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

ItsAri

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This thread is kinda old, but I made a class called the Trickster class. This uses the Mind Element and physical Slash damage towards the enemy, along with MDF debuffs and buffs :p
And I have a few skills to share!
(Note that certain parts may not fit in your kind of game since multiple elements take place, but you can edit it however you want :D
The YEP Battle Core
YEP ActSeqPack1
YEP ActSeqPack2
YEP ActSeqPack3 are needed to perform these skills.)

Mind Break
Deals minor Mind Slash damage to one foe. Has a small chance to inflict Confusion. (A sword is needed to perform skill.)

<target action>
(The user will vanish)

\\before action

jump user: 10, 15
motion evade: user
se: Magic1
opacity user: 0, 30

wait: 30

move user: target, front base



//attack 1
(user's 1st attack)
add element: 13
show aniamtion 7: target
show animation 121: target
flash screen: magenta, 10
shake screen: 9, 9, 10
action effect

wait: 30

//attack 2
(user's 2nd attack)
mirror aniamtion 7: target
show animation 121: target
flash screen: magenta, 10
shake screen: 9, 9, 10
action effect

wait: 30


(User will reappear)
\\move home
move user: home
wait for movement
se: Magic1
face user: forward
motion evade: user
opacity user: 255, 15
</target action>


Illusion
Deals moderate Mind Slash damage to one foe. Raises the user's evasion and has a high chance to cause confusion. (A sword is needed to perform skill.)
<Learn Cost: 450 JP>

<target action>
(the camera will focus on the user, the user will jump and vanish)

focus camera: user
zoom: 120%, 20
jump user: 10, 15
motion evade: user
se: Magic1
opacity user: 0, 30

wait: 30

focus camera: target
wait: 30

\\attack


(action will perform)
show animation 56: target
wait: 17
add element: 1
action effect
wait for effect

wait: 20



//return
(the camera will reset and the user will reappear)
reset focus
reset zoom
move user: home
wait for movement
face user: home
se: Magic1
motion evade: user
opacity user: 255, 30
add state 27: user
(Raises the user's evasion by 60%)
</target action>
 

Aesica

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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?
Hopefully this isn't too late because I didn't see this until now, but whole action and target action can sometimes overlap. If you're doing damage/effects via whole action, but select a target using a single target selection method or something similar, it's also going to try to use the default entry for target action unless you empty it like this:

<Target Action>
</Target Action>
 

belatucadrus

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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 ?
I'm bumping this request, because i'm still unable to achieve this
 

glaphen

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belatucadrus

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PLUEVNR

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Hello,

Simple actions but I wanted to share them anyway :)

Code:
<setup action>
    IMMORTAL: targets, true
    move user: forward
</setup action>

<target action>
    motion chant: user
    wait: 10
    float user: 30%, 30
    wait for float
    wait: 30
    motion spell: user
    wait: 30
    show animation 66: target
    wait: 10
    action effect
</target action>

<finish action>
    float user: 0%, 30
    wait: 10
    IMMORTAL: targets, false
    move user: home
    face user: forward
</finish action>

Code:
<setup action>
    immortal: targets, true
    move user: target, front
</setup action>

<target action>
    wait: 10
    motion attack: user
    show animation 1: target
    wait for animation
    action effect
</target action>

<finish action>
    IMMORTAL: targets, false
    move user: home
    face user: forward
</finish action>
 
Last edited:

Daisetsu

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Has someone a few good hand to hand combat attacks to share?
would be very cool, dont have time to make everything myself
 

Zakarijah

I love making maps!
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Kinda new to this but...
How would I go about making a character /move/ to the next enemy in an action sequence if the first one dies?

some of my battlers gain 'attack times +1' as a passive trait but I'f like them to move to the next enemy when the first one falls.
 

ItsAri

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Kinda new to this but...
How would I go about making a character /move/ to the next enemy in an action sequence if the first one dies?

some of my battlers gain 'attack times +1' as a passive trait but I'f like them to move to the next enemy when the first one falls.
If you set it as
<target action>
</target action>
and set the scope to all enemies
the user should move to the enemy's base and attack all enemies one at a time as they transition to each enemy
 

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