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

ThePotatoOfFire

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awww I'll wait maybe someone that an expert with this can do this for me : )
Or just practice. I've been trying to improve with the Action Sequence Editor tool that Yanfly features on their website because of how easy it is to work with.

Link to that editor:
X http://actionsequence.cf/

It seems the tool is down, taken over by a scam download page. Don't go.
 
Last edited:

Nightshade

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so how do i have actor walk over to a party member o.o?
 

Vendon

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Good luck then. Sry that I couldn't help. I am also a newby in this xD. That throw friend action sequence was my 3rd attempt :D
 

AsuranFish

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Hello! I'm trying to make a neat "ranged attack" action sequence, but I'm having trouble with one aspect of it.

I want to make the user draw his/her weapon, line up their attack, hold the post for several frames, as if they're carefully lining up their shot, and then fire. The problem I'm having is, I can only seem to get the user to draw their bow, and then quickly fire an arrow.

Basically, I want to hold the actor on this frame for a specified amount of time:

ranged.png

Is this possible? Much appreciated!
 

Vendon

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Ok, I'm sure there's a much cleaner way to do this, but I like the effect so I figured I'd share. This basically emulates (close enough, anyway) a typical Dragoon Jump from any of the Final Fantasy games.

Here's the Jump effect:

<target action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
opacity not focus: 0, 20
wait for opacity
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: target, front, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
motion attack: user
action animation
shake screen: 3, 9, 10
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
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>
And as addition I also came up with a little multi-bounce for an AOE jump attack which I think is kind of fun:

<whole action>
camera focus: user
zoom: 110%, 30
wait for zoom
move user: forward, 48, 12
se: Wind10
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
ani wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: user
action animation
ani wait: 5
action effect
immortal: target, false
Wait 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for animation
wait for movement
</whole action>

<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity

</follow action>
Like I said, I'm sure someone can come up with a much cleaner and shinier way to get this done as this is a Work in Progress, but I love this thread so much I wanted to contribute something.
Hey man I just checked your Action Sequence and I think that this here is alittle bit more smooth. The character also turns face to the back of the enemy. Check this out I just changed your Action Sequence alittle.
<setup action>
display action
immortal: targets, true
camera focus: user
zoom: 120%, 30
wait for zoom
perform start
wait for movement
se: Wind10
cast animation
wait for animation
</setup action>
<whole action>

</whole action>
<target action>
perform start
float user: 600%, 10
wait for float
opacity user: 0%, 5
wait for opacity
move user: targets, back, 5
face user: backward
wait for movement
opacity user: 100%, 5
wait for opacity
float user: 0%, 10
wait for float
action animation
animation wait: 5
shake screen: 3, 9, 30
jump user: 200%, 10
move user: targets, front center, 5
wait for movement
face user: target
motion attack: user
action effect
death break
action animation
animation wait: 5
jump user: 200%, 10
move user: targets, front head, 5
wait for movement
face user: target
motion attack: target
action effect
death break
action animation
animation wait: 5
action effect
Wait: 30
reset zoom: 10
reset camera: 10
jump user: 200%, 10
move user: home, 5
face user: forward
wait for movement
</target action>
<follow action>

</follow action>
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
action common event
</finish action>

Hi!, I need help, I write this command, but no matter what I do, I can not operate the zoom:

<setup actions>

display action

inmortal: target, true

perform start

wait for movement

cast animation

wait for animation

<setup actions>

<target actions>

perform action

motion wait: user

zoom: 125%, 30

camera focus: target, center, 30

action animation

wait for animation

action effect: target

<target actions>

<finish actions>

inmortal: target, false

clear battle log

perform finish

wait for movement

<finish actions>

If you can help me,
I would be very grateful.
Hello. This looks like a simple 1 hit spell cast on the enemy? There are some misspelling parts and missing </> to close the starts. Here is your action sequence if it's still not posted by someone already enjoy ;)
<setup action>

display action

immortal: target, true

perform start

wait for movement

cast animation

wait for animation

</setup action>

<target action>

perform action

motion wait: user

zoom: 125%, 30

camera focus: target, center, 30

action animation

wait for animation

action effect: target

</target action>

<finish action>

immortal: target, false

clear battle log

perform finish

wait for movement

</finish action>
.


I'm having a Issue with a custom action sequence essentially its a 6 strike attack, the motions work when i test it without adding an animation or damage calculation. but when i add a base animation and damage it gives me this error.sorry for the length of the action.any clue where I've gone wrong.

