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

dragon1up

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Old thread I know bacially have an attack animation sequence that plays perfectly except the enemy takes no damage at all for some reason. Help would be great :)
Normal target action
Move user ...
wait for movement
motion attack ...
Wait for movement
attack animation ..
</Target Action
 

Taemien

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Old thread I know bacially have an attack animation sequence that plays perfectly except the enemy takes no damage at all for some reason. Help would be great :)
Normal target action
Move user ...
wait for movement
motion attack ...
Wait for movement
attack animation ..
</Target Action
You need to place:

Code:
action effect
In there where you wish for the 'damage effect' to happen. Usually right after the attack animation is a good place for it. Action Effect causes the damage calculation in the database to take effect.
 

tjsnhgaming

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Forgive the noobness of my question ;

I'm trying to change the default attack command to add a movement where the player runs over to the target before the attack. It works. My code:
<Target Action>
move user: target, front base, 10

wait for movement

motion swing: user

perform action

action animation: target

wait for animation

action effect: target

death break

perform finish
</Target Action>

The problem is, this also executes for enemies.
Is there a way I can achieve the same result for the players only, but have the enemies only move forward a few pixels like with the default yanfly core only, and not have the target action-move executed when they attack?
 

Andar

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@tjsnhgaming
The best way for that is to give the enemies a different attack skill. just copy the original attack somewhere else, and exchange the attack skill in all enemy attack patterns against the copy you made.
 

Taemien

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@tjsnhgaming
The best way for that is to give the enemies a different attack skill. just copy the original attack somewhere else, and exchange the attack skill in all enemy attack patterns against the copy you made.
Pretty much this.

If you intend for enemies to have special things to their attacks, this isn't a bad idea to do this for each type to keep everything sorted. Don't want fire enemies firing ice attacks and vice versa if that's your thing.
 

Amenti

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Hi, everyone. I'm having trouble trying to set up Yanfly's attack code to work properly. I'm talking about the one that makes allies and enemies move to attack each other. Before I post the code, let me just say that I have downloaded most of Yanfly's plugins, but I don't have too many installed, just the engine core, battle engine core, the 3 action sequences pack, two battle systems, and like five others, including the target core. Do I have something wrong in the code? Or maybe I need to have specific plugins on that I am missing? Thanks in advance for any help.

Code:
Skill #1 will be used when you select

the Attack command.

<setup action>

display action

immortal: targets, true

</setup action>



<target action>

if user.attackMotion() !== 'missle'

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>
 

Orb

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Not sure if this has been asked before in this thread (if so, I apologize) but I wonder if someone could help me out with dual attack, double attack and triple attack. I'm really not good with codes at all so it's really hard for me to get a single skill done (I'm actually looking for someone who could make a set of the most basic skills, such as heal, dunno if there's already someone who has done it), though what I'm looking for right now, essentially, are those three -animated- skills, it doesn't have to be a really fancy animation, I just want it to look "less default"
 

AsuranFish

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I'm trying to make special "Inhale" and "Expel" attacks for a Sandworm type enemy, but I'm having trouble trying to figure out how to do it.

Here's what I envision:

The Sandworm selects a target and uses "Inhale" - the action sequence begins...

The party member has it's back to the Sandworm, and is stepping towards the party, but is slowly being pulled towards the enemy.

The party member is no longer able to struggle, collapses, and gets sucked up to the Sandworm's head.

An animation plays on the party member, and the party member vanishes, and is unable to attack...

Until the Sandworm uses Expel, a move that makes the party member reappear at the enemies head, and is then launched at another party member, damaging both.

...so far, all I'm able to do is make characters fly around the screen in the general direction I want them to...

Anyone willing to take this one on?
 

Solwern

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Any idea how to fix this? It happens when sequence pack 2 is enabled.

