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

Hiryu76

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Here is a charge type skill that I thought you guys might be interested in!

In the video it's called vira's will

<target action>

se: TO7BTL_1096

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

move user: forward, 150, 12

jump user: 30, 12

wait for movement

motion idle: user

wait: 10

-----<movement>------

battleback 3 add: battlebacks1, SpeedlineverticalBW

battleback 3 scroll speed y: -300

camera screen: user, base top, 15

zoom: 200%, 15

wait: 30

zoom: 100%, 120

se: TO7BTL_1101

------Charge Skill-------

animation 201: user

animation 204: user

shake screen: 3, 5, 60

custom motion charge: user

action effect: user

wait for animation

wait for camera

battleback 3 remove

common event: 3

opacity all actors: 100%, 20

opacity enemies: 100%, 20

reset camera

reset zoom



--------Charge Skill------

</target action>
you have comment event 2 and common event 3...what are those?
 

Raven Burns

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I tried recreating Asch the bloody's Rending Saber from Tales of the Abyss

Sprites are in WIP so it's not completely fleshed out the sequence is.



Code:
<Party Limit Cost: 4>
<setup action>
display action
immortal: targets, true
</setup action>

<whole action>
common event: 2
common event: 11
common event: 13

ACTION CUTIN USER: template J.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
move target: forward, 150, 1
opacity target: 100%, 20
motion idle: user
camera offset: up, 50
CAMERA FOCUS: user
wait: 10
-----<movement>------
battleback 3 add: battlebacks1, SpeedlineverticalBW
battleback 3 scroll speed y: -300
camera screen: user, base top, 15
zoom: 200%, 15
------Charge Skill-------
custom motion charge: user
animation 257: user
wait for animation
custom motion Raise: user
se: Jon-Annihilation
wait: 10
animation 179: user, mirror
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 16
animation 179: user, mirror
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 16
animation 179: user, mirror
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 16
animation 179: user, mirror
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 16
animation 179: user, mirror
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait :10
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 16
shake screen: 3, 5, 5
jump target: 150, 16
action effect
wait: 60
animation 258: user, mirror
custom motion SwordSpin: user
wait: 3
animation 258: user, mirror
wait: 3
animation 258: user, mirror
wait: 3
animation 258: user, mirror
wait: 3
animation 258: user, mirror
wait: 4
custom motion SwordThrust: user
animation 259: user, mirror
animation 263: user, mirror
se: Jon-Rending
wait: 25
animation 260: user, mirror
wait: 15
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
animation 259: user, mirror
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
animation 261: user, mirror
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
animation 259: user, mirror
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 110, 10
action effect
wait: 10
shake screen: 2, 5, 5
jump target: 400, 10
action effect
float target: 400, 0
wait: 10
shake screen: 2, 5, 5
animation 259: user, mirror
wait: 10
shake screen: 2, 5, 5
wait: 10
shake screen: 2, 5, 5
animation 263: user, mirror
wait: 30
death break
fade out: 100
wait: 120
float target: 0, 60

</whole action>

<target action>
</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: 120
wait: 50
common event: 19
common event: 12
common event: 14

immortal: targets, false
</finish action>


I have been looking for an afterimages plugin for years that is compatible with Yanfly's action sequences. It seems like such an easy script yet I can't find a decent one anywhere. That one you provided keeps crashing and wont play with Yanfly Animated SV. I tried for hrs.
 

Kanetsugu21

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This has likely been discussed at some point, but how do you make an attack that hits random targets that doesn't try to target dead enemies if they were killed earlier in the sequence? I thought Death Break would resolve that, but I'm clearly putting it in the wrong place or just not understanding something somewhere. Any help would be appreciated. Thanks!
 

cmbowen

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Hi, this has probably already been discussed at some point but I haven't had much luck finding the answer. I'm trying to make a skill where the character hits a single target 4 times, and for each successful hit the damage increases by 10%. I have all the action sequence packs, and the damage core to go with them and I can't seem to make the damage work. Right now I just have the basic "run up and hit 'em" as my action sequences cause I want to get the damage sorted out. I'm new to incorporating the damage in the note tags, and I perhaps overlooked it.
Any ideas for how to make this work? Thanks! :D
 

Vis_Mage

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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>
Hey, quick question. Simular to a question asked a couple pages back, would you be able to tell me what non-default animations are used in this sequence. Also, are the unique backgrounds (such as Speedlinevertical and SpeedlineverticalBW) publicly available resources?

