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

JaredDufour

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Anyone made a sequence like a hadouken? Animation starting at a party sprite and moving across to the targeted enemy?
 

thepsyche

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Hey everyone,

I'm looking to make a skill that has two instances of damage, both with different elements.

Handling the two instances of attack is easy using the damage formula and a variable condition, but I'm unsure of how to change the element that it is delivered with.

The character should first attack with the "Normal Attack" element, and then secondly with an attack that uses the "Thunder" element, all in the one skill.

I've read that it is common to use a common event to force a second skill - but I'm unsure how to do this, and was wondering if it would be more efficient to do it through an action sequence.

Thanks!
 

Captain_Joshua

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Is there a way to make a skill do more damage based on the state the target has? I have a skill thats supposed to do more damage when the enemy is suffering from the "bleeding" state. How would I write that the stat does more damage if the enemy has said state applied to them?

I appreciate any help on the topic.
 

Hank_McGurk

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I've been working on an animation for Slash Special 1 (Animation). It looks like the penta slash used in the Yanfly video and I think I've got something pretty similar down. However at the time my character doesn't disappear. I have the action effect set to five times (One for each slash)

Gif of animation preview:

http://i60.tinypic.com/300yzgp.jpg

The noteline code is as follows:

(Fixed it!)

<Target Action>

move user: target, front head, 5

wait for movement

motion swing: user

action animation

move user: target, back, 5

motion swing: user

wait for movement

move user: target, back center, 5

motion swing: user

wait for movement

move user: target, front head, 5

motion swing: user

wait for movement

move user: target, back head, 5

motion swing: user

wait for movement

move user: target, front center, 5

motion swing: user

wait for movement

move user: target, front, 5

motion swing: user

wait for movement

move user: target, back center, 5

motion swing: user

wait for movement

move user: target, front center, 5

motion swing: user

wait for movement

wait: 20

move user: target, back center, 5

motion swing: user

action effect

action effect

action effect

action effect

action effect

</Target Action>
I enjoyed adding a little more variety in the timing, but I loved your theme. I also prefer for the action effect to be in alignment with the action animation.

<target action>
move user: target, front head, 10
wait for movement
motion swing: user
action animation
action effect
move user: target, back, 14
motion swing: user
action animation
wait for movement
action effect
move user: target, back center, 12
motion swing: user
action animation
wait for movement
action effect
move user: target, front head, 14
motion swing: user
wait for movement
action effect
move user: target, back head, 12
motion swing: user
action animation
wait for movement
action effect
move user: target, front center, 10
motion swing: user
action animation
wait for movement
action effect
move user: target, front, 14
motion swing: user
action animation
wait for movement
action effect
move user: target, back center, 10
motion swing: user
action animation
wait for movement
action effect
move user: target, front center, 16
motion swing: user
action animation
wait for movement
action effect
wait: 26
move user: target, back center, 6
motion swing: user
action animation
action effect
death break
</target action>

-Hank
 

Lionheart_84

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Ok, thank you so much !!! :biggrin::biggrin::biggrin: Thank you very much!!! :biggrin::biggrin::biggrin: I'll wait!!! :wink::wink::wink:

BUMP!
 

Nightshade

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invisible actor . animation playing actor walks over to other actor. gives actor kiss animation *giggle* making hearts appear followed by heal followed by dialogue then walks back to one space in front of battle position animation ends then 1 second actor becomes visible making it look like said actor made out with mc actor doing battle

how do you do this please. like have said actor stand infront of other actor , play heart animation then walk back after speaking.
 
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So having a little issue with one of my action sequences. It's basically a double attack in which the player dashes through the enemy from the front and then turns and dashes through them from the back. Problem is, when the player dashes from the back, the battler sprite won't face the opposite direction and looks like he's moonwalking backwards. Here's the code I'm using, any help is appreciated.
<setup action>
immortal: targets, true
</setup action>
<target action>
move user: target, front base, 15
wait: 25
move user: target, back base, 30
motion missile: user
face user: target
motion thrust: user
wait: 15
attack animation: target
wait for animation
action effect
face user: target
move user: targets, front base, 20
motion thrust: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
<follow action>
face user: forward
jump user: 50, 25
move user: return, 25
motion escape: user
wait for movement
MOTION walk: user
immortal: targets, false
</follow action>
I've tried this code in yanfly's action sequence editor and the sprite does the sequence perfectly, but in the mv editor the sprite will only face forwards.
 

