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

Taemien

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Is there a way to randomly choose from a group of motions?  Say, if I want 3 randomly chosen attack animations for swings.


Pretty sure there is, but javascript isn't my strong point. But something along the lines of a random number, 1-3, and then a if/then/else statement for each one.
 

jeff burns

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I want to call a common event in a skill. Something like calling a certain event for certain enemies. Ex....In a fight with a slime and bat. If I use the skill on the bat, It'll call common event 1, if I use the skill on the slime, common event 2 will happen. I figure I could do this using the "If Condition" but how would I write this out?
 

Sinvergil

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I was hoping to create a skill that if the target dies from the skill, the user will then randomly choose another target and use the skill again. I'm having trouble with the selecting a new target part. Not entirely sure if action sequences can do this or not.
 

erlucius90

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Hello everyone! This is my (very basic) version for the "Claw Special" animation, with a little bit of color (tint-screen). Hope someone finds it useful.
Also I'd like to ask if someone could please tell me where can I find the pre-made Action Sequences for the following animations:
Hit Special 1 
Hit Special 2
Slash Special 1 
Slash Special 2
Slash Special 3
General Special 1
General Special 2

I'd appreciate very much the informacion. Thank you in advance!  :rock-left: :D :rock-right:
Well, to be basic your animations are good! I like them!
As for your request, i posted long ago some animation for the slash specials but i could find only one of my posts which is this: 





(Slash Special 3)


Since then, i started working to my 1st project with MV and i edited that animation to fit my game puroposes (you may consider it as a sort of preview for the project :p):

<Whole Action>


camera focus: user


zoom: 120%, 30


wait for zoom


opacity not focus: 0, 60


wait for opacity


animation 124: user


wait for animation


zoom: 100%, 60


move user: forward, 1000, 20


wait for movement


motion swing: user


se: Wind1, 80, 150


float user: 495%, 20


opacity user: 0%, 20


wait for float


perform action


action animation: target


wait for animation


action effect: target


death break


opacity user: 100%, 1


wait for opacity


float user: 0, 40


wait: 60


move user: return, 30


wait for movement


perform finish


</Whole Action>


<follow action>


opacity not focus: 100%, 60


wait for opacity


</follow action>


As for Slash Specials 1 and 2, i guess i'll just repost the ones i use in my project:


Slash Special 1:

<target action>


camera focus: target


zoom: 120%, 30


wait for zoom


opacity not focus: 0, 60


wait for opacity


move user: targets, back, 5


wait for movement


face user: target


motion attack: user


action animation


ani wait: 2


action effect


move user: targets, front center, 5


face user: target


motion attack: user


ani wait: 3


action effect


move user: targets, back top, 5


face user: target


ani wait: 3


action effect


move user: targets, front, 5


face user: target


motion attack: user


ani wait: 3


action effect


move user: targets, back center, 5


face user: target


motion attack: user


ani wait: 5


action effect


move user: targets, front, 10


immortal: target, false


jump user: 200%, 10


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>


Slash Special 2:

<target action>


jump user: 150%


move user: target, back head, 8


wait for movement


motion swing: user


action animation


move user: target, base, 8


wait for movement


wait: 26


motion swing: user


jump user: 150%


move user: target, front head, 3


wait for movement


wait: 8


motion victory: user


wait: 20


action effect


action effect


</Target Action>


Hope you can find them useful!


As for General and Hit Specials, i'm working on them right now, i might load them up if you like.


P.S. : Blue001's Quick Jump Links seem not to be working, is it possible to fix that?
 
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Lionheart_84

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Well, to be basic your animations are good! I like them!
As for your request, i posted long ago some animation for the slash specials but i could find only one of my posts which is this: 





(Slash Special 3)


Since then, i started working to my 1st project with MV and i edited that animation to fit my game puroposes (you may consider it as a sort of preview for the project :p):


As for Slash Specials 1 and 2, i guess i'll just repost the ones i use in my project:


Slash Special 1:


Slash Special 2:


Hope you can find them useful!


As for General and Hit Specials, i'm working on them right now, i might load them up if you like.


P.S. : Blue001's Quick Jump Links seem not to be working, is it possible to fix that?