Also an unrelated question, I've seen some people mention a downloadable project with several sequences, but can't seem to find it. Could someone please link it to me?
 

jonenglish91

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Hey, quick question. Simular to a question asked a couple pages back, would you be able to tell me what non-default animations are used in this sequence. Also, are the unique backgrounds (such as Speedlinevertical and SpeedlineverticalBW) publicly available resources?

Also an unrelated question, I've seen some people mention a downloadable project with several sequences, but can't seem to find it. Could someone please link it to me?

For the speedlines they were created by myself.

The charging aura and dust effects are from Melty Blood: Actress Again

The dashing effect are from King of Fighters 13 a mixture of Flames Line: Kyo and Wind Effects: Ash

The Grinding Slash/Sparks after the dash are from this pack: https://materialforwardvfx.wixsite.com/materialforward/asset

and the animating fire towards the end is from dream circles - Animations Collection III: Thaumaturgy
 

STARFALL

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How can I force the appearance of the Miss Popups in a action sequence?
 

Random Panda

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Hi All,

Does anyone know how I could check what enemy was selected from withing the action sequence?
I was looking to do something like this:

if target._enemyId = 23
Do stuff
else
Do other stuff
end

But I don't know what script I would call for the conditional. Any help would be greatly appreciated.
 

Random Panda

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How can I force the appearance of the Miss Popups in a action sequence?

One way I have done this was by making a state that boosted the targets Evade and Critical Evade. Then in the action sequence i would do a conditional like:
if "the reason you need to 'miss'"
add state
end
Action effect

then remove the state before the end of the action
 

Ashfell

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can anyone help with this

ok im working on a basic attack and after the character attacks i have them jump backwards back to the home location but everytime they move back to home location they turn around and face their home location instead of face away what am i doing wrong here is the end of it i have tryed everything i can think of
face user: away from home
face user: forward
face user: target

but everytime after the attack the actor turns around and moves back to home



<finish action>
face user: target
jump user: 10%
move user: home
motion evade: user
wait for motion
wait for animation
face user: forward
motion idle: user
immortal: targets, false
clear battle log
reset zoom
</finish action>
 
Last edited:

Bryanh

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using octopath battle system where you use boost to attack multiple times the character turns away from the enemy after the first attack.

using


<BP Repeat>

<Counter Name: Eye for an Eye>



<setup action>

clear battle log

display action

immortal: targets, true

</setup action>



<whole action>

perform start

motion standby: user

wait for movement

face user: target

</whole action>



<target action>

motion attack: user

wait: 10

attack animation: target

wait: 10

action effect

wait: 10

</target action>



<follow action>

wait for animation

</follow action>



<setup action>



display action



if user.attackMotion() !== 'missile'



camera focus: target

zoom: 150%, 20



camera offset: right, 50





else



camera focus: user

zoom: 250%, 20

wait: 20

camera focus: target

zoom: 150%, 20

camera offset: right, 50



end



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>
 

Megumi_Aramaki

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Hi there! I have trouble of making Yanfly's Action Sequence skill animation for my game project. But can you please do Stahn's Final Fury (Satsugeki Bukoken) from Tales of Destiny and Squall Leonhart's Rough Divide from Final Fantasy VIII?
 

JayXsane

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As Yanfly's Battle Engine Core and Action Sequences 1-3 basically add a new type of resource to the game that can be created/shared/requested (in the form of completed action sequences), I thought it would be a cool idea to have a thread where people can;

1 - Share any sequences that they have come up with,
2 - Request help with how certain sequences could be done.

For example, if someone figures out how to do a omnislash like sequence and would like to share it, they now have a place.


Be sure to thank/credit whomever created a sequence if you use it in your game.


Please include a note on if the end user will need to have action sequence plugin 1, 2, 3 or all of them for the shared sequence.


