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

starkprime

Villager
Member
Joined
Apr 25, 2020
Messages
21
Reaction score
0
First Language
english
Primarily Uses
Other
I noticed that enemies weren't dying until everyone in the group was also dead. I don't have immortal state on any abilities. I'm just testing normal attacks at the moment. Can anyone see why the enemy would be alive with zero health?

<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
wait for animation
wait for movement
wait: 5
</target action>

<finish action>
move user: home
face user: forward
immortal: targets, false
clear battle log

</finish action>
 

starkprime

Villager
Member
Joined
Apr 25, 2020
Messages
21
Reaction score
0
First Language
english
Primarily Uses
Other
A little update, i removed immortal: targets, true from the setup so i have no idea why the enemies aren't dying.
 

Icenick

Veteran
Veteran
Joined
Mar 28, 2012
Messages
269
Reaction score
32
First Language
English
Primarily Uses
Hi guys im wondering how to make a shockwave skill that casts 4 times.
The skill targets only front row enemies, if it kills will raise ATK. At the end of the 4 attacks it checks to see if there is a state if not it will apply this state if there is it will remove this state.

Im trying to get it so that if on any of the casts the front row is clear it will move forward and attack the next row. Right now it will attack even if the enemies all die.

Heres my tag

<Target: Front Enemy Row>
<Defeat Reward: Add ATK Buff, 3 Turns>
<Critical Multiplier: -25%>

<Whole Action>
move user: target, front base, 5
wait for movement
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
wait: 20
motion swing: user
action animation
wait for animation
action effect
collapse: target, force
</Whole Action>

<target action>
if target.isStateAffected(40)
remove state 40: target
else
add state 40: target
end
</target action>
 

Vergel_Nikolai

Villager
Member
Joined
Mar 6, 2020
Messages
20
Reaction score
2
First Language
English
Primarily Uses
RMMV
So I was making 2 spells called Cleave and Engulf and I have several problems on doing their action sequence.

For Cleave, I am to have the character move backward slowly for some time before dashing foward in a swift motion while doing their attack animation (swinging a sword, axe, etc, not the case with still-image SV Enemies) and after the animation they return to their position. And since Cleave hits 2 random opponents then the character is to do this twice. In what I typed in the notes so far the character will instead dash quickly forward and twice, not doing the backward motion and returning to home part. Can someone tell me how to do it? Here's Cleave.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
move user: forward, -80, 60
motion attack: user
move user: forward, 40, 20
action animation
wait for animation
action effect
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>

For Engulf, I was aiming for the action effect to trigger 3 times and one after another after while the animation (which is reminiscent to a flamethrower) plays but with what I did so far all 3 action effects appear all together. Is there a way to make them come out one second after the other? This is Engulf.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
action animation
action effect
action effect
action effect
wait for animation
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>
 

PLUEVNR

Veteran
Veteran
Joined
Jan 15, 2020
Messages
49
Reaction score
10
First Language
French
Primarily Uses
RMMV
Hey there,
I'm trying to have my monster leaping forward but this is not working as I would.
Can anybody help me please?

here is the current code :
Code:
<target action>
    move user: target, front base, 30
    jump user: 100, 30
    wait for jump
    motion swing: user
    show animation 140: target
    shake screen
    wait for animation
    action effect
</target action>
My monster is moving, then jumping
same thing if I put the jump before the move

What I'd like is a jump while moving.

thanks
 

ItsAri

That one Weeb
Veteran
Joined
Dec 9, 2019
Messages
34
Reaction score
19
First Language
English
Primarily Uses
RMMV
Hey there,
I'm trying to have my monster leaping forward but this is not working as I would.
Can anybody help me please?

here is the current code :
Code:
<target action>
    move user: target, front base, 30
    jump user: 100, 30
    wait for jump
    motion swing: user
    show animation 140: target
    shake screen
    wait for animation
    action effect
</target action>
My monster is moving, then jumping
same thing if I put the jump before the move

What I'd like is a jump while moving.

thanks
I think it's the "wait for jump" command? It's waiting for the jump to be complete before it continues
Maybe remove that?
 

PLUEVNR

Veteran
Veteran
Joined
Jan 15, 2020
Messages
49
Reaction score
10
First Language
French
Primarily Uses
RMMV
I think it's the "wait for jump" command? It's waiting for the jump to be complete before it continues
Maybe remove that?
Sorry I forgot to edit
It was a dumb error... I the setup action I had a move command....
And yeah, removing the wait for jump command gives more space to control the action
 

jonenglish91

Villager
Member
Joined
Aug 23, 2015
Messages
12
Reaction score
15
First Language
English
Primarily Uses
Hey Guys,

Here is a special attack I revamped, full action sequence below!




