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

emelian65

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I have been going nuts and can't seem to find and answer to this. But I have a skill where I would like to call three different common events at different points in the skill. Unfortunately no matter where I put a common event it only seems to run them at the end of the sequence and only one of them. Any ideas as to why this might be happening?


Some further details: The common events just show a picture. I have also just tried one common event but even that one just appears at the end no matter where in the sequence I put it.


This is what is have:


<setup action>


camera focus: enemies, center, 5


COMMON EVENT: 97


zoom: 200%, 5


wait: 40


</setup action>


<target action>


camera focus: all actors, center, 10


COMMON EVENT: 98


zoom: 200%, 5


wait: 40


reset camera: 10


RESET ZOOM: 10


WAIT FOR ZOOM


</target action>


<finish action>


COMMON EVENT: 99


</finish action>


Any help would be greatly appreciated. Thanks!





 


To be able to help you we will need to see how are your common events, why because I just test it with three random images and everything went normal. 
 

Random Panda

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Hi Emilian,


Thanks for responding. I have included screenshots of the common events being used. I have also updated the skill to reflect the new Common Event IDs but no luck.


<setup action>


COMMON EVENT: 94


camera focus: enemies, center, 5


zoom: 200%, 5


wait: 40


</setup action>


<target action>


camera focus: all actors, center, 10


COMMON EVENT: 95


zoom: 200%, 5


wait: 40


reset camera: 10


RESET ZOOM: 10


WAIT FOR ZOOM


</target action>


<finish action>


COMMON EVENT: 96


</finish action>

CommonEvent94.jpg

CommonEvent95.jpg

CommonEvent96.jpg
 

Mintorossa

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Does showing state related messages when a state is applied inside an action sequence actually work? I.e. writing an action sequence like this:

Code:
<setup action>
add state 4: target, show
</setup action>
It adds the state, but it doesn't show the state related message like it should. I have already turned state text on in the BattleEngineCore. I have a sample project if needed.
 

Blue001

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I created a google spreadsheet hoping that we can have a great collection of all greatest yanfly action sequences for our games, share your action sequence here if you want!


https://docs.google.com/spreadsheets/d/1SPReBpsCP9WiAnjW3vMohdUaaRiRns7G1QCjpv3ygKg/edit?usp=sharing

That's a cool idea, but Should they not also link to the thread/post that has the actual sequence?

EDIT : Oh nvm, I see it in the note thing. XD


After a bunch of people get on board with that, Ill add a link to it in the main post.
 
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cekobico

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Does showing state related messages when a state is applied inside an action sequence actually work? I.e. writing an action sequence like this:

Code:
<setup action>
add state 4: target, show
</setup action>
It adds the state, but it doesn't show the state related message like it should. I have already turned state text on in the BattleEngineCore. I have a sample project if needed.
Did you set the engine core to display simplified battle log text?
 

Mintorossa

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Did you set the engine core to display simplified battle log text?
I don't know exactly what setting you are referring to, but I have turned all battle related text on, including state text. I have tried turning the 'optimise speed' setting off, but it makes no difference.
 

frzhrt834

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My first animation I made, really basic, but I'm still new at this.


The user dash to his opponent, attacks once, jumps in the air, attacks again, jumps even higher then delivers a final blow.

<whole action>


wait: 5


move user: target, FRONT BASE, 20


wait: 30


motion swing: user


wait: 2


motion damage: target


attack animation: target


wait: 15


jump user: 300, 50


wait for jump


motion swing: user


wait: 2


motion damage: target


attack animation: target


wait: 15


jump user: 500, 83


wait for jump


motion swing: user


wait: 2


motion damage: target


attack animation: target


shake screen: 3, 9, 30


wait: 15


move user: home, 25


face user: target


</whole action>
 

emelian65

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Hi Emilian,


Thanks for responding. I have included screenshots of the common events being used. I have also updated the skill to reflect the new Common Event IDs but no luck.


<setup action>


COMMON EVENT: 94


camera focus: enemies, center, 5


zoom: 200%, 5


wait: 40


</setup action>


<target action>


camera focus: all actors, center, 10


COMMON EVENT: 95


zoom: 200%, 5


wait: 40


reset camera: 10


RESET ZOOM: 10


WAIT FOR ZOOM


</target action>


<finish action>


COMMON EVENT: 96


</finish action>





 


I just test it exactly like you put it in here, and the images are working, they move grown appear and disappear with no problem,


You say that only one of the actions was working right? the last one.


Try to test it with no zoom to see if the other to images are appearing it can be that you cannot see them because of how quick the movement is, or maybe they are getting out of the game window without you knowing. 


Sorry for not being of more help but the sequence is working for me.
 

