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

Wavelength

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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?

Yes. The form is:
Code:
if (condition) {
    thing to do if condition is true
}

The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like:
Code:
if (user === target) {
...

or even:
Code:
var member = $gameTroop.members()[i];
if (user === member) {
...
(assuming that i is a number representing the index of an enemy in a troop)

I'm not 100% sure about the term "target"; I believe that's how you refer to the target being affected but it's whatever you use to do things to the target in the rest of the action sequence. It's been several months since I've worked with Action Sequences.
 
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Aesica

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Yes. The form is:
if (condition) {
thing to do if condition is true
}


The condition will accept battlers in the form of objects and it's pretty good about tracking who is who. So I think you can type something like:
if (user === target) {


Action sequence conditional syntax is a bit different than true javacript, thus:

Code:
if user === target
  action
  action
else if $gameVariables.value(1) > 5
  action
  action
else if target.name().toLowerCase() === "harold"
  action
  action
else
  action
  action
end
Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.

or even:
var member = $gameTroop.members();
if (user === member) {

...
(assuming that i is a number representing the index of an enemy in a troop)
I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect. So when Harold uses Spark on a troop consisting of Slime, Red Slime, and Metal Slime, "target" will reference the Slime when it hits the Slime, followed by the Red Slime when hitting the Red Slime, then finally the Metal Slime. So, to have it do something a bit different vs the Metal Slime, you'd do something like:
Code:
<whole action>
if target.name() === "Metal Slime"
  special action sequences vs metal slime
else
  normal action sequences
</whole action>

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?
You can do this:
Code:
if target === user
  actions to do if the user is also the target
end
if user.friendsUnit() === target.friendsUnit()
  actions to do if the target is an ally
end
if user.friendsUnit() === target.opponentsUnit()
  actions to do if the target is an enemy
end
Now there's probably a cleaner way to do it, but that's what comes to mind off the top of my head.
 

Wavelength

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Action sequence conditional syntax is a bit different than true javacript, thus:

Code:
if user === target
  action
  action
else if $gameVariables.value(1) > 5
  action
  action
else if target.name().toLowerCase() === "harold"
  action
  action
else
  action
  action
end
Everything after the "if" is eval'd javascript, but otherwise, you're working with the action sequence mini-language, so no curly braces and such. In most cases, anyway.
I'm not 100% sure but I believe that Yanfly's Action Sequences will accept either way.

I'm pretty sure that won't work because you'd need to iterate through "member" since $gameTroop.members() returns an array. It also returns all members of the troop, dead or alive, so $gameTroop.aliveMembers() or $gameTroop.deadMembers() is preferred. Since the action sequence engine automatically iterates through every target of the effect, the "target" identifier will always reference the current target of an effect.
Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
 

Aesica

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Thanks for the catch. I actually typed it correctly, but the forum removed the "[" plus "i" plus "]" because it thought I wanted to create an Italics tag. That's why the rest of my post's body was in Italics. Fixed it by putting the whole example inside a code block.
Doh, I can't believe I didn't catch the format change. Yeah, sometimes bbcode can be...not helpful. :D
 

Toxsick

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hey guys im new to all this and tried out some of the Action sequences you guys put up and the actions are going but my guys won't move any thoughts?
 

Yougotsomechocolate

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Do you have yanfly battle core and action sequence 1-3 installed and on? Also are they in the correct order
Order:
BattleCore
ActSeq1-3
 
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Toxsick

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Do you have yanfly battle core and action sequence 1-3 installed and on? Also are they in the correct order
Order:
BattleCore
ActSeq1-3
Ya I finally figured it out for some reason I had to hit initialize on the battle tester for it to show. lol Thanks for the help tho!
 

BlitzMalachite

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<target action>jump user: 800%move user: target, base, 10wait for movementmotion swing: useraction animationwait: 15jump user: 500%move user: forward, 25move user: target, base, 10wait for movementmotion swing: userwait: 15jump user: 500%move user: forward, 100, 3wait for movementmove user: target, back head, 5wait for movementmove user: target, front base, 5motion swing: userwait: 15jump user: 400%move user: backward, 250, 20wait for movementmove user: target, back head, 5wait for movementmotion swing: useraction effectaction effectaction effectaction effect</Target Action>
Hmm. I'll see if it works!
 

jonenglish91

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Here is a charge type skill that I thought you guys might be interested in!

