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

Discussion in 'Javascript/Plugin Support' started by Blue001, Oct 24, 2015.

  1. KazukiT

    KazukiT Veteran Veteran

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    One of my action sequences always ends with the character doing a skill motion after the sequence even though I don't have one at the end of it.

    Here 's my action sequence

    <Whole Action>



    camera focus: user

    zoom: 150%, 40

    MOTION Spell: USER

    animation 145: user

    common event: 16

    wait for animation

    action effect

    opacity not focus: 0, 20



    wait for opacity



    opacity user: 0%, 5



    move user: target, back, 5

    animation 10: target





    wait for opacity



    opacity user: 100%, 5



    wait for opacity



    motion attack: user





    opacity not focus: 0, 20



    wait for opacity



    opacity user: 0%, 5

    wait: 20



    move user: target, front, 5

    animation 147: target

    action effect

    wait for opacity



    opacity user: 100%, 5



    wait for opacity



    motion skill: user

    wait: 20



    opacity not focus: 0, 20



    wait for opacity



    opacity user: 0%, 5



    move user: target, back, 5

    animation 10: target

    action effect



    wait for opacity



    opacity user: 100%, 5



    wait for opacity



    motion attack: user





    opacity not focus: 0, 20



    wait for opacity



    opacity user: 0%, 5



    opacity user: 100%, 5



    wait for opacity

    wait: 20



    face user: target

    animation 148: target

    action effect



    float target: 100%, 15

    float user: 100, 15

    wait:120



    float target: 0%, 7

    float user: 0%, 7



    wait for float

    motion skill: user

    action effect

    animation 145: target

    common event: 17



    zoom: 100%, 30

    motion wait: user

    DEATH BREAK

    WAIT: 8



    immortal: targets, true



    </Whole Action>
     
  2. KazukiT

    KazukiT Veteran Veteran

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  3. CoryH

    CoryH Veteran Veteran

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    Got a couple of action sequences to share. They are my first, but I'm satisfied with how they turned out.

    This one I made to go with an energy beam animation, but could probably look good with any spell.
    <setup action>