Notes:
- Movement works properly
- User motions (Thrust, missle, etc) works properly
- Animations work

- States are displayed above the enemy battler rather than on it as shown in image
- The target of movement is where the states are displayed as shown in image
- The animation plays on the battler but not on the location where states are displayed

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{"name":"YEP_X_BattleSysCTB","status":true,"description":"v1.14a (Requires YEP_BattleEngineCore.js) Add CTB (Charge\nTurn Battle) into your game using this plugin!","parameters":{"---CTB Settings---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(7000, BattleManager.highestBaseAgi() * 120)","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---Escape---":"","Escape Ratio":"0.125 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.1","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","---Rubberband---":"","Enable Rubberband":"true","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"4.0 * BattleManager.highestBaseAgi()","---Sound---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---Turn Order---":"","Show Turn Order":"true","Icon Size":"48","Position Y":"54","Position X":"right","Turn Direction":"left","Ally Border Color":"4","Ally Back Color":"22","Ally Icon":"0","Enemy Border Color":"2","Enemy Back Color":"19","Enemy Icon":"0","Enemy SV Battlers":"true"}},
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{"name":"YEP_X_InBattleStatus","status":true,"description":"v1.00 (Requires YEP_BattleEngineCore.js) Adds a 'Status'\noption in the Party Window in battle.","parameters":{"---General---":"","Command Text":"Status","Show Command":"true","Window X":"0","Window Y":"this.fittingHeight(2)","Window Width":"Graphics.boxWidth","Window Height":"Graphics.boxHeight - this.fittingHeight(2) - this.fittingHeight(4)","---Status List---":"","Status Width":"Math.max(312, Graphics.boxWidth / 4);","State Help Front":"\\i[%1]%2","State Help End":"","Healthy Icon":"127","Healthy Text":"Healthy","Healthy Help":"User is currently unaffected by status effects.","---Buffs List---":"","MaxHP Buff Text":"MaxHP Up","MaxHP Buff Help":"Raises Maximum Health to %1%.","MaxMP Buff Text":"MaxMP Up","MaxMP Buff Help":"Raises Maximum Mana to %1%.","ATK Buff Text":"ATK Up","ATK Buff Help":"Raises Attack to %1%.","DEF Buff Text":"DEF Up","DEF Buff Help":"Raises Defense to %1%.","MAT Buff Text":"MAT Up","MAT Buff Help":"Raises Magic Attack to %1%.","MDF Buff Text":"MDF Up","MDF Buff Help":"Raises Magic Defense to %1%.","AGI Buff Text":"AGI Up","AGI Buff Help":"Raises Agility to %1%.","LUK Buff Text":"LUK Up","LUK Buff Help":"Raises Luck to %1%.","---Debuffs List---":"","MaxHP Debuff Text":"MaxHP Down","MaxHP Debuff Help":"Lowers Maximum Health to %1%.","MaxMP Debuff Text":"MaxMP Down","MaxMP Debuff Help":"Lowers Maximum Mana to %1%.","ATK Debuff Text":"ATK Down","ATK Debuff Help":"Lowers Attack to %1%.","DEF Debuff Text":"DEF Down","DEF Debuff Help":"Lowers Defense to %1%.","MAT Debuff Text":"MAT Down","MAT Debuff Help":"Lowers Magic Attack to %1%.","MDF Debuff Text":"MDF Down","MDF Debuff Help":"Lowers Magic Defense to %1%.","AGI Debuff Text":"AGI Down","AGI Debuff Help":"Lowers Agility to %1%.","LUK Debuff Text":"LUK Down","LUK Debuff Help":"Lowers Luck to %1%."}},