In the video it's called vira's will

<target action>

se: TO7BTL_1096

ACTION CUTIN USER: template horizontal

Wait: 100

opacity all actors: 0%, 20

opacity enemies: 0%, 20

opacity user: 100%, 20

common event: 2

-----<movement>------

se: crossbow

motion evade: user

move user: forward, 150, 12

jump user: 30, 12

wait for movement

motion idle: user

wait: 10

-----<movement>------

battleback 3 add: battlebacks1, SpeedlineverticalBW

battleback 3 scroll speed y: -300

camera screen: user, base top, 15

zoom: 200%, 15

wait: 30

zoom: 100%, 120

se: TO7BTL_1101

------Charge Skill-------

animation 201: user

animation 204: user

shake screen: 3, 5, 60

custom motion charge: user

action effect: user

wait for animation

wait for camera

battleback 3 remove

common event: 3

opacity all actors: 100%, 20

opacity enemies: 100%, 20

reset camera

reset zoom

--------Charge Skill------

</target action>
 

J-G

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Does anyone have an idea how I can use this to make a limit break similar to Tifa's from FF VII? I have the slots plugin an animation. Just have no clue how I would set this up. Can anyone help??
 

Kirby44

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I want to achieve a skill that looks like the bombing skill like in the video @ 0:50 :


But I don't understand a thing about Action sequences, has anyone shared something similar ? Or can someone quickly explain how to do achieve this ?
 

Squareware

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Here is a charge type skill that I thought you guys might be interested in!

In the video it's called vira's will

<target action>

se: TO7BTL_1096

ACTION CUTIN USER: template horizontal

Wait: 100

opacity all actors: 0%, 20

opacity enemies: 0%, 20

opacity user: 100%, 20

common event: 2

-----<movement>------

se: crossbow

motion evade: user

move user: forward, 150, 12

jump user: 30, 12

wait for movement

motion idle: user

wait: 10

-----<movement>------

battleback 3 add: battlebacks1, SpeedlineverticalBW

battleback 3 scroll speed y: -300

camera screen: user, base top, 15

zoom: 200%, 15

wait: 30

zoom: 100%, 120

se: TO7BTL_1101

------Charge Skill-------

animation 201: user

animation 204: user

shake screen: 3, 5, 60

custom motion charge: user

action effect: user

wait for animation

wait for camera

battleback 3 remove

common event: 3

opacity all actors: 100%, 20

opacity enemies: 100%, 20

reset camera

reset zoom

--------Charge Skill------

</target action>


Thats realy awesome. You have the Battle back img and the commen event 2 code to share?
 

BloodletterQ

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How can I make Absorption Barrier points not go above maximum MP?
Code:
if (user.barrierPoints() < user.mmp)
Does not restore the barrier if it's at maximum (equivalent to max MP) but will provide extra if it's below the maximum MP.

Likewise I want the barrier restoration to be equivalent to the amount of MP restored. I have the formulas for MP restoration and barrier restoration the same, but the actual restoration is off by a few points. MP could be restored by 5, but I'll often gain 4 or 6 points in the barrier restored.
 
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J-G

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How can I use certain graphics or animations for the attacks??
 

Gregaur

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Hello everyone !

I have a problem with the Opacity Function.
I use OPACITY not focus: 0%, 80 at the begining of the skill.
And at the end of it I use OPACITY not focus: 100%, 40.

The problem is, when I use the not focus opacity, the dead ennemies are back on the screen (even if there are not targatabler)
Is there a way to avoid that ?

