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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

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1,051 answers to this question

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Great idea! Having trouble with this!

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I've made a sequence that changes based off a switch. 

if $gameSwitches.value(1) MP +variable 1: userelse TP +variable 1: userend

I use the MP or TP restore for my specific purposes, but you could put anything in there. You could do a *lot* with stuff like this. Maybe there's a side quest that adds an extra hit to one of your abilities?

if $gameSwitches.value(1) action effectend

Very simple and basic, but powerful if you get creative. I'll be messing around with action sequences a lot so I'll post more if I get something really cool.

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This is a great thread, I was gonna' make one my self once I got some more examples up. I'll edit this post and reply (if not double post) when I come up with more cool stuff. Right now, I'm trying to mimic the "Deathblow" FF7 skill Yanfly shows in one of their videos where you jump and swing back down. I got the jump I think but I need to get the actor movement working better.

 

FF7 Deathblow:

 

<Target Action>

move user: target, front base, 30

wait for movement

jump user: 200, 20

motion swing: user

perform action

action animation: target

wait for animation

action effect: target

death break

perform finish

</Target Action>

 

For jump user, the first number is the height, the second number is how many frames (time) it takes for the jump animation. The higher the first number, the further up your character will jump. The higher the second number, the slower their jump animation will be.

Edited by SOC

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I've been working on an animation for Slash Special 1 (Animation). It looks like the penta slash used in the Yanfly video and I think I've got something pretty similar down. However at the time my character doesn't disappear. I have the action effect set to five times (One for each slash)

 

Gif of animation preview: 

http://i60.tinypic.com/300yzgp.jpg

 

The noteline code is as follows:

 

(Fixed it!)

 

<Target Action>

move user: target, front head, 5

wait for movement

motion swing: user

action animation

move user: target, back, 5

motion swing: user

wait for movement

move user: target, back center, 5

motion swing: user

wait for movement

move user: target, front head, 5

motion swing: user

wait for movement

move user: target, back head, 5

motion swing: user

wait for movement

move user: target, front center, 5

motion swing: user

wait for movement

move user: target, front, 5

motion swing: user

wait for movement

move user: target, back center, 5

motion swing: user

wait for movement

move user: target, front center, 5

motion swing: user

wait for movement

wait: 20

move user: target, back center, 5

motion swing: user

action effect

action effect

action effect

action effect

action effect

</Target Action>

Edited by Jetan
sieben43, Queen, Chaos17 and 9 others like this

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I've been working on an animation for Slash Special 1 (Animation). It looks like the penta slash used in the Yanfly video and I think I've got something pretty similar down. However at the time my character doesn't disappear. I have the action effect set to five times (One for each slash)

 

That's kinda awesome. I gotta say. Thanks for sharing that one!

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Here's the version I made for Penta Slash:

<target action>camera focus: targetzoom: 120%, 30wait for zoomopacity not focus: 0, 60wait for opacitymove user: targets, back, 5wait for movementface user: targetmotion attack: useraction animationani wait: 2action effectmove user: targets, front center, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back top, 5face user: targetani wait: 3action effectmove user: targets, front, 5face user: targetmotion attack: userani wait: 3action effectmove user: targets, back center, 5face user: targetmotion attack: userani wait: 5action effectmove user: targets, front, 10immortal: target, falsejump user: 200%, 10face user: forwardwait for animationwait for movement</target action><follow action>zoom: 100%, 60opacity not focus: 100%, 60wait for opacity</follow action>

I think, after a few days, once I manage to get together some time, I'll put together a small Action Sequence demo project for you guys to download~

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Eyyyy, Yanfly saving the day once again.

 

Hoping there're some gun ones by chance :>

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Oh wow. I was completely off. Thanks for sharing the code for that, Yanfly. It'll definitely help going forward with our projects.