{"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.06 Battlers can be surrounded by an absorption barrier\nthat would mitigate damage dealt to HP.","parameters":{"Barrier State":"17","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}},
{"name":"YEP_VictoryAftermath","status":true,"description":"v1.05b Display an informative window after a battle is over\ninstead of message box text stating what the party earned.","parameters":{"---General---":"","Victory Order":"exp custom drops","---BGM---":"","Victory BGM":"VictoryLoop2","BGM Volume":"90","BGM Pitch":"100","BGM Pan":"0","---Battle Results---":"","Cheer Wait":"90","Battle Results Text":"Battle Results","Battle Drops Text":"Battle Spoils","---EXP Window---":"","Font Size":"28","Level Up Text":"LEVEL UP!","Max Level Text":"MAX LEVEL","Show Skills Learned":"false","Gained EXP Text":"Gained EXP","Gained EXP Format":"+%1","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","Level Gauge Color 1":"14","Level Gauge Color 2":"6","Gauge Ticks":"15","Tick SE":"Absorb2","Tick Volume":"90","Tick Pitch":"150","Tick Pan":"0"}},
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{"name":"HPConsumeSkill","status":true,"description":"make the skill that consumes HP, not only MP and/or TP","parameters":{}},
{"name":"YEP_BaseTroopEvents","status":true,"description":"v1.00 Enabling this plugin will cause all troops to have\nevents occur in every fight.","parameters":{"Base Troop ID":"1"}},
{"name":"SRD_SummonCore","status":true,"description":"Allows developers to create skills that summon Actors into the player's party using various parameters.","parameters":{"Battlelog Message":"%1 has been summoned!","Max Summons":"4","Restrict Per Skill":"true","Restrict Per Position":"true","== Defaults ==":"","Default Actor ID":"1","Default Level":"actor.level","Default Animation":"51","Default Exit Ani.":"51","Default Turns":"-1","Default X Pos":"master._homeX - 120","Default Y Pos":"master._homeY"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.26 Changes the way Items are handled for your game\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"0","Max Weapons":"100","Max Armors":"100","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"true","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"Use %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}},
{"name":"YEP_ItemSynthesis","status":true,"description":"v1.08 Players can now craft their own items in-game\nthrough an item synthesis system.","parameters":{"---General---":"","Synthesis Command":"Craft","Show Command":"false","Enable Command":"false","Auto Place Command":"true","---Command Window---":"","Item Command":"Craft Item","Weapon Command":"Craft Weapon","Armor Command":"Craft Armor","Finish Command":"Finish","Text Alignment":"center","---Status Window---":"","Collected Recipes":"Collected Recipes","Crafted Items":"Crafted Items","Crafted Weapons":"Crafted Weapons","Crafted Armors":"Crafted Armors","---List Window---":"","Equipped Recipes":"true","Mask Unknown":"false","Mask Text":"?","Mask Italic":"true","Mask Help Text":"This item has not been synthesized yet.","Ingredients Text":"Requirements","Amount Text":"Quantity","Quantity Text Size":"20","---Sound---":"","Default SE":"Item2","Default Volume":"100","Default Pitch":"100","Default Pan":"0"}},