Vendon

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Hello I made an action sequence for auto attack and it is working almost just fine but sometimes I can not choose a different target and very hardly it even happens that I can not target anything. Here is my action sequence. Well it is very long for a normal attack I think so I am not sure if I've done something wrong. Maybe I am missing something after (if user.attackMotion) actually after if there must be somewhere an else ? Oh and not to forget it is working for bows - long ranged and swords - closed ranged PS: This is my 1st action sequence I've might set something twice.

<setup action>
display action
camera clamp on
ZOOM: 1.25, 15
camera focus: target, front, 40
wait for camera
wait for zoom
if user.attackMotion() !== 'missile'
move user: target, front base, 20
wait for move
end
immortal: target, true
</setup action>

<Target Action>
wait: 10
perform action: user
action effect: target
if target.result().i****()
attack animation: target
wait for animation
else
perform start
end
wait: 10
perform action
motion:user
move target: forward, 48, 12
action animation
wait for animation
action effect
death break
move user: home, 20
reset camera
</Target Action>



<finish action>

immortal: targets, false

wait for new line

clear battle log

perform finish

wait for movement

wait for effect

action common event

</finish action>

Or should I choose this one here. I think that this here is better because the 1st one at the Action Sequence Editor the user hits twice which I also dont want. So this here is the second one

<setup action>
display action
camera clamp on
ZOOM: 1.25, 15
camera focus: target, front, 40
immortal: target, true
</setup action>

<Target Action>
wait: 5
if user.attackMotion() !== 'missile'
move user: target, front base, 20

else

perform start

end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
death break
move user: home, 20
reset camera

</Target Action>
 
Last edited:

Nightshade

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How do you make team actor to move to other team actor? is that possible?
 

Vendon

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How do you make team actor to move to other team actor? is that possible?
Hello yes it is. Try using ( move user: actor 1, base, 20 ) This will make the ( user ) move to actor 1 in your party slot. You also can use ( move actor 1: actor 0, base, 20 ) to avoid actor 1 to walk to actor 1 if user is already actor 1 at slot 1 already.

If you don't know how to perform an action sequence for something like throw a friend then here is my action sequence for this skill. It's not perfect but it's kinda funny. But I also don't know how to make it so that it only works if a 2nd actor is in party. Mine will still be used even if there is only 1 actor in party.

<setup action>
clear battle log
camera clamp on
ZOOM: 1.25, 15
camera focus: user, front, 40
move actor 1: actor 0, base, 20
face actor 1: backward
wait: 30
se: Wind7, 100, 100, 0
motion attack: actor 1, no weapon
jump actor 0: 200, 30
face actor 1: forward
move actor 0: target, center, 30
wait: 20
</setup action>

<whole action>
wait: 20
motion skill: user
animation 119: user
flash screen: yellow
shake screen: 3, 9, 30
wait for animation
jump actor 0: 100, 20
se: Wind1, 100, 100, 0
wait: 10
flash screen: white
action effect
reset camera
</whole Action>
 
Last edited:

PaybacK

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So having a little issue with one of my action sequences. It's basically a double attack in which the player dashes through the enemy from the front and then turns and dashes through them from the back. Problem is, when the player dashes from the back, the battler sprite won't face the opposite direction and looks like he's moonwalking backwards. Here's the code I'm using, any help is appreciated.
<setup action>
immortal: targets, true
</setup action>
<target action>
move user: target, front base, 15
wait: 25
move user: target, back base, 30
motion missile: user
face user: target
motion thrust: user
wait: 15
attack animation: target
wait for animation
action effect
face user: target
move user: targets, front base, 20
motion thrust: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
<follow action>
face user: forward
jump user: 50, 25
move user: return, 25
motion escape: user
wait for movement
MOTION walk: user
immortal: targets, false
</follow action>
I've tried this code in yanfly's action sequence editor and the sprite does the sequence perfectly, but in the mv editor the sprite will only face forwards.
Try putting "wait for movement" before your "face user: target". So like this:

<target action>
move user: target, front base, 15
wait: 25
move user: target, back base, 30
motion missile: user
WAIT FOR MOVEMENT
face user: target
motion thrust: user
wait: 15
attack animation: target
wait for animation
action effect
face user: target
move user: targets, front base, 20
motion thrust: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>
 

PaybacK

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Hey everyone,

I'm looking to make a skill that has two instances of damage, both with different elements.

