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

zerobeat032

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Well it the problem is you if statement, this is javascript, I don't know why you choose to word it in th e way you did but is worded wrong



if ($gameActors.actor(1).hp <= .50 )


this doesn't exist, so to say, I'm going to guess you are only going to use this skill with one actor,in that case you should do something like.



if (user.hp <= user.mhp * 0.50)


try replacing the one above with the newone and see if it works.


grief... no wonder it wasn't working. yeah i'm not too great with that kinda stuff. so thanks a lot. gonna try this as soon as i can.
 

lonewolph

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I'm making a skill for a enemy boss. How do I make the enemy boss "whiten" or flicker or whatever prior to using the skill? The ENEMY EFFECT: target, whiten won't work, because I need to have the User of the skill Whiten which is the boss.
 

ThePotatoOfFire

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Edit: Still bored, and still want to practice if you liked the above one, then I can make a sequence for you, just be a bit more specific, in what you want. Whomever ask first :p


Think you could do one for me?


The user knocks the target into the air, jumps up and hits it once, knocking it back down and ending with a blast of fire, similar to how the lightning rush worked. There are 3 physical hits total, including the target hitting the ground. The fire blast will deal 6 hits, and it uses hadecynn's Engine Fire animation: http://forums.rpgmakerweb.com/index.php?/topic/55245-animations-archive-halloween-special/&do=findComment&comment=571952


I hope you're still willing to do these! You're pretty good at it.
 
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emelian65

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quick question, slash, pierce,hit or blow?
 

emelian65

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Think you could do one for me?


The user knocks the target into the air, jumps up and hits it once, knocking it back down and ending with a blast of fire, similar to how the lightning rush worked. There are 3 physical hits total, including the target hitting the ground. The fire blast will deal 6 hits, and it uses hadecynn's Engine Fire animation: http://forums.rpgmakerweb.com/index.php?/topic/55245-animations-archive-halloween-special/&do=findComment&comment=571952





2


Sorry for the delay, this should be what you are looking for.

<setup action>
immortal: targets, true
camera focus: user
zoom: 150%, 15
display action
immortal: targets, true
perform start
wait: 5
motion skill: user
animation 52: user
wait for animation
wait for movement
</setup action>

<target action>
move user: target, front base, 15
wait for movement
wait: 15
motion victory: user
jump user: 100, 30
animation 2: target
action effect
wait: 5
float target: 200, 30
camera focus: target
wait for float
wait: 15
camera focus: user
float user: 300, 15
wait: 15
motion swing: user
animation 6: target
action effect
wait: 15
move user: backward, 300, 30
face user: target
float user: 0, 30

camera focus: target
float target: 0, 10
wait: 10
shake screen: 5, 5, 30
action effect

wait: 45
animation 51: user
wait: 40
motion spell: user
wait for animation
animation 150: target
Force Element: Fire
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
perfom finish
reset camera: 15
reset zoom: 15
</target action>






 




Animation 150, is in my project the engine fire animation.


If you don't want  the camera movements, simply delete all the Camera Focus  and Reset Camera sequences.


If you don't want the zoom, delete the zoom and the reset zoom sequence.


Still want to practice if you liked the above one, then I can make a sequence for you, just be a bit more specific, in what you want. Whomever ask first 
 

KayZaman

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You need gun sprites if you like gun skills with Yanfly Senquence.

 

emelian65

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I'm making a skill for a enemy boss. How do I make the enemy boss "whiten" or flicker or whatever prior to using the skill? The ENEMY EFFECT: target, whiten won't work, because I need to have the User of the skill Whiten which is the boss.





 


What do you mean by this, do you want the boss to, flicker before he is going to do the skill?, like a warning?


Or is something else?
 