Beautiful !!!! :guffaw: Very good and useful!!!! :guffaw: you can create one for animation 31 ??? :D
 
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erlucius90

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Beautiful !!!! :guffaw: Very good and useful!!!! :guffaw: you can create one for animation 31 ??? :D
Yes, i can do that, i just need time to perform them one by one, i have already started working on Hit Specials so i'll finish them first and then move on to general specials (30 and 31)
 
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erlucius90

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@Andronius,  @Lionheart_84


As promised, i finished my work on Hit Special 1 and this is what i figured out it would suit best for it.


It wasn't as easy as the slash specials because Hit Specials are aimed more for frontal view and not for side view, but impossible is nothing :p


This is the visual link for the skill: https://youtu.be/1kHcUNB2NGs


...while the action animation itself is here:

<target action>


hide battle hud


tint screen: sepia, 30


opacity not focus: 0, 60


wait for opacity


wait: 60


motion chant: user


animation 136: user


wait for animation


opacity user: 0, 20


wait for opacity


wait: 30


camera focus: target, center, 30


zoom: 120%, 30


move user: target, back base, 10


wait for movement


face user: target


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, front head, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, base, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back head, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, head, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back base, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, front base, 10


wait for movement


face user: target


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back center, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, front center, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back center, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: return, 10


wait for movement


face user: target


reset zoom: 20


reset camera: 20


wait for camera


tint screen: normal


wait: 30


opacity user: 100%, 20


wait for opacity


motion chant: user


animation 138: user


wait for animation


animation 137: target


wait for animation


action animation


ani wait: 3


action effect


jump target: 50, 10


ani wait: 4


action effect


jump target: 50, 10


ani wait: 3


action effect


jump target: 50, 10


ani wait: 6


action effect


jump target: 50, 10


death break


perform finish


</target action>


<follow action>


opacity not focus: 100%, 20


wait for opacity


show battle hud


</follow action>


Once again, i'd like the skill name to be changed up since i'm going to use it for my (commercial) project and don't forget to mention me in your game credits notes!
 


Now i'm really tired (1 am here), so i'm going to take a nap, i'll move on with my opera as soon as i get up!
If you need assistance for this or any of my skills animations, feel free to PM me or to simply reply to this topic, i'll get to you as soon as i can!
 

Lionheart_84

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Yes, i can do that, i just need time to perform them one by one, i have already started working on Hit Specials so i'll finish them first and then move on to general specials (30 and 31)


OK, great, I'll wait !!! I can not wait!!! :guffaw:
 

PauloHPBender

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Humbly sharing a multistrike where the actor strikes 2 - 6 times in a row. The code is obviously non optimized, but i do believe that it's functional.


<setup action>
display action
immortal: targets, true
eval: $gameVariables.setValue(1, (Math.floor(Math.random() * 5) + 1 ))

</setup action>

<target action>
move user: targets, front, 20
wait for movement

if ($gameVariables.value(1) == 1)
motion attack: user
wait: 3
animation 144: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 145: target
wait: 3
action effect
wait for animation
else
if ($gameVariables.value(1) == 2)
motion attack: user
wait: 3
animation 144: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 145: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 146: target
wait: 3
action effect
wait for animation
else
if ($gameVariables.value(1) == 3)
motion attack: user
wait: 3
animation 144: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 145: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 146: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 147: target
wait: 3
action effect
else
if ($gameVariables.value(1) == 4)
motion attack: user
wait: 3
animation 144: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 145: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 146: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 147: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 148: target
wait: 3
action effect
wait for animation
else
if ($gameVariables.value(1) == 5)
motion attack: user
wait: 3
animation 144: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 145: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 146: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 147: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 148: target
wait: 3
action effect
wait for animation
motion attack: user
wait: 3
animation 149: target
wait: 3
action effect
wait for animation
end
</target action>

<finish action>
clear battle log
immortal: targets, false
move user: home, 20
wait for movement
perform finish
wait: 30
</finish action>


There are LOTS of problems in this code: since i don't know how to loop, i needed to use too many repetitive commands, and i needed to use a global variable, unknowing how to use a local variable  :(
 
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chesgray123

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Hi everyone, I have a weapon in my game which i want to be a ranged weapon, however the game is acting as if I am using a melee weapon. I have used the set up which yanfly has posted in order to get it to check if it is a melee attack or ranged attack. Is there a way to set a weapon to be a missile weapon?
 

erlucius90

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Hi everyone, I have a weapon in my game which i want to be a ranged weapon, however the game is acting as if I am using a melee weapon. I have used the set up which yanfly has posted in order to get it to check if it is a melee attack or ranged attack. Is there a way to set a weapon to be a missile weapon?
Yes, when you create a weapon from the weapon tab you have to assign it a weapon type.
You can create a new type from the "Types" -> Weapon Types menu and then set that weapon animation as missile from the "system menu" under the SV Attack Motions.
 

