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

J-G

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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.
 

catboykanan

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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
 

J-G

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

palatkorn

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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>
I tried using it and found that my selected menu item scene below is missing.
 

J-G

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i used yanfly's dynamic background plugin,its easy to use :D
Didn't know Yanflys had one lol he has so many plugins that I've yet to know what each one does
 

slimmmeiske2

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@J-G , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. 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 use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


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

artofomi

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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>
 

Xyonel

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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)
 

Spctorres

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I'm having trouble with a casting animation for Cure All running the animation 4 times. I left everything for cure all default and just used the code below. Can anyone tell me what i'm doing wrong?

<setup action>



display action

immortal: targets, true

wait: 40



opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 40

se: mercy voice line 1

motion chant: user

motion wait: user



opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20



opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20

opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20

motion guard: user

motion wait: user

animation 52: user

wait for animation

</setup action>

<Target Action>

motion spell: user

motion wait: user

wait: 30

camera focus: target, front center, 45

wait: 45

se: youve been discharged

action animation: target

wait for animation

action effect: target



clear battle log

wait: 20

reset zoom: 20

reset camera: 20

perform finish

wait: 20

opacity not focus: 100%

</Target Action>
 

Gregaur

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I'm having trouble with a casting animation for Cure All running the animation 4 times. I left everything for cure all default and just used the code below. Can anyone tell me what i'm doing wrong?

<setup action>



display action

immortal: targets, true

wait: 40



opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 40

se: mercy voice line 1

motion chant: user

motion wait: user



opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20



opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20

opacity user: 55%, 20

wait: 20

opacity user: 100%, 20

wait: 20

motion guard: user

motion wait: user

animation 52: user

wait for animation

</setup action>

<Target Action>

motion spell: user

motion wait: user

wait: 30

camera focus: target, front center, 45

wait: 45

se: youve been discharged

action animation: target

wait for animation

action effect: target



clear battle log

wait: 20

reset zoom: 20

reset camera: 20

perform finish

wait: 20

opacity not focus: 100%

</Target Action>

Try to changes the Target Action notetag by Whole Action
 

Vaslow

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1. Is there a way to have an enemy target one of their friends?

I'm trying to create a skill where the boss eats one of their minions to restore health. Problem is the boss will occasionally eat themselves. For the skill I set the scope to "one ally" and there doesnt seem to be any way in Yanfly's plugin to exclude the user from the list of potential targets when the user is an enemy.
 

Karbuncle

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Edit: Original problem was "Movement" was not working with Yanfly's engine.
Solved it - Started a new project, found out it worked in new project, compared Plugins, I think the only issue was my Plugins were in the wrong sequence. Seems to work now, fingers crossed
 
Last edited:

Chibi54

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Every time I do a whole action (For group attacks) all enemies get hit an extra time after the animation is over. how do I stop that?
 

GALER

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Hey guys! Had a question: How would I go about setting an initial talk scene zooming in on a certain actor, then pan to enemy, and zoom out; prior to beginning turn 1?
 

FirestormNeos

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Anyone have a sequence that works like this:

Code:
<target action>
motion attack: user
motion wait: user
action animation
wait for animation
action effect: target
death break
</target action>

but is based off what the player has equipped in the shield armor slot as opposed to the weapon slot?
 

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