{"name":"YEP_SaveEventLocations","status":true,"description":"v1.04 Enable specified maps to memorize the locations of\nevents when leaving and loading them upon reentering map.","parameters":{}},
{"name":"DeadOrAliveItem","status":true,"description":"make item/skill whose scope is both dead or alive.","parameters":{}},
{"name":"YEP_WeaponAnimation","status":true,"description":"v1.03 This plugin allows you to go past the standard\nweapon images and even using custom images.","parameters":{"Image Filepath":"img/weapons/","Image Smoothing":"false","Default Motion":"swing"}},
{"name":"Foreground","status":true,"description":"display foreground tiling sprite","parameters":{}},
{"name":"YEP_X_AttachAugments","status":true,"description":"v1.09 (Requires YEP_ItemCore.js) Players can attach and\ndetach augments to independent equipment.","parameters":{"---Default---":"","Weapon Slots":"Crysta","Armor Slots":"Glyph","Enable Augments":"true","Show Augments":"true","---Command Window---":"","Augment Slot Format":"\\c[16]%1:\\c[0] %2","No Augment Text":"\\c[7]- None -","Remove Augment":"\\i[16]Detach Augment","---Info Window---":"","Show Augment Info":"true","Info Title":"Augments","Title Alignment":"center"}},
{"name":"YEP_SaveEventLocations","status":true,"description":"v1.04 Enable specified maps to memorize the locations of\nevents when leaving and loading them upon reentering map.","parameters":{}},
{"name":"YEP_AutoPassiveStates","status":true,"description":"v1.13 This plugin allows for some states to function as\npassives for actors, enemies, skills, and equips.","parameters":{"Actor Passives":"0","Enemy Passives":"0","Global Passives":"0"}},
{"name":"YEP_ExternalLinks","status":true,"description":"v1.00 Link back to your home page through the title screen\nand also be able to link your players from within the game.","parameters":{"Home Page URL":"https://www.facebook.com/psimagic/","Home Page Text":"Facebook","Popup Blocker Notice":"The link was blocked."}},
{"name":"YEP_CreditsPage","status":true,"description":"v1.00 Adds a 'Credits' command to the title screen that\nwill take the player to a credits scene.","parameters":{"---General---":"","Command Name":"Credits","---Credit Lines---":"","Line 1 Text":"Yanfly","Line 1 URL":"http://yanfly.moe/","Line 2 Text":"ShadowHawkDragon","Line 2 URL":"","Line 3 Text":"byBibo","Line 3 URL":"","Line 4 Text":"whtdragon","Line 4 URL":"","Line 5 Text":"hiddenone","Line 5 URL":"","Line 6 Text":"YouFulca(ユーフルカ)","Line 6 URL":"http://wingless-seraph.net/","Line 7 Text":"Aaron Krogh","Line 7 URL":"http://aaronkrogh.tumblr.com/","Line 8 Text":"Icekun","Line 8 URL":"","Line 9 Text":"Kadokawa and RPG Maker development team","Line 9 URL":"","Line 10 Text":"Jodis & Sinnistar","Line 10 URL":" https://www.facebook.com/sinceria.isleofskye","Line 11 Text":"Hajime Hoshi​","Line 11 URL":"","Line 12 Text":"","Line 12 URL":"","Line 13 Text":"","Line 13 URL":"","Line 14 Text":"","Line 14 URL":"","Line 15 Text":"","Line 15 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{"name":"OrangeMapshot","status":true,"description":"This plugin will save a picture of the entire map on a Mapshots folder when you press a key. <OrangeMapshot>","parameters":{"useMapName":"true","layerType":"0","drawAutoShadows":"true","drawEvents":"true","keyCode":"44","imageType":"png","imageQuality":"70","imagePath":"C:\\Mapshots"}}
];
 