Thank you very much !

here is my AS :

<setup action>
clear battle log
display action
wait: 60
ANIMATION 454: user
wait: 120
motion Attack C: user
wait: 15
SE: Monster1, 100, 100
OPACITY user: 0%, 30
wait: 80
immortal: targets, true
BATTLEBACK 3 ADD: battlebacks2, AAANoir100
BATTLEBACK 3 FADE IN: 80
OPACITY not focus: 0%, 80
move target: point, 680, 400, 80
zoom: 130%, 80
wait: 120
</setup action>

<target action>
wait: 120
ANIMATION 455: target
wait: 240
shake screen: 9, 9, 30
wait: 10
action effect
motion dead: target
wait: 80
motion dead: target
</target action>


<follow action>
BATTLEBACK 3 REMOVE
motion dead: target
opacity user: 100%, 80

zoom: 100%, 80
wait for opacity
motion dead: target
wait: 30
motion dead: target
wait: 30
motion dead: target
wait: 30
wait: 30
OPACITY not focus: 100%, 40
move target: return, 40
wait: 30
</follow action>

<finish action>
move user: home, 30
perform finish
face user: forward
clear battle log
immortal: targets, false
wait: 60
CHANGE VARIABLE 5 = 0
</finish action>
 

Lunchbox1946

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Heya, so I dont do this often but I have a few really cool ones I'd be happy to share. Today I will share two for some fun times.

Machine Gun Punch
Think Gomu Gomu no Gatling but without being a rubber man. Or maybe similar to Zell's Punch Rush from FFVIII.

PLUGINS USED:
YEP Battle Engine Core
YEP Battle Sequence 1, 2, & 3
Olivia Battle Impact
Irina Action Sequence Impact

<setup action>

clear battle log

display action

immortal: targets, true

</setup action>



<whole action>

move user: targets, front, 20

motion standby: user

wait for movement

face user: target

</whole action>



<target action>

motion thrust: user, no weapon

action animation: target

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0, DURATION 2

animation wait: 2

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 3

animation wait: 3

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 2

animation wait: 2

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 -5, GOAL OFFSET +50 -5, DURATION 2

animation wait: 2

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0, DURATION 3

animation wait: 3

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 1

animation wait: 1

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 1

animation wait: 1

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 -5, GOAL OFFSET +50 -5, DURATION 1

animation wait: 1

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +0, GOAL OFFSET +50 +0 DURATION 2

animation wait: 2

PROJECTILE ANI 146: START user, GOAL user, START OFFSET +0 +5, GOAL OFFSET +50 +5, DURATION 3

Wait For Projectile

wait for animation

action effect

</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>

So you will also need two things, Where you see Projectile Ani, I made a 10 frame animation of just one frame of the fist weapon, You can also do the same effect with PROJECTILE ICON 'Gauntlet Icon' though some adjustments will be made.
The second thing you will need is the action animation, in this case 'Hit Special 2' For with which the current animation is timed too. Once again this can easily be changed around to other animations, adding more hits, more punches, faster or slower.

In the end you get a nice animation of the actor running up and throwing a flurry of blows into the enemy, and doing some big damage. Or if you change the positioning and add more of the 'action effect' in the sequence you can have it be a multi hit attack as well.



Now this second piece isn't quite a whole animation, but part of one, though you'll understand in a moment.

Card Casting

PLUGINS USED:
YEP Battle Engine Core
YEP Battle Sequence 1, 2, & 3
Olivia Battle Impact
Irina Action Sequence Impact

Optional PLUGINS:
Mjshi Rune Skills (Or Yorae Rasante's version)

<target action>

if user.isClass($dataClasses[1])

PROJECTILE ICON 1601: START user, GOAL user, GOAL OFFSET +60 -10

motion swing: user

wait for projectile

animation 138: user

wait for animation

else



end

action animation

wait for animation

action effect: target

</target action>

So this was an inspiration as recently I have been watching Card Captor Sakura as it was on my long list of anime "must watch" that I am only now getting around to. And I had already been toying with the idea of a card casting type system. So this replicates it in the following.
The icon used is that of a Card, which there have been icons in RPG maker you can attain of a basic little card.
The script checks if the actor is the correct class (so you can make spells used with cards and still other classes cast without this animation) and the actor will draw up a card magically and hit it with their weapon. (Be sure it's a swing type weapon)
The Runeskill system works very well in tandem with this, as I used it and just refer to all skills as cards not runes.

Anyways, hope you enjoyed these two little action sequences! Likes, Dislikes, Criticism, Improvements? If it goes over well i'll throw a few more of mine out there!