Emberwing

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Thanks Gods i found this thread!
I've spent the whole night trying to figure out how to make the user jump off, followed by a slight pause (animations or some screen tints) then suddenly swoop down to attack the target. The result is always a dead end. I supposed that the - jump user: distance, frame - could work. Unfortunately I dont know how to stop the user in the midair.
Pls help me :(
 

PaybacK

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Thanks Gods i found this thread!
I've spent the whole night trying to figure out how to make the user jump off, followed by a slight pause (animations or some screen tints) then suddenly swoop down to attack the target. The result is always a dead end. I supposed that the - jump user: distance, frame - could work. Unfortunately I dont know how to stop the user in the midair.
Pls help me :(
As far as I know you can't stop midair using jump. Using 'Float' might be better. Are you jumping above the screen, and waiting for a second for the effects, and then coming down?
 

Emberwing

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As far as I know you can't stop midair using jump. Using 'Float' might be better. Are you jumping above the screen, and waiting for a second for the effects, and then coming down?
Right. But not jumping out of the screen. Just a simple jump.
And you are right. I've tested with "Float". Not very smooth but it seems to be the best solution tho


<setup action>
hide battle hud
opacity not focus: 0, 60
wait for opacity
camera focus: user, center, 10
zoom: 130%, 10
display action
wait: 12
perform start
motion chant: user
animation 224: user
wait for animation
</setup action>

<target action>
tint screen: dark, 30
zoom: 115%, 10
float user: 200, 24
move user: forward, 400, 24
face user: forward
wait for float
wait for movement
motion chant: user, blink
animation 205: user
wait for animation
float user: 0, 12
move user: target, front base, 12
motion swing: user
zoom: 130%, 10
wait: 12
animation 66: target
action effect
wait: 10
</target action>
<follow action>
tint screen: normal, 30
zoom: 100%, 10
show battle hud
opacity not focus: 100%, 60
wait for opacity
</follow action>


I just got used to Yanfly Action Sequence so this is the best i can come up with.
Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?
 
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LuciferSynd

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Hello there, I need some help.


I recently upgraded to Rpg Maker MV. In the past, I used the "Follow-Up Skill" by Yanfly to make a particular effect: I wanted a skill to show up an animation that I created personally with 3D rendered pictures and then, afterwards, the damage would occur with the follow up skill. To make it easier to understand:


Skill 1: no damage, calls event showing a series of pictures, at the end triggers the follow up "skill 2"


Skill 2: damage of the previous skill


I am in absolute need to recreate this same effect for a new project I am working on... Is there any way at all to recreate this thing, maybe in an easier way that I didn't figure out, or in ANY WAY at all?


Please help me!
 

emelian65

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Hello there, I need some help.


I recently upgraded to Rpg Maker MV. In the past, I used the "Follow-Up Skill" by Yanfly to make a particular effect: I wanted a skill to show up an animation that I created personally with 3D rendered pictures and then, afterwards, the damage would occur with the follow up skill. To make it easier to understand:


Skill 1: no damage, calls event showing a series of pictures, at the end triggers the follow up "skill 2"


Skill 2: damage of the previous skill


I am in absolute need to recreate this same effect for a new project I am working on... Is there any way at all to recreate this thing, maybe in an easier way that I didn't figure out, or in ANY WAY at all?


Please help me!





 






 







 


Well it depends,... does the "event" is actually an event or only an animation, by that I mean does it requires to run a common event, or is only for show if the "vent" is only an animation that you want before the skill damage then the only thing you need to do is using it like this.


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

<target action>
//where X is the animation that you want to call upon
//where target is eaither the enemies or the user
animation X: target
//you then wait fot he animaton to finish
wait for animation
//then you perform either the effect of the skill
action effect
//or the second animation, where Y is the second animation you want to call
animation Y: targets
//then you wait for the animation and for the effect
wait for animation
wait for effect
</target action>


And that should be, but only if the "event" is an animation nly.


If it is actually a common event then


 you need to replace the first animation X: target with.


common event: X


in this way you can do everything you need in a sole skill.


Does this help you? If not, Can you give us more information?


We will be able to help more.

I just got used to Yanfly Action Sequence so this is the best i can come up with.
Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?