Attachments

Andar

Veteran
Veteran
Joined
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Messages
30,084
Reaction score
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First Language
German
Primarily Uses
RMMV
Any idea how to fix this? It happens when sequence pack 2 is enabled.
Have you checked the order of your plugin?
When Yanfly's Plugins react strangely that is very often caused by a wrong order of the plugins, they need to be in the exact order as given on the website (Yanfly himself wrote only "strongly suggest", but that part of the description is old and with some of the plugins added since then it is absolutely neccessary to keep the order exactly as given).
The only other option would be an incompatibility between some plugins, so if that doesn't solve it please show us a screenshot of your plugin manager,
 

Solwern

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Have you checked the order of your plugin?
When Yanfly's Plugins react strangely that is very often caused by a wrong order of the plugins, they need to be in the exact order as given on the website (Yanfly himself wrote only "strongly suggest", but that part of the description is old and with some of the plugins added since then it is absolutely neccessary to keep the order exactly as given).
The only other option would be an incompatibility between some plugins, so if that doesn't solve it please show us a screenshot of your plugin manager,
Tried reorganizing some things, problem still occurs.

Uploaded screenshots of the plugin manager.

EDIT: Fixed attachment
 

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Andar

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1) you uploaded two times the same screenshot, the first part is missing
2) Yanfly's CTB is no longer supported and might be incompatible to either his newer plugins or to the newest core (see his commant on his website)
 

Solwern

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1) you uploaded two times the same screenshot, the first part is missing
2) Yanfly's CTB is no longer supported and might be incompatible to either his newer plugins or to the newest core (see his commant on his website)
Problem still occurs even after disabling the CTB script and restarting the program and I fixed the attachment
 

Johnboy

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@AsuranFish This is possible to do with yanfly's action sequences but you will need some other plugins as well, namely YEP Target Core, and possibly others. Give me a day or two and I may be able to build you a base sequence which you can use.

After looking at this thread for some time, maybe we should rename this to action sequence help and possibly make a separate thread for premade action sequences and requests? It would help keep the premade sequences in one place and provide a place to request others to be made. As it is now some of the premades are rather buried and not everyone wants to sift through pages to find what they need.
 
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AsuranFish

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@Johnboy - I'd super appreciate it! I'm able to manipulate pre-made stuff a bit to serve my needs, but starting from scratch is pretty daunting!
 

Johnboy

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@AsuranFish Ok so I've whipped up a base action sequence for you. It's not 100% what you are looking for but I've managed to make it so the character is drawn in, disappears from the screen, and then when Expel is used, the character is spit at a random party member. I can't remember how to process the damage to the user as well as the target, but leave it with me for a few more days and I may get it figured out. You will need a couple of plugins, and you will need to create two skills and one state. Oh and as a bonus, I've made the Expel effect triggered by the drawn in character, so that the sandworm can continue to attack while a character is drawn in. It can also use inhale while a character is drawn in with this setup unfortunately, so I would reccommend you set the inhale skill to be used at set turns or set it with a slightly lower activation rate.

Plugins needed: YEP battle engine core, YEP target core, YEP action sequence packs 1 and 2 (3 if using camera), YEP buffs and states core, YEPX selection control

Inhale skill: make a new skill and most of it can be left as default, set the skill type to none and tp gain to 0. Insert this into your notebox:
// Action Sequences
// Setup: Inhale animation.
<Setup Action>
display action
se: Wind1, 80, 150
move target: user, front base, 240
motion guard: target
FACE target: AWAY FROM user
wait for movement
motion dead: target
move target: user, head, 60
opacity target: 0%
wait for movement
</Setup Action>

// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>

// Target: Flag the target.
<Target Action>
action effect
</Target Action>

// Follow: Apply Swallowed state to target.
<Follow Action>
add state 10: target
</Follow Action>

// Finish: While swallowed.
<Finish Action>
clear battle log
</Finish Action>

Exhale skill: again can be left at mostly default, but change the following:
Scope: user
Damage type: HP damage
build a damage formula

Then place this in the notebox:
<Target: 1 Random Allies>

// Action Sequence
// Setup: Setup target.
<Setup Action>
clear battle log
display action
immortal: targets, true
</Setup Action>

// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>

// Target: Deal damage to target.
<Target Action>
opacity user: 100%, 1
float target: 0, 20
wait: 10
jump user: 200%, 30
move user: target, base, 30
wait for movement
animation 2: target
action effect
shake screen: 5, 5, 5
jump user: 200%, 30
move user: return, 30
</Target Action>

// Follow: Reset everything.
<Follow Action>
reset camera
reset zoom
immortal: targets, false
</Follow Action>

Finally, the state. This again is mostly default, but change the following:
Restriction: cannot move
Removal conditions: remove at battle end
Auto removal timing: turn end
Duration: set this to your desired turns

Place this in your notebox:
// Selection Control
<Cannot Select: All>

// Buffs & States Core
<Custom Leave Effect>

// Get the exhale skill. (set this to the same ID as the Exhale skill you made)
var skill = 4;

// Get the last targeted index.
var target = -2;

// Queue the forced action.
BattleManager.queueForceAction(user, skill, target);
</Custom Leave Effect>

That should work fairly close to what you are looking for.
 
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Amenti

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My previous dilemma has been solved.
 

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