ArkOfJustice

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So one of my characters uses a sword in his main hand and a gun in his off hand. One of the ability he uses involves him thrusting threw the target and then while his behind it firing off his pistol. The problem is I don't know how to get the gun animation to play, the model itself makes the shooting animation but a sword is swung instead of a gun going off.  If someone could help me solve this I will be very happy.
 

erlucius90

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So one of my characters uses a sword in his main hand and a gun in his off hand. One of the ability he uses involves him thrusting threw the target and then while his behind it firing off his pistol. The problem is I don't know how to get the gun animation to play, the model itself makes the shooting animation but a sword is swung instead of a gun going off.  If someone could help me solve this I will be very happy.
This happens because RMMV by default consider only one weapon in use, which is the one in the main hand (in your case the sword), therefore you can't use the motion attack while showing the gun because the system will go looking for the main hand only.
You can bypass this by using

motion missile: user, no weapon


wait: 5


animation X: target


wait for animation


action effect
but in this case no weapon sheet will be shown (still the actor will perform the attack motion for guns hence the motion missile). Quick draw / hidden gun maybe?
Otherwise you have to switch into lunatic mode and make a code to switch weapons (gun in the main hand, sword offhand) before the gun animation, have the animation being played and then switch weapons again, but i've never done something alike and i'm not even sure it can be done without the plugin battle equipment
 
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urfquake

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This happens because RMMV by default consider only one weapon in use, which is the one in the main hand (in your case the sword), therefore you can't use the motion attack while showing the gun because the system will go looking for the main hand only.
You can bypass this by using


but in this case no weapon sheet will be shown (still the actor will perform the attack motion for guns hence the motion missile). Quick draw / hidden gun maybe?
Otherwise you have to switch into lunatic mode and make a code to switch weapons (gun in the main hand, sword offhand) before the gun animation, have the animation being played and then switch weapons again, but i've never done something alike and i'm not even sure it can be done without the plugin battle equipment
Hey so I've spent a long time trying to find a work around to this. The best way I've found is by using a state that replaces the weapon animation with something else (Using Yanflys weapon animation) just add the state in the lunatic mode, use the same code as you had up there, then remove the state and it'll go back to the other sword. If you have any trouble with this ill post some screenshots but im not on my computer right now or I'd just do it now. let me know if that helps.
 

erlucius90

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Hey so I've spent a long time trying to find a work around to this. The best way I've found is by using a state that replaces the weapon animation with something else (Using Yanflys weapon animation) just add the state in the lunatic mode, use the same code as you had up there, then remove the state and it'll go back to the other sword. If you have any trouble with this ill post some screenshots but im not on my computer right now or I'd just do it now. let me know if that helps.
Yeah, that might suit up for the job; i've never had to do such a thing therefore i don't have any script code ready for it, i should create one from the start.
If you already made one animation code settled up you might upload it here for @ArkOfJustice ? That would really help me saving a lot of time while i move on working on multiple animations requests :p
 

erlucius90

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@Lionheart_84 @Andronius and of course @ all rpg makers!


As promised, i managed to complete my work upon your requests for skills animations, and i sincerely hope they will suit your likes and be of help!


There you go, one by one, all of them in this one, big, post!


General Special 1


How it looks likehttps://youtu.be/-Q9LzUU0AwE


Animation Notes: The knocking hit is realized with the slash physical animation rotated by 45 degrees and with the last two frames removed.


