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

jsims8990

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@jsims8990 Can you show us a screenshot of the skill in your database? Also the note tags you're using to make the movements? Don't imagine anyone can help much without those
Ansatsuiken

<Target Action>

camera focus: user

zoom: 250%, 20

wait: 20

camera focus: target

zoom: 150%, 20

camera offset: right, 50

move user: target, front head, 5

wait for movement

motion swing: user

Fade out: 10

wait: 20

action animation

wait: 40

motion swing: user

action effect

action effect

action effect

action effect

action effect

Fade in: 10

immortal: targets, true

</setup action>

</Target Action>
 

Ryzler

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Below action animation try putting in wait for animation? And since it is supposed to affect all enemies you could try <Whole Action> instead of the <Target Action>, along with the closing so that </Target Action> becomes </Whole Action>

So it would be, in all:

<Whole Action>

camera focus: user

zoom: 250%, 20

wait: 20

camera focus: target

zoom: 150%, 20

camera offset: right, 50

move user: target, front head, 5

wait for movement

motion swing: user

Fade out: 10

wait: 20

action animation

wait for animation

wait: 40

motion swing: user

action effect

action effect

action effect

action effect

action effect

Fade in: 10

immortal: targets, true

</setup action>

</Whole Action>


Not really my area of expertise but let me know how that goes for you.
 

jsims8990

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Seems like it worked
Below action animation try putting in wait for animation? And since it is supposed to affect all enemies you could try <Whole Action> instead of the <Target Action>, along with the closing so that </Target Action> becomes </Whole Action>

So it would be, in all:

<Whole Action>

camera focus: user

zoom: 250%, 20

wait: 20

camera focus: target

zoom: 150%, 20

camera offset: right, 50

move user: target, front head, 5

wait for movement

motion swing: user

Fade out: 10

wait: 20

action animation

wait for animation

wait: 40

motion swing: user

action effect

action effect

action effect

action effect

action effect

Fade in: 10

immortal: targets, true

</setup action>

</Whole Action>


Not really my area of expertise but let me know how that goes for you.
It looks like it worked. The whole screen fades to black and fades back in. and it doesn't show the animation. Makes it look badass. No damage counter though. Thanks for the help.
 

jsims8990

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I guess it's only because I have the screen fade to black though lol
 

OnslaughtSupply

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Delete the </Setup Action>
as you never started the <Setup Action> to begin with.
<Setup Action> goes before anything if your going to do something before any actual actions.
 

Ryzler

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Yeah, the </Setup Action> is kind of a waste of code, not sure if it pertains to the problem you were having
 

jsims8990

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Yeah, the </Setup Action> is kind of a waste of code, not sure if it pertains to the problem you were having
It really didn't. I deleted it anyway though.
 

OnslaughtSupply

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You fade the screen out and then play your animation and action effect, in your case the damage and then fade the screen in. You can't see it because the screen is faded out.
 

jonenglish91

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Hey Guys,

Newbie here :)

Thought I join the action with the action sequences! here is a video of a test action i did.

 

jsims8990

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You fade the screen out and then play your animation and action effect, in your case the damage and then fade the screen in. You can't see it because the screen is faded out.
I actually wasn't paying attention. The damage counter appears after the screen fades back in.
 

RK DracoRoy

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Is there a way to edit the death break code in the action sequence plugins or Battle Engine Core plugin?

The action sequences I use are based on how MV plays in battle without Battle Engine Core enabled, but when the targets die, the actor stands in a little place in front of the other actors even in the victory scene which is off. (I'm aware that there's "move user: home", but with this action sequence I use, it would look out of place in battle.)

<setup action>
display action
perform start
wait for movement
</setup action>

<target action>
motion swing: user, sword
wait: 12
action animation: target
wait: 12
action animation: target
wait for animation
action effect: target
wait: 12
death break
wait for animation
action effect: target
wait: 12
death break
</target action>

<finish action>
perform finish
wait for movement
clear battle log
</finish action>

I would like to know if this is possible to do an edit of the code inside the plugin. Like if the target dies, the rest of the skill is skipped but the selected actor would automatically move back to its location and wait for the movement to finish, especially before the victory scene happens.

Or is it possible to edit the death break code to just skip the target action to go to finish action, instead of cancelling the whole skill?
 