 






2


As far as i know there is no sequence for an afterimage effect, don't know if Yanfly will ever implement it, but if they have done it in another code then maybe the will use it.
 
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LuciferSynd

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I made it work by downloading a script by another person. I had no idea anyway what to do with that string of code you made for me, mate XD


But to say it again, this is what happens:


-Skill 1: this is just a dummy skill, not making any damage, only used to call event.


-Event gets triggered, a series of pictures with effects shows up on the screen, sequence finishes.


-Skill 1 calls for the use of Skill 2


-Skill 2 applies the damage and eventual altered effects.


Thank you for your help!
 
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PaybacK

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Right. But not jumping out of the screen. Just a simple jump.
And you are right. I've tested with "Float". Not very smooth but it seems to be the best solution tho



<setup action>
hide battle hud
opacity not focus: 0, 60
wait for opacity
camera focus: user, center, 10
zoom: 130%, 10
display action
wait: 12
perform start
motion chant: user
animation 224: user
wait for animation
</setup action>

<target action>
tint screen: dark, 30
zoom: 115%, 10
float user: 200, 24
move user: forward, 400, 24
face user: forward
wait for float
wait for movement
motion chant: user, blink
animation 205: user
wait for animation
float user: 0, 12
move user: target, front base, 12
motion swing: user
zoom: 130%, 10
wait: 12
animation 66: target
action effect
wait: 10
</target action>
<follow action>
tint screen: normal, 30
zoom: 100%, 10
show battle hud
opacity not focus: 100%, 60
wait for opacity
</follow action>


I just got used to Yanfly Action Sequence so this is the best i can come up with.
Also if I recall correctly, Yanfly Engine Melody of RMVX has something called afterimage effect. Is there anyway to simulate it in MV?
The afterimage was so cool! I don't think it's possible here, but may show up later. We can only hope lol
 

Forthright

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I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?
 

Taemien

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I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?


Copy and paste the attack skill. Adjust the new attack skill to use the animation of your choice and NOT to run up and attack. Replace the default attack of any ranged enemies you have with the new one.


I actually use several 'Attack' skills for various enemies as they use different elements/weapon types and this helps with that.
 

ThePotatoOfFire

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Sorry for the delay, this should be what you are looking for.

<setup action>
immortal: targets, true
camera focus: user
zoom: 150%, 15
display action
immortal: targets, true
perform start
wait: 5
motion skill: user
animation 52: user
wait for animation
wait for movement
</setup action>

<target action>
move user: target, front base, 15
wait for movement
wait: 15
motion victory: user
jump user: 100, 30
animation 2: target
action effect
wait: 5
float target: 200, 30
camera focus: target
wait for float
wait: 15
camera focus: user
float user: 300, 15
wait: 15
motion swing: user
animation 6: target
action effect
wait: 15
move user: backward, 300, 30
face user: target
float user: 0, 30

camera focus: target
float target: 0, 10
wait: 10
shake screen: 5, 5, 30
action effect

wait: 45
animation 51: user
wait: 40
motion spell: user
wait for animation
animation 150: target
Force Element: Fire
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
wait: 5
action effect
perfom finish
reset camera: 15
reset zoom: 15
</target action>







 




Animation 150, is in my project the engine fire animation.


If you don't want  the camera movements, simply delete all the Camera Focus  and Reset Camera sequences.


If you don't want the zoom, delete the zoom and the reset zoom sequence.


Still want to practice if you liked the above one, then I can make a sequence for you, just be a bit more specific, in what you want. Whomever ask first 
Thanks for your help!
 

emelian65

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I am using one of the action sequences for my regular attack that checks if an actor is ranged and either shoots them or rushes at them to hit. Any way to make an enemy a missle user? So like my archer sprite won't run up and smack my players?





 






 






 






 


I made a sequence that does something similar, however, it treats all the enemies as missile users, that means they won't advance towards the player unsless they have a sequence for that,here it is

Code:
<setup action>
  display action
  immortal: targets, true
</setup action>
<target action>
if user.isActor()
  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
end
</target action>





 
 

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