Skill Animation:

<setup action>


jump user: 50, 20


move user: point, 1280, 850, 20


wait for movement


wait: 10


display action


animation 52: user


wait for animation


immortal: target, true


camera focus: target


zoom: 120%, 30


wait for zoom


tint screen: sunset, 20


opacity not focus: 0, 60


wait for opacity


</setup action>


<target action>


wait: 20


motion attack: user


wait: 5


jump user: 30, 10


move user: target, back base, 10


animation 140: target


wait for movement


move user: forward, 150


ani wait: 3


enemy effect: target, whiten


jump target: 50, 10


move target: backward, 150


wait for movement


face user: target


motion skill: user


animation 119: user


wait for animation


wait: 10


motion attack: user


wait: 5


move user: target, front head, 2


face user: target


action animation


ani wait: 2


action effect


jump target: 30, 2


motion attack: user


move user: target, base, 2


jump user: 100, 2


move user: target, back center, 2


face user: target


ani wait: 4


action effect


jump target: 30, 2


motion attack: user


move user: target, front base, 2


face user: target


ani wait: 3


action effect


jump target: 30, 2


motion attack: user


move user: target, back center, 2


face user: target


jump user: 100, 2


move user: target, head, 2


wait for movement


face user: point, 1, 40


ani wait: 4


action effect


jump target: 30, 2


motion attack: user


move user: target, base, 3


wait for movement


face user: point, 1, 40


ani wait: 3


action effect


move user: backward, 150


face user: point, 1, 40


wait for movement


immortal: target, false


</target action>


<follow action>


tint screen: normal, 60


reset zoom: 60


reset camera: 60


wait for camera


move user: return, 60


wait: 45


move target: forward, 150


wait for movement


opacity not focus: 100%, 60


wait for opacity


</follow action>


General Special 2


How it looks likehttps://youtu.be/NpWMJU0__lw


Animation Notes: The animation for the glowing light IS actually the glowing light animation which i copied and changed of Hue. Also, the skill in the code is settled up for both HP and MP damage (since it's what i wanted it to do for my game project), if you don't want such an effect to be applied just remove the HP-X, show and MP-X, show.


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


</setup action>


<target action>


wait: 20


animation 141: user


wait for animation


wait: 10


animation 137: user


wait for animation


wait: 10


opacity user: 0, 20


opacity not focus: 0, 20


wait for opacity


wait: 20


camera focus: target


zoom: 130%, 20


wait for zoom


move user: target, front center, 1


wait for movement


opacity user: 100%, 20


wait for opacity


motion attack: user


wait: 5


action animation


move user: target, back base, 2


wait for movement


ani wait: 2


face user: target


move user: target, back center, 1


wait for movement


motion attack: user


move user: target, front base, 3


wait for movement


ani wait: 4


face user: target


move user: target, back head, 3


wait for movement


face user: target


motion attack: user


move user: target, front center, 2


wait for movement


ani wait: 6


face user: target


motion attack: user


move user: target, front head, 2


wait for movement


move user: target, back center, 1


wait for movement


ani wait: 4


wait: 10


action effect


hp -(a.atk * 4 - b.def * 2): target, show


mp -10: target, show


wait: 5


action effect


hp -(a.atk * 4 - b.def * 2): target, show


mp -10: target, show


wait: 5


action effect


hp -(a.atk * 4 - b.def * 2): target, show


mp -10: target, show


wait: 5


action effect


hp -(a.atk * 4 - b.def * 2): target, show


mp -10: target, show


immortal: target, false


</target action>


<follow action>


wait: 10


reset zoom, 10


reset camera, 10


wait for camera


animation 137: user


wait for animation


wait: 10


opacity user: 0, 10


wait for opacity


move user: return, 10


wait for movement


opacity user: 100%, 10


wait for opacity


opacity not focus: 100%, 20


</follow action>


Hit Special 1


How it looks likehttps://youtu.be/MhNHp8dwvQQ


Animation Notes: The flash effect on the target is realized by copying the original flash effect to a new slot and set it up for center display instead of screen.


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


hide battle hud


</setup action>


<target action>


tint screen: sepia, 30


opacity not focus: 0, 60


wait for opacity


wait: 60


motion chant: user


animation 136: user


wait for animation


opacity user: 0, 20


wait for opacity


wait: 30


camera focus: target, center, 30


zoom: 120%, 30


move user: target, back base, 10


wait for movement


face user: target


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, front head, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, base, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back head, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, head, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back base, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, front base, 10


wait for movement


face user: target


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back center, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, front center, 10