<target action>

hide battle hud

opacity not focus: 0, 20

wait: 1

move user: target, back base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back center, 5

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back head, 5

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front head, 5

face user: target

action animation: target

action effect

wait: 10

move user: target, front center, 5

face user: target

action animation: target

wait for animatiom

action effect

wait: 10

reset camera: 10

move user: home

face user: forward

wait for movement

<follow action>

opacity not focus: 100%,60

wait for opacity

show battle hud

</follow action>
Hello as mentioned you've forgot to add </target> to close the start and also the animation are spelled with the letter M at the end that could cause the animation issue you're having. Here is a rework of your action sequence. Hope you'll like it :)
<setup action>
display action
immortal: targets, true
opacity not focus: 0, 20
ZOOM: 1.25, 15
camera focus: user, base, 40
wait for camera
perform start
wait for movement
cast animation
wait for animation
</setup action>

<target action>
move user: target, back base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back center, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back head, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front head, 5

face user: target

action animation: target

action effect

wait: 10

move user: target, front center, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10
</target action>

<finish action>
immortal: targets, false

clear battle log

perform finish

wait for movement

opacity not focus: 100%, 60

wait for opacity

show battle hud

</finish action>
 
Last edited:

Vendon

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I'm having a Issue with a custom action sequence essentially its a 6 strike attack, the motions work when i test it without adding an animation or damage calculation. but when i add a base animation and damage it gives me this error.sorry for the length of the action.any clue where I've gone wrong.

<target action>

hide battle hud

opacity not focus: 0, 20

wait: 1

move user: target, back base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back center, 5

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back head, 5

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front head, 5

face user: target

action animation: target

action effect

wait: 10

move user: target, front center, 5

face user: target

action animation: target

wait for animatiom

action effect

wait: 10

reset camera: 10

move user: home

face user: forward

wait for movement

<follow action>

opacity not focus: 100%,60

wait for opacity

show battle hud

</follow action>
Hello as mentioned you've forgot to add </target> to close the start and also the animation are spelled with the letter M at the end that could cause the animation issue you're having. Here is a rework of your action sequence. Hope you'll like it :)
<setup action>
display action
immortal: targets, true
opacity not focus: 0, 20
ZOOM: 1.25, 15
camera focus: user, base, 40
wait for camera
perform start
wait for movement
cast animation
wait for animation
</setup action>

<target action>
move user: target, back base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back center, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, back head, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10

move user: target, front head, 5

face user: target

action animation: target

action effect

wait: 10

move user: target, front center, 5

motion attack: user

face user: target

action animation: target

wait for animation

action effect

wait: 10
</target action>

<finish action>
immortal: targets, false

clear battle log

perform finish

wait for movement

opacity not focus: 100%, 60

wait for opacity

show battle hud

</finish action>
 
Last edited:

Vendon

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Hmm sorry for 3ple post I just don't know how to delete the old postet own messages. :(
 
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AsuranFish

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Hello! I'm trying to make a neat "ranged attack" action sequence, but I'm having trouble with one aspect of it.

I want to make the user draw his/her weapon, line up their attack, hold the post for several frames, as if they're carefully lining up their shot, and then fire. The problem I'm having is, I can only seem to get the user to draw their bow, and then quickly fire an arrow.

Basically, I want to hold the actor on this frame for a specified amount of time:

View attachment 90744

Is this possible? Much appreciated!
I found this bit of code in Yanfly's Weapon Animation plugin:

Code:
Yanfly.WA.Sprite_Weapon_updateFrame = Sprite_Weapon.prototype.updateFrame;
Sprite_Weapon.prototype.updateFrame = function() {
   if (this.isCustomGraphic()) {
     var w = Math.floor(this.bitmap.width / 3);
     var h = this.bitmap.height;
     var sx = this._pattern * w;
     var sy = 0;
     this.setFrame(sx, sy, w, h);
   } else {
     Yanfly.WA.Sprite_Weapon_updateFrame.call(this);
   }
};

Yanfly.WA.Sprite_Weapon_update = Sprite_Weapon.prototype.update;
Sprite_Weapon.prototype.update = function() {
   Yanfly.WA.Sprite_Weapon_update.call(this);
   this.updateFrame();
};
It seems relevant to my question. Is there any way I could use something from this bit to override the frame cycle of a particular motion?
 

AsuranFish

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Sorry to double post - but I wanted to share something, and I didn't think editing a post made two days ago would be the best way to do it!

Regarding my previous question, Astfgl66 came up with an awesome solution, which can be » viewed in this thread «

It allows you to essentially start and stop motions at will in an action sequence, which can give some really cool effects that weren't possible before.

In my case, I initially wanted it to create a ranged action sequence where the user can draw their bow, and hold it out as a "bow creaking" sound plays, and then fire - but there seems to be a lot more that can be done with this, and some imagination.

Here's a WIP of the ranged sequence. Note how the bow stays out as the sound effect plays...