Othnar

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Hi guys,


Is is possible to make the actor not going back to home position after an action?
 

astergilgamesh

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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>


New Braver / Deathblow (my version, formed from SOC's base above)

<Use Timed Attack Action Sequences>


<Setup Action>


hide battle hud


opacity not focus 20, 0


camera focus: target


zoom: 120%, 30


wait for zoom


</Setup Action>


<Whole Action>


</Whole Action>


<Target Action>


Timed Attack: 31


se: run, 75, 120, 0


move user: target, front base, 10


face user: forward


wait for movement


face user: forward


move user: backward, 100, 15


face user: forward


wait for movement


face user: forward


jump user: 200, 20


face user: forward


move user: target, front base, 15


face user: forward


wait for movement


wait for jump


motion attack: user


attack animation: target


wait for animation


action effect


wait for effect


</target action>


</Target Action>


<follow action>


zoom: 100%, 60


wait for zoom


show battle hud


opacity not focus 100%, 0


</follow action>


<Finish Action>


move user: home, 15


wait for movement


face user: forward


</finish action>



This is the new version of Braver / Deathblow I've made from using SOC's version as the starting point.


It integrates SumRndmDde's Timed Attack plugin which now works with Yanfly's Action Sequences.


Previously it didn't work for unknown reasons, and now it does after I moved it to a new skill number. No idea why.


But I'm happy now =D And now it's here for anyone to use.


Btw Skill 31 is "Braver TA" which is a separate skill for the actual Timed Attack script:

<Timed Attack: clock>


Target 1: 236, 26, #00ff00, 3


Repeat Type: Repeat


Speed: 15 + (f/20)


<End Timed Attack>
 
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WiiPwayAllNite

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Hi! So I am making a game and am kind of new to Action Sequence Pack, I was wondering if you could help me with a sequence. If you can help me that'd be great!
 

astergilgamesh

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<Use Timed Attack Action Sequences>


<TARGET ACTION>


Timed Attack: 34


PERFORM ACTION


MOTION WAIT: USER


if $gameTemp.tas_power > 0.8


animation 66: target


force critical


ACTION ANIMATION


WAIT FOR ANIMATION


ACTION EFFECT


DEATH BREAK


WAIT: 8


else


if $gameTemp.tas_power > 0.5


animation 67: target


ACTION ANIMATION


WAIT FOR ANIMATION


ACTION EFFECT


DEATH BREAK


WAIT: 8


else


if $gameTemp.tas_power > 0


ACTION ANIMATION


WAIT FOR ANIMATION


ACTION EFFECT


DEATH BREAK


WAIT: 8


else


if $gameTemp.tas_power == 0


end


</TARGET ACTION>



This is my "Fire Invocation" skill which essentially is for cramming all version of "Fire" (i.e. Fire, Fira, Firaga, etc.) into one skill based on how well the timed attack is triggered.


This uses Yanfly's Action Sequences packs, as well as Damage Core, Critical Core, and finally SumRndmDde's Timed Attack / Timed Attack Action Sequence plugins (which are specifically for Yanfly's Action Sequences and others mentioned).


The Timed Attack 34 is Skill 34, which is this:

<timed attack: circle>


Color: Red


<end timed attack>

(It's actually the standard Circle timed attack just made Red.)


In the future I want to add forced damage and mana use if possible as well as triggering a scene for each one before use instead of just a different animation.


The damage formula needs to be something like this:


"(100 + a.mat * 2 - b.mdf * 2) * $gameTemp.tas_power"


I imagine if the "100" was raised to something higher then the "$gameTemp.tas_power" would make it much stronger depending on timing.


The timing variable itself is from 0 to 1, so say you time it very well but not perfect, it might be around 0.8 or 0.9.  That gives you 80 to 90% of the damage.


So adding a damage bonus or at least accounting for that would help balance.


You could also have it read like:


"(100 + a.mat * 2 - b.mdf * 2) * (1 + $gameTemp.tas_power)" so that the timing ONLY adds a percentage of bonus damage, but then you'd definitely want to change the skill's variables, otherwise you'll always do critical and do the biggest form of Fire.


SumRndmDde's website: http://sumrndm.site/category/plugins/battle-plugins/


Yanfly's website: http://yanfly.moe/
 
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sirgames

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anyone know how to do this at 0:10? 
 

Rink27

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<setup action>
perform start


display action
motion walk: user
wait: 5
move user: target, FRONT BASE, 40
wait: 40
</setup action> 


<target action>
MOTION ATTACK: user
wait: 20
action effect
animation 1: target
wait: 5
<\target action>


<finish action>
motion user: evade
move user: HOME, 30
face user: FORWARD


clear battle log
wait: 30
perform finish 
</finish action>


This should do the job. Just set the animation number to what ever animation you wonna use for the skill. Its not perfect but usable.

The person had requested for " All I want is a skill to show a certain weapon and attack stance.  "

How do I edit this or any skill to show any weapon I want (Thus, not working with the user's equipped weapon). Is the work around to have animations for each weapon? Or is there a simpler way?
 

astergilgamesh

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The person had requested for " All I want is a skill to show a certain weapon and attack stance.  "

How do I edit this or any skill to show any weapon I want (Thus, not working with the user's equipped weapon). Is the work around to have animations for each weapon? Or is there a simpler way?
Yanflys Weapon Animation plugin allows switching the weapon graphic mid animation or per skill. So theoretically you could have someone use a sword and then a flail etc.  Would be cool for a weapon master like Firion from FF2 or Dissidia more specifically.


