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

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

  1. J-G

    J-G Veteran Veteran

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    Awesome man! Yeah it would be great. I'll probably post another later today. I also made my version of Barrets big shot limit break. It's simple since I'm still at lv1 limit breaks for my game.
     
  2. catboykanan

    catboykanan Warper Member

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    oh!,yeah sure ill give them right away,sorry for not answering fast,i was busy
    (i love the fate franchise lol,excalibur morgan was my first action sequence,unlimted spear works second)


    <setup action>

    BGM: usw, 100, 100, 0

    camera focus: user

    zoom: 200%, 10

    Motion chant: user

    common event: 3

    Motion cast: user

    flash screen: white, 120

    battleback 3 add: battlebacks1, wasteland

    reset zoom

    wait: 120

    focus camera: user

    zoom: 170%, 20

    Motion spell: user

    wait for camera

    focus camera: target

    wait for camera

    wait for animation

    action animation: target

    animation 123: target



    action effect

    action effect

    action effect

    action effect

    action effect

    wait for animation

    focus camera: user

    wait for camera

    motion attack: user

    focus camera: target

    wait for camera

    animation 130: target

    Battleback 3 remove

    BGM: battle1, 100, 100, 0

    </whole action>



    <Cooldown: 5>



    <setup action>

    hide battle hud

    Battleback 3 add: battlebacks2, blackscreen

    BGM: excalibur, 100, 100, 0

    camera focus: user



    zoom: 150%, 10



    wait for camera



    move user: point, 850, 300, 20

    face user: forward

    wait for movement

    show battle hud

    motion chant: user

    animation 119: user

    common event: 2

    hide battle hud

    wait: 10

    targets immortal: true

    motion attack: user





    wait for movement



    animation 128: target



    reset zoom



    action effect

    action effect

    wait: 120

    show battle hud

    death break

    BGM: stop

    BGM: battle1, 100, 100, 0

    Battleback 3 remove

    </Finish Action>



    <Cooldown: 5>


    you'll have to change everything else on your own,sowwy
     
  3. J-G

    J-G Veteran Veteran

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    Oh man those are great! What did you use to change the background?
     
  4. catboykanan

    catboykanan Warper Member

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    i used yanfly's dynamic background plugin,its easy to use :D
     
  5. palatkorn

    palatkorn Villager Member

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    I tried using it and found that my selected menu item scene below is missing.
     
  6. J-G

    J-G Veteran Veteran

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    Did you place show the show HUD at the end? Otherwise that will happen
     
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  7. J-G

    J-G Veteran Veteran

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    Didn't know Yanflys had one lol he has so many plugins that I've yet to know what each one does
     
  8. Kes

    Kes Global Moderators Global Mod

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    @palatkorn It looks as if you accidentally made your post into a Report on the thread. Please repost your comment.
     
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  9. palatkorn

    palatkorn Villager Member

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    I thank you very much, resolved. And it works
     
  10. palatkorn

    palatkorn Villager Member

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    Last edited: Nov 20, 2019
  11. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    @J-G , please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    If you want to quote more than one person, you can use the Multiquote button/+Quote all the posts you want to respond to. Alternatively, you could just @ the users instead.

    @palatkorn , please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    Please edit your post in the future, if you want to add something.
     
  12. artofomi

    artofomi Warper Member

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    Hi! New to the forum here, I wanted to make an action sequence where enemy gets hit, hit effect animation plays, enemy stays in place with the damage motion until the hit effect animation finishes, and then move the enemy back a few steps, but there is a frame where the enemy goes into idle motion before going into the second damage motion caused by using the move or the face command. Is there a way to just keep the enemy motion in damage without going into idle motion upon movement? I posted my code below.
    <target action>
    move user: target, front base, 20
    motion item: user
    wait for movement
    wait: 4
    jump user: 30, 7
    move user: forward, 120, 7
    motion thrust: user
    wait: 4
    action effect
    animation 1: target
    wait: 20
    move target: backward, 50, 20
    face target: forward
    motion damage: target
    wait: 30
    jump user: 60, 15
    move user: home, 15
    face user: forward
    motion evade: user
    wait for movement
    motion walk: user
    </target action>
     
  13. Xyonel

    Xyonel Indie Dev, Designer and Composer Veteran

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    hey guys, maybe this couldn't be useful for many experts of the plugin, but for a better reading as beginner I compacted the notetag commands list into a txt here's the list:

    symbols and uses (for a precise understanding see the script original description)
    "/" alternative command(example hp/mp) "comma(,)" logic separator(command1,command2)
    "UPCASE word" are commands

    <setup action> prepare before ACTION and COSTS(moving, unsheathing)
    <whole action> affect all targets, after skills and item costs
    <target action> all target individually, used primarily for physical.
    <follow action> starting cleanup after individual actions removing immortal flags, start up common events
    <finish action> active battler close up the action sequence(running, waits and holds for skills and items or moving back to place
    <action copy: x:y>

    --TYPE OF TARGETS--
    USER, TARGET, TARGETS, ACTORS(EXISTING ACTORS), ALL ACTORS, DEAD ACTORS, ACTORS NOT USER
    ACTOR X; actor in slot x.
    CHARACTER X; specific character with actor ID x.
    ENEMIES(EXISTING ENEMIES), ALL ENEMIES, DEAD ENEMIES, ENEMIES NOT USER, ENEMY X, FRIENDS, ALL FRIENDS, DEAD FRIENDS, FRIENDS NOT USER
    FRIEND X: This will select the battler's ally in slot x.
    OPPONENTS, ALL OPPONENTS, DEAD OPPONENTS, OPPONENT X: This will select the battler's opponent in slot x.
    ALL ALIVE, ALL MEMBERS, ALL DEAD, ALL NOT USER; This will select all living battlers except user.
    FOCUS; Selects the active battler and its targets.
    NOT FOCUS; Selects everything but the active battler and its targets.
    -------------------
    ACTION SEQUENCES - ACTION LIST
    ACTION ANIMATION: (target), (mirror) |animation assigned to the skill/item, skill's/item's assigned targets.
    ATTACK ANIMATION: target, (mirror) |Displays the active battler's attack animation on the target(s).