wait for movement


face user: forward


wait: 1


opacity user: 100%, 20


wait for opacity


motion attack: user


move user: target, back center, 10


se: evasion1


enemy effect: target, whiten


jump target: 10, 10


wait for movement


wait: 10


opacity user: 0, 20


wait for opacity


move user: return, 10


wait for movement


face user: target


reset zoom: 20


reset camera: 20


wait for camera


tint screen: normal


wait: 30


opacity user: 100%, 20


wait for opacity


motion chant: user


animation 138: user


wait for animation


animation 137: target


wait for animation


action animation


ani wait: 3


action effect


jump target: 50, 10


ani wait: 4


action effect


jump target: 50, 10


ani wait: 3


action effect


jump target: 50, 10


ani wait: 6


action effect


jump target: 50, 10


immortal: target, false


</target action>


<follow action>


opacity not focus: 100%, 20


wait for opacity


show battle hud


</follow action>


Hit Special 2


How it looks likehttps://youtu.be/REDpAmSTKyg


Animation Notes: I used more than one custom animation this time, so you might have to change their IDs to what suits you best.


Skill Animation:

<setup action>


jump user: 100, 30


move user: point, 1280, 850, 30


wait for movement


wait: 20


display action


animation 52: user


wait for animation


hide battle hud


opacity not focus: 0, 20


wait for opacity


immortal: target, true


wait: 30


</setup action>


<target action>


camera focus: user, 30


zoom: 120%, 30


wait for zoom


motion chant: user


animation 138: user


wait for animation


motion attack: user


move user: target, back base, 10


animation 38: target


ani wait: 3


enemy effect: target, whiten


float target: 250, 20


wait for movement


wait: 10


animation 137: user


wait for animation


opacity user: 0, 20


wait for opacity


wait for float


float user: 350, 1


wait for float


move user: target, front head, 1


wait for movement


face user: target


animation 137: user


wait for animation


opacity user: 100%, 20


wait for opacity


motion skill: user


animation 131: user


wait for animation


wait: 10


motion attack: user


move user: target, back base, 10


animation 139: target


float user: 0, 10


float target: 0, 20


wait for float


animation 2: target


wait for animation


motion skill: user


animation 137: target


wait for animation


action animation


ani wait: 1


action effect


ani wait: 2


action effect


ani wait: 1


action effect


ani wait: 2


action effect


ani wait: 2


action effect


ani wait: 2


action effect


ani wait: 3


action effect


ani wait: 2


action effect


ani wait: 3


action effect


ani wait: 1


action effect


ani wait: 1


action effect


float target: 0, 10


wait for float


immortal: target, false


</target action>


<follow action>


reset zoom: 10


reset camera: 10


wait for camera


opacity not focus: 100%, 20


wait for opacity


show battle hud


</follow action>


Slash Special 1


How it looks like: https://youtu.be/MafXCkBkqSQ


Animation Notes: I actually added a glowing light effect, which i forgot to record and update the visual link. Oh well, my bad :X


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


</setup action>


<target action>


wait: 10


animation 138: user


wait for animation


wait: 10


camera focus: target


zoom: 120%, 30


wait for zoom


opacity not focus: 0, 60


wait for opacity


move user: targets, back, 5


wait for movement


face user: target


motion attack: user


action animation


ani wait: 2


action effect


move user: targets, front center, 5


face user: target


motion attack: user


ani wait: 3


action effect


move user: targets, back top, 5


face user: target


ani wait: 3


action effect


move user: targets, front, 5


face user: target


motion attack: user


ani wait: 3


action effect


move user: targets, back center, 5


face user: target


motion attack: user


ani wait: 5


action effect


move user: targets, front, 10


jump user: 200%, 10


face user: forward


wait for animation


wait for movement


immortal: target, false


</target action>


<follow action>


reset zoom: 60


reset camera: 60


opacity not focus: 100%, 60


wait for opacity


</follow action>


Slash Special 2


How it looks like: https://youtu.be/rWvnAF9QUuU


Animation Notes: The flash effect is the same of above.