I'd like to know how to make the battlers always have their weapon displaying like a modern FF game or any modern RPG really.
 
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astergilgamesh

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anyone know how to do this at 0:10? 


Couldn't the animation be done under <whole action> to target the group of enemies? Perhaps there is a target that specifies a random enemy as well?  I'd like to know how to do this too.
 

Rink27

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@astergilgamesh Thanks!



(To you or anyone else)
I've been going through this thread and so far reached up to page 22. Earlier there was someone who attempted a throw skill where you throw your ally to the enemy for damage, but they encountered problems actually picking up and throwing the ally. I'm not aware of the action sequence being achieved - so is it possible?

The action sequence code was:

Code:
<target action>
display action
perform start
wait for movement
motion guard: user
face user: backward
move user: friend 2, front center, 20
wait for movementwait: 20
face user: forward
move friend 2: target, front center, 10
action animation: target
wait for animation
HP -10%: target, show
death break
perform finish
clear battle log
</target action>
 
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astergilgamesh

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@astergilgamesh Thanks!



(To you or anyone else)
I've been going through this thread and so far reached up to page 22. Earlier there was someone who attempted a throw skill where you throw your ally to the enemy for damage, but they encountered problems actually picking up and throwing the ally. I'm not aware of the action sequence being achieved - so is it possible?

The action sequence code was:



<target action>
display action
perform start
wait for movement
motion guard: user
face user: backward
move user: friend 2, front center, 20
wait for movementwait: 20
face user: forward
move friend 2: target, front center, 10
action animation: target
wait for animation
HP -10%: target, show
death break
perform finish
clear battle log
</target action>
I'm not even aware of the ability to move other characters during an action sequence. I haven't ever seen that written down. If "move friend 2" is possible then it should work.  I also was not aware of "hp -10%" so I would like a link to the command sheet referencing these.  Please send me a link and I will try my best to understand the possibilities.
 

Rink27

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Hi.
I THINK I HAVE A REVOLUTIONARY IDEA FOR YANFLY!!


Is it possible to evaluate button inputs? Inside the action sequence, you'd have a button evaluation check that can influence switches/variables. This way you can do stuff like:

> Enable stronger hits when the player presses the button in a timely manner.


> Execute a combo attack in different ways ("Z" button to send them up, "X" button to send them back).
>> You can even take this further and have evaluation checks for how close your allies are so that they can partake in the combo as well.
>> EVEN FURTHER, you can evolve the counter system such that counters work on particular attacks and the player has to execute his combo attacks in a particular way to not be punished by the enemy's counter style.

This is probably more a pluggin suggestion, so how may I ensure this idea gets to Yanfly? Anyone reading this, please feel free to let Yanfly know of this :o


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



Anyways, I'm wondering if it's possible without Yanfly updating the scripts. What if you turn on a switch at the start of an action sequence who activates a parallel global common event. This common event checks for button inputs and temporarily turns on swtiches/variables.


Back to the action sequence now - It would check for these additional switches/variables to execute the action sequence differently.
At the end of the sequence, it disables the switch to disable the common event.

Do you think this can work??? I'm not in a position to test such stuff yet.

EDIT: So I'm thinking how it may work (Not in a logical order; Just explaining):

 

Action Sequence - Turn on Switch 1 


...


Common Event (Parallel Process turned on by Switch 1)
-> Conditional Branch: Switch 2 ON? 
(Would be repeating)
 


...
Action Sequence


- Turn on Switch 2; Move user to enemy / show animation (up to you)
- (Would check for button input here)


-Turn off Switch 2; Action effect


(Back to Common Event)
-> Conditional Branch: Switch 2 ON?
-> Yes
-> Cond Branch: Is button being pressed?
-> Yes: Turn on Switch 3


(Back to action sequence)


- Turn on Switch 2; Move user to enemy / show animation (up to you)
-> If Switch 3 ON: Do something


-> Else: Do something else


-Turn off Switch 2; Action effect


(This could probably be simplified with less switches, but with 3 switches it'd be better for multiple button input opportunities I think?)



EDIT 2: At the time of posting this, I was on page 27 and now I've reached to this page (32) and I see that dragon3025 and astergilgamesh have both talked about timed button inputs as well ._.


================================================================================
 


@astergilgamesh The topic started on Page 5 by Sindaine: 
 
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sirgames

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> Enable stronger hits when the player presses the button in a timely manner.


> Execute a combo attack in different ways ("Z" button to send them up, "X" button to send them back).
>> You can even take this further and have evaluation checks for how close your allies are so that they can partake in the combo as well.
>> EVEN FURTHER, you can evolve the counter system such that counters work on particular attacks and the player has to execute his combo attacks in a particular way to not be punished by the enemy's counter style.
 
Maybe this can help you? 
 

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