: target, back center, 10

wait for movement

motion swing: user

move user: target, front base, 10

motion swing: user

</target action>

 

 

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If someone has some time, maybe they can help me.

 

<damage formula>

if (!target.isStateAffected(102))

{ target.addState(14); }

</damage formula>

<Whole Action>

action effect

</Whole Action>

 

So what I am doing is if the target is not effected by state, it will add a state.  This is a NON-Damage spell.  I have a few issues though.

 

Issue one:  I have it so it effects all enemies.  But when I use the spell it is having me target an individual enemy.  But when I cast the spell it effects all of them.  I want it so it highlights all enemies and not just one.

 

Issue two:  When the spell works it is displaying 0 damage to all the enemies.  I don't want it to display any damage cause it is not a damage spell.

 

Issue three:  When I cast the spell it instantly does 0 damage to everything and applies the state to everything.  But then it goes through and individually triggers each one after doing 0 and the state again.

 

I just want to be able to cast a spell and add a state if the enemies do not already have a different state.  Help would be very appreciated.

 

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On 10/1/2016 at 7:19 PM, Naveed said:

Hey guys! I've been meaning to do this for quite a while, but I was feeling too lazy to do the recording :P

 

But, I decided to do it in the end ^_^. Here's some of my action sequences that I've been practising. Let me know what you think ^_^

 

 

 

*Note: Some sequences are still WIP. So if something seems off, its a good chance I know of it and will fix later, but let me know anyways :)

 

P.S: My favourite is the Crimson Slash, which starts at 2:30.

Crimson Slash is definitely awesome!!
I personally liked a lot Darkness Void aswell
How did you create the fading and background changes effects so smoothly? O.o

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Can Someone please help me. Trying to a spell that targets all enemies but it hits them twice and cast the animation multiple times, can someone plz put up a script to show me how to at least have the animation work once and only hit once,PLZ?

 

P.S. if it could be a animation that targets the screen and hits all enemies would be the best but i can work with 1 animation and 1 affect on all enemies. ty :D

Edited by Rafe

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Bah sorry for the double post. 

Edited by CrowsSalvation

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I know the "Penta-slash" skill has been posted. I spent a while timing the movement with the various slashes in the animation (special slash 1), and the setup includes a zoom and camera focus on the user. 

<setup action>

animation 120: user

camera focus: user, center, 5

zoom: 125%, 5

wait for zoom

wait for animation

reset zoom: 5

reset camera: 5

wait for zoom

wait for camera

</setup action>

<Target Action>

move user: target, front head, 4

wait for movement

face user: target

motion swing: user

action animation

action effect

wait: 3

move user: target, back base, 4

wait for movement

face user: target

motion swing: user

action effect

wait: 3

move user: target, back center, 1

wait for movement

face user: target

move user: target, front head, 4

wait for movement

face user: target

motion swing: user

action effect

wait: 3

move user: target, back head, 1

wait for movement

face user: target

move user: target, front base, 4

wait for movement

face user: target

motion swing: user

action effect

wait: 3

move user: target, back center, 4

wait for movement

face user: target

motion swing: user

action effect

wait: 3

move user: target, front center, 1

wait for movement

face user: target

wait: 10

move user: target, back center, 4

wait for movement

face user: target

action effect

wait: 5

</Target Action>

 

 

Edited by LucienOfMysidia

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A simple jump-to-enemy slash with screen shake and flash. I use it for "Power Attack" 

(Sorry about the "trial version" thing on the videos. I like the program, but Im not ready to buy it yet. I tried VLC, but having problems with it.)

 

Video

Spoiler

 

 

Skill 

Spoiler

 

<setup action>

animation 52: user

camera focus: user, center, 5

zoom: 125%, 5

wait for zoom

wait for animation

reset zoom: 5

reset camera: 5

wait for zoom

wait for camera

</setup action>

<Target Action>

jump user: 200%, 6

move user: target, front base, 4

wait: 2

motion swing: user

face user: target

wait: 1

action animation

flash screen: white, 5

shake screen: 5, 7, 10

action effect

wait: 5

</Target Action>

 

 

 

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For those who want the steal animation sequence from my latest video: 

 

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

<target action>
move user: targets, front, 20
motion standby: user
wait for movement
face user: target
action animation: target
move user: targets, base, 10
motion thrust: user, no weapon
wait: 15
action effect
jump user: 50, 10
move user: targets, front, 10
face user: forward
wait: 60
</target action>

Enjoy!

Blue001, Queen, byBibo and 2 others like this

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I'll steal this!