    clear battle log

    hide battle hud

    opacity not focus: 0

    display action

    immortal: targets, true

    perform start

    wait for movement

    camera focus: user, center, 20

    zoom: 115%

    perform start

    wait: 20

    </setup action>



    <whole action>

    jump user: 50, 20

    move user: backward, 100, 20

    face user: forward

    motion chant: user

    tint screen: 0, 40, 0, 10, 45

    wait: 60

    motion chant: user

    float user: 245%, 120

    wait: 90

    motion skill: user

    action animation

    wait for animation

    action effect

    </whole action>



    <target action>

    float user: 0

    add state 16: user, show

    death break

    tint screen: normal



    </target action>



    <follow action>



    </follow action>



    <finish action>

    immortal: targets, false

    wait for new line

    clear battle log

    opacity all friends: 255

    perform finish

    show battle hud

    wait for movement

    wait for effect

    action common event

    </finish action>

    This one is a multi hit melee attack.
    <setup action>

    clear battle log

    display action

    immortal: targets, true

    perform start

    wait for movement

    camera focus: user, center, 20

    zoom: 150%

    motion item: user

    wait: 60

    </setup action>



    <whole action>

    move user: target, front, 20

    motion attack: user

    action animation

    wait for animation

    shake screen: 3, 6, 25

    action effect

    wait: 20

    move user: backward, 70

    face user: target

    motion item: user

    wait: 16

    move user: target, back, 8

    motion attack: user

    action animation

    wait for animation

    shake screen: 3, 6, 25

    action effect

    face user: target

    motion attack: user

    action animation

    wait for animation

    shake screen: 3, 6, 25

    action effect

    wait: 10

    jump user: 60, 15

    move user: target, front, 15

    motion attack: user

    action animation

    wait for animation

    shake screen: 7, 6, 25

    action effect

    </whole action>



    <target action>



    death break

    </target action>



    <follow action>

    add state 23: user, show

    </follow 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>

    And finally, a teleporting magic attack. Multi hit.
    <setup action>

    clear battle log

    display action

    hide battle hud

    immortal: targets, true

    perform start

    wait for movement

    opacity not focus: 0

    motion chant: user

    tint screen: dark, 30

    wait: 75

    opacity user: 0

    float user: 90, 10

    wait: 90

    opacity user: 255

    </setup action>



    <target action>

    motion chant: user

    animation 101: target

    wait for animation

    action effect

    camera focus: user

    zoom: 130%

    wait: 40

    death break

    opacity user: 0

    wait: 30

    move user: target, back

    wait for movement

    face user: backward

    wait: 15

    opacity user: 255

    motion chant: user

    action animation

    wait for animation

    action effect

    shake screen: 3, 6, 20

    opacity user: 0

    wait: 30

    move user: target, front

    wait for movement

    face user: forward

    wait: 15

    opacity user: 255

    motion chant: user

    action animation

    wait for animation

    action effect

    shake screen: 3, 6, 20

    opacity user: 0

    wait: 30

    move user: target, back

    wait for movement

    face user: backward

    wait: 15

    opacity user: 255

    motion chant: user

    action animation

    wait for animation

    action effect

    shake screen: 3, 6, 20

    opacity user: 0

    wait: 30

    move user: home

    face user: forward

    float user: 0, 10

    wait: 10

    opacity user: 255

    motion victory: user

    wait: 90



    </target action>



    <finish action>

    show battle hud

    opacity all members: 255

    tint screen: normal

    immortal: targets, false

    wait for new line

    clear battle log

    perform finish

    wait for movement

    wait for effect

    action common event

    </finish action>
     
  4. gothicvoid

    gothicvoid [GothicVoid] Veteran

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    ok so i am trying to do the basic action sequence... its the one i was looking for... but its not doing what its supposed to. Still standard attack from the player location when what im trying to get it that the player runs up and attacks the enemy selected and would prefer them to stay there instead of returning to formation (but if i could get this one to work then id be happy) I put it in the note tags for the skill attack... but nadda on it working.
    This is what im using.... am i doing something wrong?
    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() !== ‘missile’

    move user: targets, front, 20

    else

    perform start

    end

    zoom: 120%, 20

    camera screen: target, front center, 20

    camera focus: target, front center, 20

    wait for movement

    motion attack: user

    wait: 10

    attack animation: target

    wait for animation

    action effect

    </target action
     
  5. CoryH

    CoryH Veteran Veteran

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    @KazukiT How should it end? The last motion in the sequence is a skill motion, maybe I'm misunderstanding. If I had more details I could help.

    @gothicvoid In the statement "if user.attackMotion !== ‘missile’ you can remove the spaces before and after "!==" and change the characters bracketing missile to 'missile'.

    Here's the code copied from one of my games.

    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()!=='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

    </target action>
     
  6. gothicvoid

    gothicvoid [GothicVoid] Veteran

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    THANK YOU!!! It works now so that was it :D now if i could just get them to stay where they are once they attack the enemy.(but like i said.. this im happy with so if its not possible then no biggie)
    I am wanting one for guard too... where they run to the furthest distance from enemies while defending.
    And one where they can guard another ally and take blows an enemy means for the target they are defending.
    How hard do you think these would be?
     
  7. CoryH

    CoryH Veteran Veteran

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    @ gothicvoid The sequence would be easy enough, but I don't know about the characters staying were they are. There may be a plug in for that, but none come to mind. Removing the perform finish causes the actor to stay where they are, but may complicate things. Never tried before.In testing, it seems to work fine.

    Here's an attack sequence where the attacker remains where they finish.
    <setup action>

    display action

    immortal: targets, true

    </setup action>

    <target action>

    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

    </target action>

    <finish action>
    immortal: targets, false
    wait for new line
    clear battle log

    wait for movement
    wait for effect
    action common event
    </finish action>


    And a guard skill. To get the character to stay in the back, remove the line "perform finish"
    <setup action>
    clear battle log
    display action
    immortal: targets, true
    </setup action>


    <target action>
    move user: point, 700, 245
    wait for movement
    face user: forward
    wait: 10
    motion guard: user
    wait: 25
    death break
    </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
    action common event
    </finish action>
     
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  8. KazukiT

    KazukiT Veteran Veteran

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    I solved this problem with the help someone else I asked about the action sequence. I apologize for the confusion and thank you for trying to help.
     