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Here's an annoyingly simple one I need help with: I'm basically just looking to do a tiny edit on SOC's skill swing for a very simple thing: it's an 'Attack Random Enemies' skill, but it does each attack one at a time (Hit, damage, hit, damage, hit, damage) and I want them all to go off simultaneously (hit-hit-hit, damage-damage-damage). I've been poking around at it, and while that's given me a lot of ideas for more difficult things to pull off, the simple one I'm trying to do still doesn't want to work! What do I have to do here?

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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>

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I can't get the camera focus to do anything... Here's what I have for a skill. It's meant to basically be like one of moves from anime where the player slashes through an enemy and appears on the other side, with the effect happening a few moments later. The skill itself works, but the camera controls aren't working properly.

 

EDIT: Nevermind, I figured it out. The note tag is ZOOM:,  not CAMERA ZOOM:. In case someone else has this problem in the future.

<setup action>display actionimmortal: targets, truemove user: target, front base, 30wait for movement</setup action><target action>camera focus: targetcamera zoom: 120%, 10wait for zoommotion swing: userflash screen: white, 15move user: target, back base, 5wait for movementaction animationwait for animationaction effectdeath break</target action><follow action>immortal: targets, falsereset zoom: 10</follow action>
Edited by Trilient
muwawya and Feli like this

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Here's an annoyingly simple one I need help with: I'm basically just looking to do a tiny edit on SOC's skill swing for a very simple thing: it's an 'Attack Random Enemies' skill, but it does each attack one at a time (Hit, damage, hit, damage, hit, damage) and I want them all to go off simultaneously (hit-hit-hit, damage-damage-damage). I've been poking around at it, and while that's given me a lot of ideas for more difficult things to pull off, the simple one I'm trying to do still doesn't want to work! What do I have to do here?

scratch this whole thing

this was the simplest of simple

i am apparently very bad at simple

once i figured it out it took me all of ten seconds to get it to work like i wanted because it was that simple

ugh i embarrass myself

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The penta strike animation here crashes the game if used by an enemy. Do we need to disable them someway or is there something we need to do to make them cross compatible for players and enemies?

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Yanfly is already aware of the enemy crashing. Said a Fix was incoming.

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The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

 

Give those a shot to see if the crashes still happen. It should be removed. :)

 

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile'  move user: targets, front, 20else  perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>

Have fun!

Queen, Blue001, JiM83 and 15 others like this

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The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

 

Give those a shot to see if the crashes still happen. It should be removed. :)

 

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

<setup action>display actionimmortal: targets, true</setup action><target action>if user.attackMotion() !== 'missile'  move user: targets, front, 20else  perform startendwait for movementmotion attack: userwait: 10attack animation: targetwait for animationaction effect</target action>

Have fun!

 

Thanks! I had already set this very thing up using two separate attack skills, I was unaware you could use JS in the notetags :D

Edited by Trilient

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The penta strike animation here crashes the game if used by an enemy. Do we need to disable them someway or is there something we need to do to make them cross compatible for players and enemies?

Your best bet would be to make enemies their own attacks until something is released that allows them to use the same ones as well.

 

 

Here's an ability I created.

Do note, it's an AOE ability, so if you wanted to change it to single target change the <whole action> to <target action>

The character jumps into the enemy pile swings his weapon - deals damage, swings weapon again - deals damage again, then swings weapon one last time - dealing damage for the 3rd time.

I'm also using camera panning/zooming, and hiding the HUD during my attacks, so if you don't like that effect, just delete those lines.

 

<whole action>hide battle hudcamera focus: user, HEAD, 40zoom: 1.35, 45wait for camerajump user: 150%, 30motion victory: userwait: 60move user: target, BASEwait: 10motion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 10face user: backwardmotion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 10face user: forwardmotion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 30move user: target, FRONT BASEface user: forwardmotion guard: usermotion wait: userwait: 45death breakperform finishclear battle log</whole action><follow action>wait: 20show battle hud</follow action>
Edited by Fernyfer775
markp80nj, Halcyon Days and Feli like this

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Your best bet would be to make enemies their own attacks until something is released that allows them to use the same ones as well.