Handling the two instances of attack is easy using the damage formula and a variable condition, but I'm unsure of how to change the element that it is delivered with.

The character should first attack with the "Normal Attack" element, and then secondly with an attack that uses the "Thunder" element, all in the one skill.

I've read that it is common to use a common event to force a second skill - but I'm unsure how to do this, and was wondering if it would be more efficient to do it through an action sequence.

Thanks!
If you have Yanfly's "Element Core" plugin, you can use 'clear element' after the first attack, then use 'add element: x' (x is the element ID, or you can use the name), before the second attack to achieve the effect you're looking for.

Hope it works, sorry if I'm late and you already figured it out lol.
 
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@PaybacK hey thanks for the reply,I'm afraid it has no effect, the battler still faces to the left only and won't reverse his direction. I'm thinking it might be a plugin issue since it works in the yanfly action sequence editor but not in the mv software. This sort of confirms it I think.
 

PaybacK

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@PaybacK hey thanks for the reply,I'm afraid it has no effect, the battler still faces to the left only and won't reverse his direction. I'm thinking it might be a plugin issue since it works in the yanfly action sequence editor but not in the mv software. This sort of confirms it I think.
When I get home in a few minutes, I'll try your action sequence out and see if I can't find your problem.
 

PaybacK

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@PaybacK hey thanks for the reply,I'm afraid it has no effect, the battler still faces to the left only and won't reverse his direction. I'm thinking it might be a plugin issue since it works in the yanfly action sequence editor but not in the mv software. This sort of confirms it I think.
Yeah, there's something going on here. I pasted it into one of my skills the way you posted it, it works as intended he slashes forward, then turns and slashes again. All I can suggest right now is to check and make sure your battle and action sequence plugin is updated.
 

Vendon

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@PaybacK hey thanks for the reply,I'm afraid it has no effect, the battler still faces to the left only and won't reverse his direction. I'm thinking it might be a plugin issue since it works in the yanfly action sequence editor but not in the mv software. This sort of confirms it I think.
Some of Mogs Plugins combined with Yanfly are having this issue. Same problem for my SVenemys they are facing the wrong position because of that. So it can be a plugin which is causing that. Just make a copy of your project - a bug fix version and turn off all plugins ( in the bug fix version ) to check if it is the case.
 

Nightshade

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Hello yes it is. Try using ( move user: actor 1, base, 20 ) This will make the ( user ) move to actor 1 in your party slot. You also can use ( move actor 1: actor 0, base, 20 ) to avoid actor 1 to walk to actor 1 if user is already actor 1 at slot 1 already.

If you don't know how to perform an action sequence for something like throw a friend then here is my action sequence for this skill. It's not perfect but it's kinda funny. But I also don't know how to make it so that it only works if a 2nd actor is in party. Mine will still be used even if there is only 1 actor in party.

<setup action>
clear battle log
camera clamp on
ZOOM: 1.25, 15
camera focus: user, front, 40
move actor 1: actor 0, base, 20
face actor 1: backward
wait: 30
se: Wind7, 100, 100, 0
motion attack: actor 1, no weapon
jump actor 0: 200, 30
face actor 1: forward
move actor 0: target, center, 30
wait: 20
</setup action>

<whole action>
wait: 20
motion skill: user
animation 119: user
flash screen: yellow
shake screen: 3, 9, 30
wait for animation
jump actor 0: 100, 20
se: Wind1, 100, 100, 0
wait: 10
flash screen: white
action effect
reset camera
</whole Action>
so how do i make it so actor walks over to second actor. stands in front of said actor and turns to look at said actor? does skill then returns to party slot location? that basically what i want and can you do dialouge doing said action or no?
 

Vendon

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so how do i make it so actor walks over to second actor. stands in front of said actor and turns to look at said actor? does skill then returns to party slot location? that basically what i want and can you do dialouge doing said action or no?
Sorry I don't know. Well I made one Action Sequence but for some reason the common event gets used twice everytime I use that skill and not sure why.
 

Nightshade

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awww I'll wait maybe someone that an expert with this can do this for me : )
 

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