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


</setup action>


<target action>


wait: 20


animation 137: user


wait for animation


wait: 10


opacity user: 0, 20


wait for opacity


move user: target, back head, 10


wait for movement


face user: target


wait: 20


opacity user: 100%, 20


wait for opacity


wait: 20


motion attack: user


action animation


move user: target, base, 10


wait for movement


wait: 20


motion attack: user


jump user: 150%


move user: target, front head, 5


wait for movement


wait: 10


motion skill: user


wait: 20


action effect


immortal: target, false


</Target Action>


Slash Special 3


How it looks like: https://youtu.be/jCMjlihAKmY


Animation Notes: For this skill i personally used an animation from RMVXA (VX Ace) which i own (it's the animation played before the skill animation), therefore you might be forced to change the animation ID with something different (if you possess a legal copy of VX Ace you're fine, just copy/paste it to MV while changing Hue to fit the slash special).


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


</setup action>


<Whole Action>


camera focus: user


zoom: 120%, 30


wait for zoom


opacity not focus: 0, 60


wait for opacity


motion chant: user


animation 124: user


wait for animation


zoom: 100%, 60


move user: forward, 1000, 20


wait for movement


motion swing: user


se: Wind1, 80, 150


float user: 495%, 20


opacity user: 0%, 20


wait for float


wait: 20


perform action


action animation: target


wait for animation


action effect: target


float user: 0, 1


wait for float


opacity user: 100%, 40


wait for opacity


wait: 10


immortal: target, false


</Whole Action>


<follow action>


move user: return, 30


wait for movement


reset zoom: 10


reset camera: 10


wait for camera


opacity not focus: 100%, 60


wait for opacity


</follow action>


BONUS ANIMATION!


Oh yes, i couldn't just leave you with the requested job only, so here's a special gift!


Hit Effect 2


How it looks like: https://youtu.be/JH4Wxk6OoDw


Animation Notes: Long ago, originally, the user @SOC had the idea to create an animation which could represent the famous FF7 skill 'Deathblow', this is the original post:


http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/&do=findComment&comment=468622


...and more recently the user @astergilgamesh uploaded a version of his of the same skill, in this post:


http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/&do=findComment&comment=633832


...so (premitting that both of those skills animations are really good), after thinking a while, i asked myself "why should i not have a similar skill aswell!?"


Well, THIS is the answer to that question! It is optimized as a leap attack and the motion attack is perfectly timed with the jump effect.


Skill Animation:

<setup action>


display action


animation 52: user


wait for animation


immortal: target, true


</setup action>


<Target Action>


move user: target, front base, 30


camera focus: user, 20


zoom: 130%, 20


wait for movement


wait: 20


motion guard: user


animation 131: user


wait for animation


wait: 20


jump user: 200, 30


wait: 11


motion attack: user


wait: 5


action animation


wait for animation


action effect


immortal: target, false


</Target Action>


<follow action>


reset zoom: 10


reset camera: 10


wait for camera


</follow action>


Once again, i remind to everyone that each one of these animations is going to be in my commercial project, so you might consider them as a little preview! ;)


You can freely use them with proper credits given!
 
Last edited by a moderator:

PauloHPBender

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For some reason, my "common attack" action sequence simply stopped working properly; the actor moves towards the target, the damage is applied, but no animation is shown. Could someone please tell what went wrong?

Code:
<setup action>
immortal: targets, true
display action
perform start
</setup action>

<target action>
move user: targets, front, 20
wait for movement
motion attack: user
wait: 3
action effect
attack animation: target
wait for animation
</target action>

<finish action>
clear battle log
immortal: targets, false
move user: home, 20
wait for movement
perform finish
</finish action>
 

erlucius90

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@PauloHPBender It might be caused by the action effect performed before the animation. Try changing like this:

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


<target action>
move user: targets, front, 20
wait for movement
motion attack: user
wait: 3
attack animation: target
wait for animation
action effect
immortal: targets, false
</target action>


<finish action>
clear battle log
move user: home, 20
wait for movement
perform finish
</finish action>
 

KingKraken

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Hey guys, I'm having a little bit of an issue that I just noticed! So one of the big things I did for my game was flip the positions of enemies and player characters. Action battle wise, it's as simple as using the opposite directions to get make my guys go where I want them. However, one thing I just realized today is when a state is applied to an enemy, the little icon for it, only appears doing action sequences. It follows the sprite around the scene perfectly but the second the go into idle, the icon quickly slides off screen to the left(where the enemies would originally be?). I can't seem to find a way to make my idle animations position the state icons, like everything else.

Anyone know if this has anything to do with my sequences, or just the nature of flipping the orientation? Anything I can do about it?

Thanks for the help!
 

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