P.S. @Gregaur You'd need to explain a bit more on the skill, but from what i'm looking at it seems to be some kind of instant kill where it scene changes, kills enemies, and changes back in some summon-esque way.
Try 'OPACITY all alive: 100%, 40' which will bring back only still alive things, though dead allies will remain invisible.
Otherwise use a combination of:
OPACITY oponents: 100%, 40
OPACITY all friends: 100%, 40
This will add an extra line but bring back all allies alive and dead, and all alive enemies but not the dead ones.
I really hope this helps you out!
 

catboykanan

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so umm,haha i made a action sequence,actually my third action sequence that i ever made
so i wanted to share it and know your opinion on it
don't pay attention to the redrawn sprite~
 

J-G

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@catboykanan Thats pretty awesome man!! care to share?

Here is mine. I still have to tweak it a bit by making my own battler frames just for this.
This is basically my version of Clouds Braver Limit Break. I attached the plugin needed for the frame Eval formula to work.
Also the graphics i used for this. Which i broke down in two sections for it to work.
1st section will use the small glowing orb star thingies, the other skill will be the blade swing coming down followed by the large glowing animation.

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

<target action>
perform start
float user: 50%, 60
zoom: 150%, 20
camera screen: user, front center, 20
camera focus: user, front center, 20
motion attack: user
Eval: user.battler(7).setMaxFrame(1)
animation 140: user
animation wait 140: user
wait for float
move user: targets, front, 20
float user: 0, 0
wait for float
motion attack: user
wait for movement
animation 141: target
animation wait 141: user
action effect
wait: 15
</target action>

<finish action>
immortal: target, false
move user: home
Eval: user.battler(7).setMaxFrame(0)
clear battle log
perform finish
</finish action>
 

Attachments

  • FrameLock.js
    1.6 KB · Views: 17
  • Lv1_Cloud_Braver.png
    Lv1_Cloud_Braver.png
    150 KB · Views: 28

catboykanan

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oh alright!
i had to use a bgm from internet and my redo some sprites
change that if you want
(and had to create my own animations,but you can change them as well)
(oh and change the animation 131 to the one that suits best for quick teleportation)
oh and i can show the two other skills i made,they are not that flashy,but they are my first two so i guess

<setup action>

hide battle hud

immortal: targets, true

camera focus: user

zoom: 300%

animation 131: user

opacity user: 0%, 10

BGM: light, 100, 100, 0

wait for opacity

wait for animation

move user: target, back base

wait for movement

animation 131: user

opacity user: 100%

wait for animation

face user: target

face target: user

motion chant: user

motion escape: target

wait: 30

motion attack: user

action effect

float target: 1000

opacity target: 0%

wait for opacity

float target: 0

wait for float

camera focus: target

motion cast: user

wait: 60

jump user: 5000

float user: 600

opacity user: 0%

float target: 100

float user: 100

opacity target: 100%

animation 131: user

opacity user: 100%

wait for opacity

wait for animation

motion attack: user

action effect

wait: 10

animation 131: user

opacity user: 0%

wait for opacity

wait for animation

move user: target, front base

wait for movement

animation 131: user

opacity user: 100%

wait for opacity

face user: target

motion attack: user

action effect

wait: 5

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait: 4

motion attack: user

action effect

wait: 4

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 4

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 4

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 3

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 3

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 3

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 3

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 1

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 1

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 1

animation 131: user

opacity user: 0%

wait for opacity

move user: target, back base

wait for movement

face user: target

animation 131: user

opacity user: 100%

wait for opacity

motion attack: user

action effect

wait: 10

animation 131: user

opacity user: 0%

wait for opacity

move user: target, front head

wait for movement

face user: target

animation 131: user

opacity user: 100%

motion attack: user

action effect

camera focus: user

float target: 0

opacity target: 0%

wait for opacity

float target: 100

focus camera: target

motion chant: user

wait: 60

animation 131: user

opacity user: 0%

wait for opacity

float target: 0

wait for float

opacity target: 100%

motion dead: target

wait: 30

zoom: 300%

motion dying: target

face target: backward

wait: 50

face target: forward

wait: 50

motion standby: target

face target: backward

wait: 40

face target: forward

wait: 30

face target: backward

wait: 40

motion evade: target

wait: 20

animation 132: target

opacity target: 0%

action effect

action effect

action effect

action effect

wait for animation

motion dead: target

opacity target: 100%

move user: home

wait for movement

opacity user: 100%

float user: 0

</finish action>
 

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