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

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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
 

Zakarijah

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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
It works but it's for a standard attack and this makes them ALWAYS attack ever enemy.

I'm looking more for it to only do it as far as the "attack times +1" will allow.
 

ItsAri

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maybe add a death brake in between or where the action ends so it doesn't continue?
 

Zakarijah

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maybe add a death brake in between or where the action ends so it doesn't continue?
Also tried that but it didn't seem to do anything.

I was reading and it apparently is for if the user dies(?)
 

jonenglish91

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Got another video for you guys


Here is the action sequence for Thunder Clap

Code:
<target action>
Action Cutin User: Hue 120, BlendMode Normal
se: Calamity Jane I'll Send you to your Deaths
wait: 100
common event: 2
-----<Cast>------
motion chant: user
wait: 10
animation 183: user, mirror
wait: 10
SHOCKWAVE: CENTER user
animation 190: user, mirror
wait for animation
opacity friends not user: 0%, 20
opacity enemies: 0%, 20
animation 150: user, mirror
wait for animation
opacity targets: 0%, 20
wait: 30
fade out: 10
wait: 30
-----<Cast>-----
-----<Background Change>---
fade in: 10
battleback 3 add: battlebacks1, Speedlineverticalpurple
battleback 3 scroll speed y: -300
zoom: 300%, 10
move user: forward, 200, 12
wait: 12
opacity user: 100%, 10
camera screen: user, center, 15
camera focus: user, center, 15
zoom: 100%, 300
jump user: 400, 10
float user: 400, 10
wait: 20
float user: -100, 500
custom motion Hold2: user
wait: 40
animation 188: user, mirror
wait: 40
animation 188: user, mirror
wait: 40
animation 188: user, mirror
se: Calamity Jane - know what true power is
wait: 100
float user: -400, 3
opacity user: 0%, 20
animation 180: user, mirror
wait for animation
-----<Background Change>---
-----<Background Change Remove>---
fade out: 10
wait: 20
battleback 3 remove
move user: forward, 0, 12
move user: targets, front, 20
camera screen: target, center, 15
camera focus: target, center, 15
custom motion Hold2: user
float user: 800, 3
opacity user: 100%, 20
opacity targets: 100%, 20
move target: forward, 200, 12
zoom: 300%, 10
wait: 20
fade in: 20
zoom: 100%, 400
wait: 100
float user: 0, 5
shake screen: 3, 5, 150
reset camera: 400
SHOCKWAVE: CENTER user
animation 178: user, mirror
animation 182: user, mirror
animation 185: user, mirror
move target: backward, 50, 12
jump target: 140, 12
action effect
wait: 20
SHOCKWAVE: CENTER user
action effect
wait: 20
animation 187: user, mirror
move target: forward, 50, 12
jump target: 140, 12
action effect
wait: 20
action effect
wait: 20
animation 186: user, mirror
action effect
move target: backward, 50, 12
jump target: 140, 12
wait: 20
action effect
wait: 20
animation 185: user, mirror
move target: forward, 50, 12
jump target: 140, 12
action effect
wait: 20
action effect
wait: 20
action effect
wait: 20
action effect
wait: 20
opacity user: 0%, 40
wait for animation
common event: 3
perform finish
wait for movement
opacity user: 100%, 20
-----<Background Change Remove>---
</target action>
 

PLUEVNR

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Hello there !

Could anybody help me about the normal attack animation?

I think it's rather simple, or maybe already "solved", but I can't find out how to do it.

What I need to do is :

If user is melee
> do this animation sequence

if user is ranged
> do this animation sequence

It doesn't have to be an eveolved animation, just a basic one for the normal attack.

Thx by advance and have fun :)
 

GalacticGod

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Here is the action sequence for Thunder Clap

Code:
<target action>
Action Cutin User: Hue 120, BlendMode Normal
se: Calamity Jane I'll Send you to your Deaths
wait: 100
common event: 2
-----<Cast>------
motion chant: user
wait: 10
animation 183: user, mirror
wait: 10
SHOCKWAVE: CENTER user
animation 190: user, mirror
wait for animation
opacity friends not user: 0%, 20
opacity enemies: 0%, 20
animation 150: user, mirror
wait for animation
opacity targets: 0%, 20
wait: 30
fade out: 10
wait: 30
-----<Cast>-----
-----<Background Change>---
fade in: 10
battleback 3 add: battlebacks1, Speedlineverticalpurple
battleback 3 scroll speed y: -300
zoom: 300%, 10
move user: forward, 200, 12
wait: 12
opacity user: 100%, 10
camera screen: user, center, 15
camera focus: user, center, 15
zoom: 100%, 300
jump user: 400, 10
float user: 400, 10
wait: 20
float user: -100, 500
custom motion Hold2: user
wait: 40
animation 188: user, mirror
wait: 40
animation 188: user, mirror
wait: 40
animation 188: user, mirror
se: Calamity Jane - know what true power is
wait: 100
float user: -400, 3
opacity user: 0%, 20
animation 180: user, mirror
wait for animation
-----<Background Change>---
-----<Background Change Remove>---
fade out: 10
wait: 20
battleback 3 remove
move user: forward, 0, 12
move user: targets, front, 20
camera screen: target, center, 15
camera focus: target, center, 15
custom motion Hold2: user
float user: 800, 3
opacity user: 100%, 20
opacity targets: 100%, 20
move target: forward, 200, 12
zoom: 300%, 10
wait: 20
fade in: 20
zoom: 100%, 400
wait: 100
float user: 0, 5
shake screen: 3, 5, 150
reset camera: 400
SHOCKWAVE: CENTER user
animation 178: user, mirror
animation 182: user, mirror
animation 185: user, mirror
move target: backward, 50, 12
jump target: 140, 12
action effect
wait: 20
SHOCKWAVE: CENTER user
action effect
wait: 20
animation 187: user, mirror
move target: forward, 50, 12
jump target: 140, 12
action effect
wait: 20
action effect
wait: 20
animation 186: user, mirror
action effect
move target: backward, 50, 12
jump target: 140, 12
wait: 20
action effect
wait: 20
animation 185: user, mirror
move target: forward, 50, 12
jump target: 140, 12
action effect
wait: 20
action effect
wait: 20
action effect
wait: 20
action effect
wait: 20
opacity user: 0%, 40
wait for animation
common event: 3
perform finish
wait for movement
opacity user: 100%, 20
-----<Background Change Remove>---
</target action>
Super Epic Battle Sequence!
I have been trying to duplicate what you did (is it possible for you to share the names of the animations (and what DLCs, Packs, Sets, they came from) you have listed in your database. For example when you use animation 186 (what is the name of that animation you are using?) Also, what is going on in common event: 2?