Code:
<setup action>
bgm: stop
bgm: memorize
bgm: 1-10 Devastator
display action
immortal: targets, true
</setup action>

<target action>
common event: 1
se: Sean - Blow You Away
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
jump user: 30, 12
move user: forward, 150, 12
wait for movement
motion idle: user
camera focus: user
wait: 10
-----<movement>------
battleback 3 add: battlebacks1, Speedlinevertical
battleback 3 scroll speed y: -300
camera screen: user, base top, 15
zoom: 200%, 15
wait: 30
zoom: 120%, 120
se: Sean - This is it!
------Charge Skill-------
shake screen: 3, 5, 60
custom motion charge: user
animation 217: user
animation 201: user
animation 218: user, mirror
animation 215: user, mirror
wait: 10
animation 215: user, mirror
animation 218: user, mirror
wait: 10
animation 218: user, mirror
animation 215: user, mirror
common event: 5
wait for animation
wait for camera
wait: 30
fade out: 10
wait: 30
battleback 3 remove
move user: forward, -1000, 0
wait: 30
-----<BATTLEBACK CHANGE>------
battleback 3 add: battlebacks1, SpeedlineBlack
battleback 3 scroll speed x: -300
camera screen: user, base top, 15
zoom: 200%, 15

wait: 30
fade in: 15
-----<BATTLEBACK CHANGE>------

-----<DASH>------

motion evade: user
opacity user: 100%, 20
opacity target: 0%, 20
move user: forward, 1000, 50
motion evade: user
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror
animation 237: user, mirror

se: Magic8
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 234: user, mirror

shake screen: 9, 9, 2
wait: 10
shake screen: 9, 5, 2
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror

shake screen: 9, 9, 2
wait: 10
shake screen: 9, 5, 2
animation 240: user, mirror
animation 215: user, mirror
animation 234: user, mirror

se: Magic8
shake screen: 9, 9, 2
wait: 10
shake screen: 9, 5, 2
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror
shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 234: user, mirror

shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 234: user, mirror
animation 215: user, mirror
se: Magic8
shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror

shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 234: user, mirror
shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror

se: Magic8
shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 234: user, mirror

shake screen: 9, 9, 2
wait: 10
shake screen: 9, 9, 2
animation 240: user, mirror
animation 215: user, mirror
animation 233: user, mirror
animation 236: user, mirror

animation 238: user, mirror
shake screen: 9, 9, 2
wait: 60
animation 240: user, mirror
animation 133: user, mirror
animation 232: user, mirror

se: Magic8
move user: forward, 1000, 10
motion evade: user
wait: 30
fade out: 12
wait: 30



zoom: 200%, 0
opacity target: 100%, 20
move user: targets, front, 12
move target: forward, 170, 12
move user: forward, -2000, 0
wait: 30
--------<Dash END>----------
---------<SlowMo>------------
fade in: 12
wait: 60
zoom: 200%, 12
motion evade: user
move user: target, front, 12
wait: 12
move target: forward, 100, 12

wait: 12

animation 166: user, mirror
action animation: target
action effect: target
zoom: 400%, 12
move user: target, back, 200
motion swing: user
wait: 10
custom motion Hold: user
animation 243: target
wait: 10
animation 244: target
wait: 10
animation 244: target
wait: 10
animation 244: target
wait: 10
animation 244: target
wait: 10
animation 244: target
wait: 10
animation 244: target
wait: 10
animation 244: target

move target: forward, 20, 12
wait: 12
move user: target, back, 4
animation 242: target
animation 242: target, mirror
zoom: 200%, 12
---------</SlowMoEnd>------------
---------<Slashes>------------
se: Sean - Crush
motion evade: user
wait for movement
opacity user: 100%

wait: 25
camera focus: user
face user: target

motion swing: user
wait: 6
animation 218: user, mirror
animation 146: target
action effect: target
shake screen: 3, 5, 5
custom motion Hold: user
wait: 6

death break

custom motion vertical: user
wait: 6
animation 218: user, mirror
animation 147: target
action effect: target
shake screen: 3, 5, 5
custom motion verticalhold: user
wait: 6

death break

motion swing: user
wait: 6
animation 218: user, mirror
animation 146: target
action effect: target
shake screen: 3, 5, 5
custom motion Hold: user
wait: 6

death break

custom motion vertical: user
wait: 6
animation 218: user, mirror
animation 147: target
action effect: target
shake screen: 3, 5, 5
custom motion verticalhold: user
wait: 6

death break

motion swing: user
wait: 6
animation 218: user, mirror
animation 146: target
action effect: target
shake screen: 3, 5, 5
custom motion Hold: user
wait: 6



death break

custom motion vertical: user
wait: 6
animation 218: user, mirror
animation 147: target
action effect: target
shake screen: 3, 5, 5
custom motion verticalhold: user
wait: 6

death break

motion swing: user
wait: 6
animation 218: user, mirror
animation 146: target
action effect: target
shake screen: 3, 5, 5
custom motion Hold: user
wait: 6

death break

custom motion vertical: user
wait: 6
animation 218: user, mirror
animation 147: target
action effect: target
shake screen: 3, 5, 5
custom motion verticalhold: user
wait: 6