- For example, User SOC shared the following sequence (in another thread) to make your character swing their weapon when using the skill that contains this notetag.





It seems simple, but to some users, they may look at this an get confused, especially when trying to make it on their own. Having examples they can copy/paste to achieve a desired effect will help a lot.


A big thank you to Yanfly for creating the plugins!

Not to necro but I noticed on Page 1, this mentions if "someone figured how to do an omnislash", welp. Here you go. It's my first time using plugins so.
 

terriblegamerjoe

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I'm trying to make an action sequence where my battler fires a "beam" from a laser gun weapon. I've already created an animation for the beam and it "works" but the animation stays in the same position no matter which member of my party uses the skill, so let's say I have 3 people in the party and they all use the same weapon/skill it doesn't look like it's coming from each of them individually, it looks like the animation is in a static position no matter which battler casts it. Is there a way to make it appear that each of the party members is casting it and it appear to be coming from their weapon?
 

Rugman

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I'm trying to make an action sequence where my battler fires a "beam" from a laser gun weapon. I've already created an animation for the beam and it "works" but the animation stays in the same position no matter which member of my party uses the skill, so let's say I have 3 people in the party and they all use the same weapon/skill it doesn't look like it's coming from each of them individually, it looks like the animation is in a static position no matter which battler casts it. Is there a way to make it appear that each of the party members is casting it and it appear to be coming from their weapon?
You may have to make the animation part of the actual weapon by finding and editing the weapon sheet in your img folder.
 

terriblegamerjoe

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How do I make that work with the animation I need to use? Here's a screen grab... So, basically.. I'm making a Ghostbusters rpg, and I want them to fire their proton pack streams at the ghost. I'll replace the "sword" with the actual gun of the pack, but as you can see the animation doesn't even remotely look like it's coming from the weapon. Also excuse my poor animation, it's just a test.fire.png
 

HiddenAlchemist

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Hello. I would like it so that individual weapons have their own action sequences (I don't want all actors and enemies to share the same action sequence for the standard Attack skill).

However I'm not sure if this is even possible? I added this sequence to the Sword equipment to see if it would even work,

<setup action>
MOVE user: target, BASE
</setup action>

And unfortunately the user doesn't move. They'll move if this is attached to the Attack skill, but I want it on a weapon specifically. Are the Action Sequences simply aren't compatible with equipment?
 

ATT_Turan

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So, basically.. I'm making a Ghostbusters rpg, and I want them to fire their proton pack streams at the ghost.
You can't do that automatically. It should be possible if you create separate beam animations for every party member location to every possible enemy location in every troop in your game, then use if/else logic in the action sequences to determine which one to play, but that's hugely complicated.

You're better off using the Action Sequence Impact extension and turning the beams into projectiles.
Hello. I would like it so that individual weapons have their own action sequences (I don't want all actors and enemies to share the same action sequence for the standard Attack skill).

However I'm not sure if this is even possible? I added this sequence to the Sword equipment to see if it would even work,

<setup action>
MOVE user: target, BASE
</setup action>

And unfortunately the user doesn't move. They'll move if this is attached to the Attack skill, but I want it on a weapon specifically. Are the Action Sequences simply aren't compatible with equipment?
Per the documentation, action sequence notetags will function in skills and items, not weapons or armor. You can use if/else checks in your Attack skill to check for the id of the weapon being used (or the weapon type, if that's what you're basing it off of).

You could also use Yanfly's Weapon Unleash plugin to replace which skill is called by notetags on individual weapons. You can call them all Attack, so that the user doesn't see a difference.

 

Hayden

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Hi.

Sorry if this is a stupid question, but how do you actually set a weapon to be a missile type?

I'm using an action sequence that I found on a Driftwood tutorial. It does everything I want, except that I can't get enemies or players to stay back when they're using ranged weapons.

Here's the action sequence:
<setup action> display action immortal: targets, true </setup action> <target action> if user.attackMotion() !== 'missle' move user: targets, front, 20 else perform start end zoom: 125%, 30 camera screen: target, front center, 30 camera focus: target, front center, 30 wait for movement motion attack: user wait: 10 attack animation: target wait for animation action effect </target action>
 

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