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  9. gothicvoid

    gothicvoid [GothicVoid] Veteran

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    That works GREAT! but they return back to original position at the end of the round. its closer to what i'm looking for just gotta figure out how to get them to stay where they are every round. The guard makes them go to a specific point so while that's nice not exactly right. hmmmmm
     
  10. CoryH

    CoryH Veteran Veteran

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    My bad, this is the code I meant to post. The problem with it is it just moves the character a set amount to the right. So it won't go all the way back if the character was near an enemy.

    <setup action>
    clear battle log
    display action
    immortal: targets, true
    </setup action>


    <target action>
    move user: backward, 80, 20
    face user: forward
    wait for movement
    face user: forward
    wait: 10
    motion guard: user
    wait: 25
    death break
    </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
    action common event
    </finish action>
     
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  11. gothicvoid

    gothicvoid [GothicVoid] Veteran

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    That actually help give a more dynamic feel thanks! i can live with this!! ^.^
     
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  12. TheSurge

    TheSurge Angel Strike Member

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    Here are some of actions I've created, it's simple, but enjoy!

    <Setup Action>
    Action common event
    </Setup Action>

    <Target Action>
    Tint Screen: DARK, 30
    opacity user: 10%, 30
    move user: target, front base, 30
    Wait: 30
    MOTION SWING: User
    perform action
    action animation: target
    wait for animation
    action effect: target
    death break
    opacity user: 100%, 30
    Tint Screen: NORMAL, 10
    perform finish
    </target action>

    <CENTER>
    <Setup Action>
    Display Action
    shake screen: 3, 9, 30
    </Setup Action>
    <Whole Action>
    perform action
    action animation: target
    wait for animation
    wait: 15
    action effect: target
    CLEAR BATTLE LOG
    death break
    perform finish
    </whole action>

    **Note** I have a common event for the Shadow Strike that you can omit, same with the Cast Animation for the Earthquake move.
     
    Last edited: Jun 18, 2019
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  13. PassiveState

    PassiveState Villager Member

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    Hey guys,

    Here's an action sequence alternative to SRD's discontinued Active Defense Core which allowed players to dodge attacks. You will still need SRDs Sequence Input.

    This sequence is for a physical attack where the enemy rushes in and charges the character, if you press the cancel button before the enemy arrives at the target's position, target character will jump backwards, a state with 100% evade will be applied, and the target character will evade the attack.

    If you press cancel a little late, the target performs a smaller and slower jump backwards and the attack hits. It could probably use some polishing, but does the job.

    Feel free to use in your games and let me know if you make any improvements.

    (Please note that you will have to create your own state with +100% evade. I'm using variable 1 to store the sequence input result and my evade state is 16 - Adjust bolded integers below for your game as necessary)

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

    <target action>
    perform start
    move user: target, front, 18

    START SEQUENCE INPUT: escape, 1
    WAIT FOR SEQUENCE INPUT: 23
    END SEQUENCE INPUT

    if $gameVariables.value(1) > 0 && $gameVariables.value(1) < 18
    jump target: 110%, 20
    move target: backward, 72, 20
    ADD STATE 16: target
    motion attack: user
    attack animation: target
    wait for animation
    action effect
    wait 5
    move target: forward, 72, 5
    wait for movement
    REMOVE STATE 16: target
    else
    if $gameVariables.value(1) >= 18
    jump target: 105%, 20
    move target: backward, 36, 20
    motion attack: user
    attack animation: target
    wait for animation
    action effect
    wait 10
    move target: forward, 36, 20
    wait for movement
    else
    motion attack: user
    attack animation: target
    wait for animation
    action effect
    end

    immortal: targets, false
    perform finish
    </target action>

    The possibilities for this are pretty dayum cool ... I have a successful dodge giving the target an agility buff (they turn next) and 50% chance to counter!
     
    Last edited: Jul 16, 2019
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  14. J_spencer93

    J_spencer93 Veteran Veteran

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    I'd love to use this in my game

    Having an issue, when i move a character before a target and play an animation, the animation isn't lining up with the character.