    ACTION COMMON EVENT |common event found within the skill's/item's traits list(last)

    ACTION EFFECT: target |take damage/healing from skill/item and buffs and states.
    ENEMY EFFECT: target, effect-type |This affects enemies only. Makes the target display either a 'whiten' effect or a 'blink' effect.

    ADD/REMOVE stat BUFF/DEBUFF: target, (turns), (show) |Replace 'stat' with 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk' Include 'show' and it will show the target getting the buff applied in the battle log.

    ADD/REMOVE STATE X, Y, Z...: target (show)

    ANIMATION X: target, (mirror)
    MOTION WAIT: target
    WAIT FOR POPUPS/MOVEMENT/EFFECT/ANIMATION/FLOAT/JUMP/OPACITY/CAMERA/ZOOM
    WAIT FOR NEW LINE |Waits for a new line to appear in the log window before going on to the next action in the action sequence.
    ANIMATION WAIT: X
    WAIT: frames

    SE: filename, (volume), (pitch), (pan)
    BGM/BGS: STOP
    BGM/BGS: MEMORIZE
    BGM/BGS: MEMORY
    BGM/BGS: filename, (volume), (pitch), (pan)
    ME: STOP || ME: filename, (volume), (pitch), (pan)
    BREAK ACTION |This will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.

    CAST ANIMATION |Plays an animation on the skill's user. Will not occur if the action is an item or the user's default normal attack.

    CLEAR BATTLE LOG |Clears all the messages at the top of the screen.

    CHANGE SWITCH X: on/off/toggle/switch z
    CHANGE SWITCH X..Y: on/off/toggle/switch z
    CHANGE SWITCH X TO Y: on/off/toggle/switch z
    CHANGE VARIABLE X =,+=,-=,*=,/=,%= Y

    COLLAPSE: target, (force)

    COMMON EVENT: X

    DEATH BREAK |If user die for reason during skill (either counter attack or reflect), this force action sequences for the part of the skill/item to shut down and be skipped.

    DISPLAY ACTION Displays the action's name at the top of the battle log. It will remain there until the battle log is cleared.

    EVAL: code

    GAIN/LOSE ITEM/WEAPON/ARMOR X: Y ||GOLD +/-x
    HP/MP/TP +X/-X/+X%/-X%: target, (show) || HP/MP/TP +,-VARIABLE X,X%: target, (show)

    IF ... ELSE STATEMENTS
    Usage Example:
    if $gameSwitches.value(1)
    action effect
    else if $gameSwitches.value(2)
    action effect
    else
    action effect
    end

    IMMORTAL: targets, true/false

    PERFORM ACTION |Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.
    PERFORM FINISH |Causes actor to move back to its home spot.
    PERFORM START |Causes actor to move forward from its home spot.
    REFRESH STATUS |Refreshes the status window in the middle of an action sequence.

    FACE target1: FORWARD/BACKWARD/HOME/AWAY FROM HOME/POINT, x coordinate, y coordinate/AWAY FROM POINT, x coordinate, y coordinate/target2/AWAY FROM target2

    FADE IN/OUT: (frames)
    FLASH SCREEN: COLOR/R,G,B, (intensity), (frames)
    FLOAT target: (height/%), (frames)

    HIDE/SHOW BATTLE HUD
    JUMP target: (height/%), (frames)
    MOTION type: target, (no weapon) |TYPE= WALK,STANDBY,CHANT,GUARD,DAMAGE,EVADE,ATTACK,THRUST,SWING,MISSILE,SKILL,SPELL,ITEM,ESCAPE,VICTORY,DYING,ABNORMAL,SLEEP,DEAD

    MOVE target1: HOME/RETURN, (frames)
    MOVE target1: FORWARD/BACKWARD, (distance), (frames)
    MOVE target1: POINT, x coordinate, y coordinate, (frames)
    MOVE target1: target2, BASE/CENTER/HEAD/FRONT BASE/FRONT CENTER/FRONT HEAD/BACK BASE/BACK CENTER/BACK HEAD/ (frames), (offset)

    OPACITY target: x/%, (frames)
    SHAKE SCREEN: (power), (speed), (frames)

    TINT SCREEN: NORMAL/DARK/SEPIA/SUNSET/NIGHT/r,g,b,gray, (frames) |Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255

    CAMERA CLAMP ON/OFF
    CAMERA FOCUS: target, FRONT BASE/BASE/BACK BASE/FRONT CENTER/CENTER/BACK CENTER/FRONT HEAD/HEAD/BACK HEAD, (frames)
    CAMERA OFFSET: LEFT/RIGHT/UP/DOWN, distance
    CAMERA PAN: LEFT/RIGHT/UP/DOWN, distance, (frames)
    CAMERA SCREEN: TOP LEFT/FAR LEFT/BOTTOM LEFT/TOP CENTER/CENTER/BOTTOM CENTER/TOP RIGHT/FAR RIGHT/BOTTOM RIGHT, (frames)
    CAMERA SCREEN: POINT, x, y, (frames)
    CAMERA SCREEN: target, FRONT/BASE/BACK/FRONT CENTER/CENTER/BACK CENTER/FRONT TOP/TOP/BACK TOP, (frames)
    RESET CAMERA/ZOOM: (frames)
    ZOOM: x%/x.y, (frames)
     

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