Can't wait for more :]

Edited by Silenity

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On 05/02/2016 at 4:32 PM, Silenity said:

I'll steal this!

Can't wait for more :]

Lol! "STEAL" this! :guffaw:

The animation is pretty cool though, I like it! :rwink:

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For all the people that likes a classic Steal animation, I recreated FF6's Steal Animation. Which is jumping on the enemy and jump back to the user's home location. Only need the two first Action Sequences and, of course, the Steal Plugin.

 

<setup action>
DISPLAY ACTION
WAIT: 30
</setup action>
<target action>
JUMP user: 200%, 20
MOVE user: target, BASE, 20
WAIT FOR MOVEMENT
ACTION EFFECT
</target action>
<finish action>
JUMP user: 200%, 20
MOVE user: HOME, 20
WAIT FOR MOVEMENT
perform finish
WAIT: 90
CLEAR BATTLE LOG
</finish action>

The WAIT: 90 is to be able to read what you stole, so you can modify it to the delay you want.

Edited by Yoshifull
Added a detail.

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On 24/10/2015 at 8:01 PM, Jetan said:

Got a new one, noticed that Yeeart mentioned wanting some gun skills so I thought I'd give a shot at it. It's pretty basic, jump up in the air, shoot a guy a lot and then finish with an explosive shot to the enemies chest. It does use two separate animations. The first one is for Shoot Barrage and the second I actually had to make myself, which was a combination of normal shot and parts of the "Gun2" images. Overall pretty simple and could use some improvement, so if anyone wants to take what I've got here and spice it up you're welcome to do so.

 

Gif preview: http://i.imgur.com/tzpcz1C.gif

 

Code:

<Target Action>

move user: target, front center, 5

wait for movement

jump user: 300, 35

motion swing: user

action animation

wait for animation

move user: target, front center, 5

face user: target

wait for movement

motion swing: user

animation 121: target

wait for animation

action effect

action effect

</Target Action>

Hey, i changed your animation around a little adding in some zooms and camera changes, thought i'd post here in case anyone wants to use!

 

<Target Action>
hide battle hud
camera screen: user, front center, 5
zoom: 120%, 30
wait for zoom
camera screen: target, back center, 5
move user: target, front base, 5
wait for movement
motion swing: user
action animation
wait for animation
face user: target
wait for movement
motion swing: user
camera pan: up, 30
jump user: 150, 60
animation 112: target
action effect
action effect
action effect
action effect
action effect
wait for animation
animation 111: target
motion attack: user
action effect
</Target Action>
<follow action>
show battle hud
zoom: 100%, 60
</follow action>

 

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On 10/25/2015 at 10:21 AM, Kipplentoast said:

Ok, I'm sure there's a much cleaner way to do this, but I like the effect so I figured I'd share. This basically emulates (close enough, anyway) a typical Dragoon Jump from any of the Final Fantasy games.

 

 

Here's the Jump effect:

Hidden Content

 

And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:

Hidden Content

 

Like I said, I'm sure someone can come up with a much cleaner and shinier way to get this done as this is a Work in Progress, but I love this thread so much I wanted to contribute something.

When I use the Jump sequence, I get a crash that says "object is not a function". Help? I copy-pasted the sequence from the spoiler.

Edit: I got the log data as well.

Spoiler

TypeError: object is not a function
    at Function.BattleManager.actionSePlay (YEP_X_ActSeqPack1.js:1394)
    at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack1.js:794)
    at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:517)
    at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack3.js:372)
    at Function.BattleManager.processActionSequence (YEP_X_BattleSysCTB.js:1180)
    at Function.BattleManager.processActionSequence (YEP_DamageCore.js:852)
    at Function.BattleManager.processActionSequence (YEP_X_ArmorScaling.js:524)
    at Function.BattleManager.processActionSequence (YEP_X_CriticalControl.js:363)
    at Function.BattleManager.processActionSequence (YEP_X_SkillCooldowns.js:597)
    at Function.BattleManager.processActionSequenceCheck (YEP_BattleEngineCore.js:1808)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update

 

Edited by ThePotatoOfFire
Additional Information

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Hey there I have a quesiton, do you know a skill called multi-hit and multi-strike form SMT: Devil Survivor 2? Both skills hit 2-7 times,

depending on one of the stats of the user, in the game case AGI, the more Agility the user has the more times he/she would hit.

 

Is there a way to use the action sequence to repeat the effect in RPGMV?

 

Thank you for your time :D

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I made some jumping attacks that aren't too bad. They need some overhauling but I too did the whole Kain from FF4 thing as well. Here is my take at them:

 

Spoiler

 

Spoiler

 

 

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