Anyhow, truly epic stuff. Trying to learn how to do it myself.
 
Last edited:

PLUEVNR

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Hello there !

Could anybody help me about the normal attack animation?

I think it's rather simple, or maybe already "solved", but I can't find out how to do it.

What I need to do is :

If user is melee
> do this animation sequence

if user is ranged
> do this animation sequence

It doesn't have to be an eveolved animation, just a basic one for the normal attack.

Thx by advance and have fun :)
I finally found something which is... nearly working.

Code:
<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>
The range attacker is doing ranged attacks, the melee one is doing melee attacks, so this is great.
But the enemies are doing something weird (see image below)

YEP_sequence.png

When it's attacking my character in the middle, it's displayed under my third character, but my third character should be hided by the jellyfish.
Is there any way to fix this ?
 

jonenglish91

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Super Epic Battle Sequence!
I have been trying to duplicate what you did (is it possible for you to share the names of the animations (and what DLCs, Packs, Sets, they came from) you have listed in your database. For example when you use animation 186 (what is the name of that animation you are using?) Also, what is going on in common event: 2?

Anyhow, truly epic stuff. Trying to learn how to do it myself.
Hey,

Glad you liked it!

Common event 2 is just a battle hud hide command.

The animation 186 I believe is from Vibratos animation material pack
190 is the pulse effect from RTP cure
150 is called Xteleport which i believe is from quintessence animation? or a animation pack I found lurking on the forums
188 is another animation from the quintessence pack believe called degredation
180 is just Darkness 2 fire head RTP blown up
182 is called upheavel which I believe is from the latest/last quintessence pack


Sorry I really can't remember where all the animation came from in terms of packs etc.
 

Random Panda

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Hi all,

I can't seem to get this conditional part of my action sequence to work correctly. The idea is for a monster to do an attack that hits random player characters multiple times. What i have been trying to work with is this:

Code:
<target action>
EVAL: this._TARCHOICE = Math.floor(Math.random() * 4) + 1

if this._TARCHOICE = 4
animation 1: character 4
ACTION EFFECT: character 4
end

if this._TARCHOICE = 3
animation 1: character 3
ACTION EFFECT: character 3
end

if this._TARCHOICE = 2
animation 1: character 2
ACTION EFFECT: character 2
end

if this._TARCHOICE = 1
animation 1: character 1
ACTION EFFECT: character 1
end

wait: 5
<\target action>
But it ends up just hitting each character instead of just one individual random character based on the random number generated. Any help with this would be greatly appreciated.

EDIT/UPDATE: I figured it out that using "if this._TARCHOICE === 1" in stead of "if this._TARCHOICE = 1" worked.
 
Last edited:

MarxMayhem

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Recreating Cover/Protect Ally from Final Fantasy with YEP?

I believe it can be recreated with Yanfly Engine Plugin's Action Sequence. I just need to be pointed at the right direction.

Specifically, I'd want the following to happen.

  • A basic attack or single-target skill from one side is used against a target from the opposite side.
    • The game checks if that target is under a "Protect All Allies" state.
      • Checks if the actor designated by that state is above 25% MaxHP.
      • The attack is redirected to that actor.
    • The game checks if that target is under a "Protect 1 Ally" state.
      • Checks if the actor designated by that state is above 25% MaxHP.
      • The attack is redirected to that actor.
    • The game checks if that target is under 25% MaxHP.
      • The game checks for all of its allies with the "Cover" state.
      • The game checks for them that has the highest current HP.
      • The attack is redirected to that actor.
    • The attack is not redirected.

Of course, if the attack is redirected, the new target moves in front of the original target, then damage calculations, then the new target returns to their spot in the battlefield.
 

KoalaFrenzy

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Having some trouble figuring this out. I'm using YEP Action Sequence with Olivia's Impact Sequence plugin to add projectile functionality.

The spell fires 3 projectiles that hit random enemies and explode on contact. I'm having trouble staggering the projectiles the way I want. If I put this in a Whole Action, and the projectiles choose the same target, it visually fires fewer projectiles. Alternatively, if I put this in a Target Action, I have to wait for each projectile to finish because the projectile animation and explosion animations are separate.

Any thoughts?

Whole action setup:
Code:
<Whole Action>
motion attack: user
motion wait: user
projectile animation 133: start user, goal target, goal offset +0 +100, duration 100
wait for projectile
animation 134: target
action animation: target
action effect
wait:5
</Whole Action>
<target action>
</target action>
Target action setup:
Code:
<whole action>
perform start
motion standby: user
wait for movement
face user: target
</whole action>
<Target Action>
motion attack: user
motion wait: user
projectile animation 133: start user, goal target, goal offset +0 +100, duration 100
wait for projectile
animation 134: target
action animation: target
action effect
wait:5
death break
</Target Action>
 

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