death break

motion swing: user
wait: 6
animation 218: user, mirror
animation 146: target
action effect: target
shake screen: 3, 5, 5
custom motion Hold: user
wait: 6




death break

custom motion vertical: user
wait: 6
animation 218: user, mirror
animation 147: target
action effect: target
shake screen: 3, 5, 5
custom motion verticalhold: user
wait: 20
zoom: 300%, 50
wait: 20
---------</SlashEnd>------------
---------<ChargeSkill>------------
custom motion charge: user
animation 201: user
wait: 100
zoom: 120%, 300
camera focus: user
animation 197: user
shake screen: 3, 5, 5
jump target: 50, 10
animation 231: user
wait: 10
shake screen: 3, 5, 5

animation 231: user
jump target: 60, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 70, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 80, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 90, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 100, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
wait: 15
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 228: target
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 110, 10
wait: 10
shake screen: 3, 5, 5
animation 231: user
jump target: 400, 10
float target: 400, 0
wait: 10
shake screen: 3, 5, 5
animation 231: user
wait: 10
shake screen: 3, 5, 5
animation 231: user
wait: 10
shake screen: 3, 5, 5
wait: 30
death break
fade out: 100
wait: 120
float target: 0, 60


--------<Charge Skill End>------
</target action>

<finish action>

clear battle log
battleback 3 remove
reset camera
reset zoom
wait for animation
common event: 3
perform finish
wait for movement
opacity all actors: 100%, 0
opacity enemies: 100%, 0
fade in: 50
wait: 50
immortal: targets, false
</finish action>
 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
909
Reaction score
384
First Language
English
Primarily Uses
RMMV
So I was making 2 spells called Cleave and Engulf and I have several problems on doing their action sequence.

For Cleave, I am to have the character move backward slowly for some time before dashing foward in a swift motion while doing their attack animation (swinging a sword, axe, etc, not the case with still-image SV Enemies) and after the animation they return to their position. And since Cleave hits 2 random opponents then the character is to do this twice. In what I typed in the notes so far the character will instead dash quickly forward and twice, not doing the backward motion and returning to home part. Can someone tell me how to do it? Here's Cleave.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
move user: forward, -80, 60
motion attack: user
move user: forward, 40, 20
action animation
wait for animation
action effect
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>

For Engulf, I was aiming for the action effect to trigger 3 times and one after another after while the animation (which is reminiscent to a flamethrower) plays but with what I did so far all 3 action effects appear all together. Is there a way to make them come out one second after the other? This is Engulf.
<Setup Action>
display action
immotal: target, true
perform start
wait for movement
cast animation
wait for animation
</Setup Action>
<Target Action>
perform action
action animation
action effect
action effect
action effect
wait for animation
death break
</Target Action>
<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
</Finish Action>
For the cleave, I don't see that you added a backward move command, just two that move forward. While I see the first has -80, you might try the move user: backward command instead.

For the engulf, you could try adding a wait: 60 in between each action effect. That should be about 1 second, depending on how fast you have your animations set to play in the battle core plugin parameters.
 

Vergel_Nikolai

Villager
Member
Joined
Mar 6, 2020
Messages
20
Reaction score
2
First Language
English
Primarily Uses
RMMV
For the cleave, I don't see that you added a backward move command, just two that move forward. While I see the first has -80, you might try the move user: backward command instead.

For the engulf, you could try adding a wait: 60 in between each action effect. That should be about 1 second, depending on how fast you have your animations set to play in the battle core plugin parameters.
Yeah, I used -80 to move backwards cuz I don't seem to see move user:backward anywhere but maybe it's just because of tired eyes. Also thanks, I shall test those out.
 

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
610
Reaction score
667
First Language
FIlipino
Primarily Uses
N/A
Im kinda newb at this and I wanna learn some Yanfly Action sequences for future uses... hmm! Can anyone make a simple "Gun attack" code for Yanfly?

Like a gun type attack, the battler will small jump a few steps forward, then it shoots with its gun with a "blasting animation" coming from their gun's tip, afterwards the animation on the enemy will take place + the damage? That would be so cool! Thank you so much!

Forgive me if someone already made a gun attack action sequence... Because I usually learn from basic examples, and a basic gun attack would help tremendously I believe. :D

(Also just a question; via Yanfly's action sequences, can you control the poses of the battlers you want to use during the sequence? like for example, I want pose item-1 to play during this part, then pose attack-3 during this part.)
 

Vergel_Nikolai

Villager
Member
Joined
Mar 6, 2020
Messages
20
Reaction score
2
First Language
English
Primarily Uses
RMMV
Wait actually I did move backwards and it's not what I intend to do. The character is suppose to move back while still facing forward, hence why I made the -80 thing.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Profile Posts

Worst part about doing a plugin based on an existing system: figuring out the best way for developers to set up the data.
Right now, my free time is less when Covid 19 in my country.
Begin to reduce the number of daily infections to 0.
Okay someone really needs to fix that broken railing, its a health hazard...

Forum statistics

Threads
99,210
Messages
963,079
Members
130,798
Latest member
dirty_score
Top