Last edited:

Pots Talos

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I guess it's only because I have the screen fade to black though lol
If you make a 192x192 black image and create an animation in the database using that image you can have animations play over it. If you do that just remember to remove your fade out and create all the fading effects with the animation image in the database. Hope that makes sense.
 

Zarchiel

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Umh can i ask a question???
i've made an action sequences for a skill, and at a time the pg should take a jump back, the problem is, can i fix his direction so he won't look back while jumping back?
<setup action>
clear battle log
display action
immortal: targets, true
opacity not focus: 0
camera focus: focus
animation 120: user
hide battle hud
wait for animation
</setup action>

<whole action>
move user: target, front
wait for movement
motion swing: user
jump target: 300, 120
jump user: 50, 90
face user: target
move user: backward, 50, 90
wait for movement
</whole action>

<target action>
move user: target, back, 30
perform action
motion swing: user
animation 30: target
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
</target action>

<follow action>

</follow action>

<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
show battle hud
opacity not focus: 255
reset camera
</finish action>

this is the code BTW


EDIT i solved it changing move user: backward, 50,x to move user: forward, -50,x
Yo my friend, I've made some modifications to your sequence, I hope you like it
<setup action>
clear battle log
display action
immortal: targets, true
opacity not focus: 0
camera focus: focus
animation 120: user
hide battle hud
wait for animation
</setup action>

<whole action>
move user: target, back
wait for movement
motion swing: user
jump target: 300, 120
jump user: 50, 90
face user: target
move user: forward, 50, 50
wait for jump
wait for movement
</whole action>

<target action>
animation 30: target
move user: target, front, 15
motion swing: user
wait: 50
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
action effect
wait: 12
</target action>


<finish action>
immortal: targets, false
wait for new line
clear battle log
perform finish
wait for movement
wait for effect
show battle hud
opacity not focus: 255
reset camera
</finish action>
 

Pots Talos

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I'm having a problem with a new action sequence I've created.
For some reason it plays a full blast of damage before actually doing the sequence.
Here is a video for reference:


and here is my action sequence:

Code:
<Target: 8 Random Foes>

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

<target action>
motion missile: user
wait for motion
action animation: target
wait for animation
action effect
wait: 5
</target action>

<follow action>
clear battle log
immortal: target, false
</follow action>

<finish action>
      perform finish
</finish action>
It looks like it is playing all 8 attacks at once (character is also using the "skill" motion before hand which isn't even in the action sequence) and then moves onto the action sequence of shooting 8 times.

Any help would be much appreciated.
 

OnslaughtSupply

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Try putting a blank whole action above your target action
<whole action>
</whole action>
<target action>
...Stuff...etc...
 

Vayne88

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hey guys, I make a long animation (its like thunder coming for a sky) and i want it to damage the enemy 5 times with 1-2 seconds delay for each damage while that animation still playing. can you achieve that? so far i only can make the damage pop up until animation end
 

OnslaughtSupply

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action animation
wait: 5 (*or 10 or 20, you'll have to play with the timing)
action effect
wait: 5 (*or whatever)
action effect
wait: 5
action effect
wait: 5
action effect
wait for animation
 

Vayne88

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<Cast Animation: 118>

<Target Action>

perform action

action animation

wait: 5

action effect

wait: 5

action effect

wait: 5

action effect

wait: 5

action effect

wait for animation

death break

</Target Action>

i made that but the animation replay 3 time ( 1 animations is 30 seconds ) so 1 animation play until end then the damage pop up, animation play again after that

i want to play 1 animation only and the damage pop up while animation still playing. any tips?
action animation
wait: 5 (*or 10 or 20, you'll have to play with the timing)
action effect
wait: 5 (*or whatever)
action effect
wait: 5
action effect
wait: 5
action effect
wait for animation
 

OnslaughtSupply

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I'm on my phone and just worked 12hours straight but try this
<setup action>
display action
opacity not focus: 0, 20
wait for opacity
immortal: targets, true
(*If you want animation 118 to play on your actor use this:
motion chant: user
animation 118: user
wait for animation*)
</setup action>
<target action>
motion spell: user
wait: 5
action animation

wait: 5

action effect

wait: 5

action effect

wait: 5

action effect

wait: 5

action effect

wait for animation
</target action>
<follow action>
immortal: target, false
opacity not focus: 255, 20
wait for opacity
</follow action>
 

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