(Edit: Don't mind the placeholder FFXI music... :))
 

Neka Music

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Out of topic. Is this a place for requesting action sequences?

Hmm, if it's okay; anyone could make a special visual sequence for critical hits? If a critical hit (ranged/magical/melee attack) is successfully landed, the camera will "focus" on the damage receiver.

For example :

The critical hit sequence sample is on 0:37-0:39
 

PaybacK

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Sorry to double post - but I wanted to share something, and I didn't think editing a post made two days ago would be the best way to do it!

Regarding my previous question, Astfgl66 came up with an awesome solution, which can be » viewed in this thread «

It allows you to essentially start and stop motions at will in an action sequence, which can give some really cool effects that weren't possible before.

In my case, I initially wanted it to create a ranged action sequence where the user can draw their bow, and hold it out as a "bow creaking" sound plays, and then fire - but there seems to be a lot more that can be done with this, and some imagination.

Here's a WIP of the ranged sequence. Note how the bow stays out as the sound effect plays...


(Edit: Don't mind the placeholder FFXI music... :))
Nice find bro! I've been looking for something like this for some of my skills.
 

raindrop717

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Hello. I'm having trouble with a Jump skill in my game. I've followed everything in Yanfly's tips & tricks video (HERE), and have all the right plugins. When I do a battle test, it actually seems to work perfectly at first. But after the actor has successfully jumped and landed once, if I then try to use the skill again, the actor does not ever land and the battle does not end, even if the enemies have all died. I just have to manually exit the test window.

On top of that, all of my actors become suddenly able to target and attack ally actors with every attack when they weren't able to before the battle became stuck as never-ending. Any thoughts or suggestions on how to fix this would be greatly appreciated.
 

Aesica

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Hi, so I was trying to solve a problem where I wanted to execute custom code only once per ability use on multi-target abilities (something the skill core eval note tags don't seem to make allowances for) and since the solution involved the action sequence system, I figured I'd share it here.

Note that this is (to use Yanfly terms) "lunatic mode" territory, so if you're not comfortable with javascript, this is probably useless for you.

Code:
<follow action>
if (function(user){ yourFunctionHere.call(this, user); return true; }).call(this, user)
</follow action>
1. Replace yourFunctionHere with your own function
2. Avoid having a colon anywhere in the function parameters because it trips up Yanfly's sequence-parsing regex and the whole thing will probably explode.

So yeah, hopefully this is helpful to someone. ;)
 

Danielcross

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Hi, hopefully this is the right place to ask this question, but does anyone know how to activate Yanfly's In-Battle Status Window outside of using a party command? I'm currently using Lecode's LeTBS so that's not possible and I want to set it as a top-level actor command. Not sure where in the code I would have to make changes.
 

Recruit

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Anyone know if it's possible to make the character stay in place after finishing the sequence, rather than moving back to starting position?

If possible, I want my skill to follow up with chain commands from moghunter, without having to jump back to the start before continuing.
 
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Coopziana

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I realise this has been asked before, but I've been scouring the internet for a solution and cannot for the life of me find one. So I'm hoping someone out there can help.

Put simply:
Enemy Attacks > Code snippet to change Home X/Y Positions > enemy moves to NEW home position and stays there until next attack.

What I'm looking for is a more dynamic battle system that gets the player thinking a little bit more. With the combination of Yanfly's AoE plugin, I want the player to have to think about where they are going to use their skills since the enemy keeps moving to a new position after each turn. Granted I COULD just have the enemy troops set up to be out of range of each other to make for a more difficult time hitting multiple targets with AoE Skills(Which makes up for 99% of my skills), but I think having the enemies reposition themselves mid-battle would make for a more interesting battle experience all round.

If this requires an additional Plugin to achieve, then hit me up with a message, at this point I'm willing to commission someone. As long as I can then share it with the community after, I'm happy!
 

Tea's Jams

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Hey guys! Drifty from Driftwood Gaming and I just wrapped up an awesome action sequence game jam and as a result we have a sizable action sequence text file to share with everyone!!! It may be updated in the future so make sure to check it out from time to time to see if it has grown
: D
You can find it all right here, we both hope you are able to use them in your games and find this helpful. All code included is under the creative commons license with attribution (remember to credit the amazing people who contributed to this compilation document when you use their work, their names are listed with their action sequences in the text file. :) )

https://drive.google.com/open?id=1TnQAAkvYYsSdDzVDWyvCSitc9AhHPyzQ
 

mars714

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Hi RPG maker forums! Yanfly's site linked me here for help on the Turn Order Display plugin. But I think my question is rather simple. When selecting the color values for the border and background color what number corresponds to what color? can I use the ##### web ID formula? Text would work too right, but I need to do two shades of the same color for would adding the words 'Light' or 'Dark' before the color effect it?
 

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