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

Kipplentoast

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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.
 
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erikmidnatt

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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!

 
 
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Fernyfer775

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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%"

Code:
<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>
 

erikmidnatt

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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 :)
 

Tobbx

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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
 
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BloodletterQ

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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.
 

BloodletterQ

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motion spell: user
That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.
 

Fernyfer775

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That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.
Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.
 

Stratoforce

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So I took alot of the stuff in this thread, and changed it around a bit to make it my own a little bit. This is all based off a monk glove/claw user. Can be adjusted for anything really. 

Power Punch - Simple teleport-esque attack.

<target action>hide battle hud

opacity not focus: 0, 20

wait for opacity

se: Wind10

opacity user: 0%, 5

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

action animation

shake screen: 3, 9, 10

ani wait: 5

action effect

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
Uppercut  - As name suggests 

<target action>hide battle hud

opacity not focus: 0, 20

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

action animation

float target: 500%, 30

wait for float

float target: 0%, 10

wait for float

se: Earth5

shake screen: 3, 9, 10

ani wait: 5

action effect

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
One two Combo - Back attack, Front attack 

<target action>hide battle hud

opacity not focus: 0, 20

wait: 1

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

reset camera: 10

action effect

move user: home

face user: forward

wait for movement

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
Pummel - Just a simple 3 hit attack

<target action>hide battle hud

opacity not focus: 0, 20

wait for opacity

opacity user: 0%, 5

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

wait 1

immortal: target, false

Wait 30

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

show battle hud

</follow action>
Blitz - From the first page, redone

<target action>hide battle hud

opacity not focus: 0, 20

wait: 1

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 1

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 1

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 1

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 1

move user: home

face user: forward

wait for movement

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>
 
I would like to point out I can't even do events well, and I was able to adjust a lot of these and make one of my very own (upper cut). So if I can do it I feel anyone can. Much thanks Yan for making it simple, and thanks to everyone else for sort of showing this dummy how. <3
 
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BloodletterQ

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Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.

 
<target action>

motion spell: user

perform start

</target action>

To be specific, I want it to stay on the last frame as the spell animation occurs.
 
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Fernyfer775

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<target action>

motion spell: user

perform start

</target action>

To be specific, I want it to stay on the last frame as the spell animation occurs.
Do it like this:

motion spell: user

motion wait: user

If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.
 
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Anime_Fusion

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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 :)
I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!
 

BloodletterQ

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Do it like this:

motion spell: user

motion wait: user

If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.
<setup action>

display action

wait: 40

hide battle hud

opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 40

motion chant: user

motion wait: user

wait: 20

motion spell: user

animation 52: user

wait 20

camera focus: target, front center, 45

</setup action>

<Target Action>

wait: 30

reset zoom: 20

reset camera: 20

opacity not focus: 100%

wait for animation

</Target Action>

<follow action>

show battle hud

</follow action>

That's what I did. Thanks and sorry for the trouble.
 

erikmidnatt

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I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!
Yanfly said

You can use it with your Attack skill.
I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,* where each individual aspect of the skill and item effects can be controlled

* to a degree.
 
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Fernyfer775

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<setup action>

display action

wait: 40

hide battle hud

opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 45

motion chant: user

motion wait: user

wait: 30

camera focus: target, front center, 30

wait: 30

</setup action>

<Target Action>

motion spell: user
motion wait: user
wait: 30
camera focus: target, front center, 45
wait: 45
action animation: target
wait for animation
action effect: target
death break
clear battle log
wait: 20
reset zoom: 20
reset camera: 20
perform finish
wait: 20
opacity not focus: 100%

</Target Action>

<follow action>

show battle hud

</follow action>
 
Try this.
 
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Anime_Fusion

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Is there any way to place the user on the top layer? If I go to base of enemy i'm always hidden behind them. Thanks!
 

Anime_Fusion

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Yanfly said

I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says
Thank you so much. It's working great!
 

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