    <setup action>

    display action

    immortal: targets, true

    </setup action>



    <target action>

    move user: targets, front, 20

    zoom: 120%, 20

    camera screen: target, front center, 20

    camera focus: target, front center, 20

    wait for movement

    wait: 10

    animation 146: target

    wait for animation

    action effect

    </target action>

    I originally wanted him to float and shoot a beam diagonal at the foe but that was beyond me too.
     
    Last edited: Jul 2, 2019
  15. RHachicho

    RHachicho Veteran Veteran

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    Hey there folks I'm having some trouble with some commands from the paid yanfly plugin addons. I'm trying to make a chain lightning effect.

    projectile ani 16: duration 40, start target, goal next target, spin 1.5, Goal offset -250 -100, ease OutCubic

    wait for projectile

    action animation: target

    I repeat this code assuming that each time it runs it will start at the current target and then fetch the next target for the projectile destination but the projectile behaves strangely and I only hit one target So I assume that my assumptions about target selection is off and they are assumptions and can only be assumptions because these paid plugins have absolutely horrendous documentation. I rather expected when I had paid for them I would get much more in depth instructions ..

    All I am told on the website is the commands to grab previous or next target .. so .. Is it next in the battle order? Next in the random order of foes? Is this meant to be used with a whole target action? Even showing us the code that they used to get the effect in their gifs would have helped tremendously.

    Anyway rant over can anyone assist?
     
  16. Captain_Joshua

    Captain_Joshua Veteran Veteran

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    Hey, I´m trying to create a skill that has the user do a slash attack on all enemies at once and it wors just fine, except for one thing: at the end of the skill the damage happens to every single enemy one after the other. By typing in "action effect" at the very end I have managed that all of them take damage at once, but after the skill is completly done it still does 2 damage to each enemy one by one while the user awkwardly stands around. Is there some way for me to fix this issue?
    Here is the skill in question

    <setup action>



    display action



    immortal: targets, true



    </setup action>

    <whole Action>



    move user: target, front head, 5



    wait for movement



    motion swing: user



    animation 28: target



    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
     
  17. Johnboy

    Johnboy Veteran Veteran

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    @Captain_Joshua

    Actually this is a pretty easy fix. When using the <whole action> section, everything is processed and then if there is no <target action> section, it's all processed again as an additional action. So if we want it processed as just a single action, we simply do this:
    <setup action>
    display action
    immortal: targets, true
    </setup action>

    <whole Action>
    move user: target, front head, 5
    wait for movement
    motion swing: user
    animation 28: target
    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 <---- move this
    </whole action>

    <target action>
    action effect <----- to here
    wait for effect
    </target action>

    My general rule of thumb is that unless it is a multi target, multi hit attack, your damage processing should always be done in the <target action> section. This ensures that damage is only processed once.

    Edit: Removed some stuff since I was half asleep posting and thought it was in my thread.
     
    Last edited: Aug 25, 2019
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  18. Nekohime1989

    Nekohime1989 'Monks Are Awesome' Veteran

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    I'm using selection core and have it set so magic skills can can select single or all targets. By default it displays the animation once per target. What I wish to do is change that so that it displays a different animation once for all targets. Which would be a screen animation. How would I do this with an action sequence if statement?
     
  19. LackeDragon

    LackeDragon Veteran Veteran

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    Hello!
    I'm trying to reproduce the Dramatic Entry from : http://www.yanfly.moe/wiki/Dramatic_Entry_(MV_Plugin_Tips_&_Tricks)
    I followed exactly the video but I have a problem and not sure where I messed up :
    The battle starts BEFORE doing the action sequence.
    In others words, the characters appears in battle, walking in from side (this is not normal) then the dramatic entry happens instead of doing the dramatic entry first (also not normal compared to the video).
    It feels like Turn 0 happens after the fadein only.

    To go back to the example of the video from Dramatic Entry on Yanfly website : on my screen everyone show up in battle from the side, THEN ONLY, they get in the center and do the sword fight.

    Anyway to fix this? Thanks!
    Thanks!
     
    Last edited: Sep 7, 2019
  20. AsuranFish

    AsuranFish Veteran Veteran

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    Is it possible to setup conditionals based on what the target of a skill is?

    For example, "if target is user", "if target is enemy", "if target is ally" or whatever?
     

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