 

 

Here's an ability I created.

Do note, it's an AOE ability, so if you wanted to change it to single target change the <whole action> to <target action>

The character jumps into the enemy pile swings his weapon - deals damage, swings weapon again - deals damage again, then swings weapon one last time - dealing damage for the 3rd time.

I'm also using camera panning/zooming, and hiding the HUD during my attacks, so if you don't like that effect, just delete those lines.

 

<whole action>hide battle hudcamera focus: user, HEAD, 40zoom: 1.35, 45wait for camerajump user: 150%, 30motion victory: userwait: 60move user: target, BASEwait: 10motion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 10face user: backwardmotion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 10face user: forwardmotion attack: usermotion wait: useraction animation: targetshake screen: 3, 9, 15action effect: targetwait: 30move user: target, FRONT BASEface user: forwardmotion guard: usermotion wait: userwait: 45death breakperform finishclear battle log</whole action><follow action>wait: 20show battle hud</follow action>
 

Thanks for the code. I just wanted to point out that it's easier to copy and read your code if you use the code tag. I changed it in my quote to show the difference.

Edited by Kcaz64
Fernyfer775 likes this

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<target action>opacity user: 25%, 30wait for opacityhide battle hudwait: 10move user: target, back head, 5wait for movementaction animationaction effectwait: 10move user: target, front base, 5wait for movementaction animationaction effectwait: 10move user: target, back base, 5wait for movementaction animationaction effectwait: 10move user: target, front head, 5wait for movementaction animationaction effectwait: 10move user: homewait for movementface user: forwardopacity user: 100%, 30wait for opacityshow battle hud</target action> 

Inspired by Sabins Blitz skills from final fantasy VI. I use a simple attack animation that flash the enemy and play a sweeping sound.

DBDragoner, kuisu and Halcyon Days like this

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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:

<target action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
opacity not focus: 0, 20
wait for opacity
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: target, front, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</target action>

<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity

</follow action>

 

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

<whole action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
ani wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</whole action>

<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity

</follow action>

 

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.

Edited by Kipplentoast
muwawya and jerrypylant like this

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love the thread idea. Keep em coming, this will help lots of us learn much quicker.

 

EDIT: How could we enhance this so that if a character gets two attacks in, both are facing the enemy.  I've got a character with gloves that gets an extra attack :)

 

The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

 

Give those a shot to see if the crashes still happen. It should be removed.  :)

 

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

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

<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>

Have fun!

 
Edited by erikmidnatt

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Here's a caster damage effect: User slightly fades in and out 3 times, then a "power up" animation plays, then the character casts the damaging spell.

Take note that I'm making use of the camera panning/zooming, and also making non-active targets disappear during the ability. So, if you don't want those, just delete anything that says "camera" "zoom" and "opacity not focus: 0%"

 

<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

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@Fernyfer775 I like just tried it, I like. I'm going to save this one to the library and tweak as needed :)

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COMMON EVENT 7 Set Variable 1 = Actors Attack *3<Target Action>opacity not focus: 0%, 30wait for opacityhide battle hudmove user: target, front base, 15wait for movementcommon event: 7jump user: 100, 20motion attack: userwait: 10perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 200, 30motion attack: userwait: 15perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 300, 40motion attack: userwait: 20perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkopacity not focus: 100%, 30wait for opacityshow battle hud<\Target Action>

A neat little sequence i made. Each strikes makes the Actor jump higher and perform twice as much damadge as the strike before it. While on it, someone know if it will be possible to include or if it already is possible to use damadge formulas inside of these tags??? Example: CHANGE VARIABLE 1 = a.atk

Edited by Tobbx
muwawya and Fernyfer775 like this

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Don't mean to be a noob, but I wonder what the code for a character to remain in the casting animation for a spell would be.

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