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

-Rena-

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I think I'm just too stupid, but I don't understand how to copy code from this forum here displayed in the "code" tag or whenever people write this stuff without spaces haha

for example this:

Code:
<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

When I copy & paste it I have to set the spaces manually, like
<setup action>
display action
immortal: targets, true

.. etc. because it doesn't recognize the code otherwise. There's a lot of really cool stuff here I want to look into because I'm pretty newbish, what am I doing wrong? o: Please excuse the super stupid question!
 

Aesica

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I think I'm just too stupid, but I don't understand how to copy code from this forum here displayed in the "code" tag or whenever people write this stuff without spaces haha

for example this:

Code:
<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

When I copy & paste it I have to set the spaces manually, like
<setup action>
display action
immortal: targets, true

.. etc. because it doesn't recognize the code otherwise. There's a lot of really cool stuff here I want to look into because I'm pretty newbish, what am I doing wrong? o: Please excuse the super stupid question!

It's not a stupid question and you're not stupid for asking it.

If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
Code:
<Whole Action>

wait: 60

action animation: targets

wait: 15

hp: same, -variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

mp: same, -variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tp: same, -variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tpb: same, -50%

wait: 60

animation: 46, targets

wait: 15

hp: same, variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

mp: same, variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tp: same, variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tpb: same, 50%

wait: 60

animation: 1, targets

wait: 15

hp: same, 0

wait: 60

</Whole Action>

When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
 

phamthienbao

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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>
Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
 

-Rena-

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It's not a stupid question and you're not stupid for asking it.

If some people's action sequences in code tags have messed up spaces and are single line, it's either their own fault or the forums somewhere along the line screwed them up. Either way, you're not doing anything wrong. if anything, copying from RM and pasting into the forums adds an extra line break:

Note: this isn't a yanfly action sequence so don't use it because it won't work. (It's for a custom thing I'm working on and just so happen to have open, but it's the same principle)

In RM, there's no line double-spacing, but when I post it here, it adds an extra linebreak for every line for some reason, like so:
Code:
<Whole Action>

wait: 60

action animation: targets

wait: 15

hp: same, -variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

mp: same, -variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tp: same, -variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

action animation: targets

wait: 15

tpb: same, -50%

wait: 60

animation: 46, targets

wait: 15

hp: same, variance(damage(a.atk, 5, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

mp: same, variance(damage(a.atk, 3, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tp: same, variance(damage(a.atk, 2, b.def), 0.1);

wait: 60

animation: 46, targets

wait: 15

tpb: same, 50%

wait: 60

animation: 1, targets

wait: 15

hp: same, 0

wait: 60

</Whole Action>

When I copy/paste something that's properly linebreaked from the forums though, it works fine and should for you as well.
Ahhh, thank you! :) This confused me a lot and I thought I missed something!
 

jonenglish91

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Thank for your awesome sharing. These action is very epic. Did you use ACTION CUTIN plugin? and which sv_actor did you use for
Thanks! Yes I did use that plugin, These are custom made sideview actors.

I posted the incomplete sheets here as we revamped the sprites.
 
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Hey guys, I'm a noob programmer in need of assistance :elswt:
I'm having trouble to do some pretty simple animations, and hoped you guys could help me.

The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:

<Setup action> move user: target, front, 20 wait for movement </Setup action> <Target action> Motion attack: user action animation: target wait for animation action effect normal critical if user.attackMotion() == 'Thrust' wait: 20 Motion attack: user action animation: target wait for animation action effect normal critical end </Target action>

The line "if user.attackMotion" works fine, but thats not what I wanted, because a spear or punch weapon would activate this as well. I wanted to change the "motion" to "type", but dont know if theres a code for that. Do you guys know what code I could insert? Thanks!
 

JGreene

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Try this, instead of attackMotion

if user.isWtypeEquipped(ID)

For clarity, that's the type not the ID of the weapon itself
 

ATT_Turan

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The first skill is the "attack" default action, and I wanted to make a condition where... if the character is holding a "dagger" weapon-type, he does one more attack. Heres the notetag I'm using:
The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
 
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Try this, instead of attackMotion

if user.isWtypeEquipped(ID)

For clarity, that's the type not the ID of the weapon itself
It worked! Thanks alot :elhappy:

The answer you got about the weapon type will fix your problem - I just wanted to point out that you have some lines in your sequence that don't appear to be doing anything.

The documentation for "normal critical" says "This forces the following action effects in the action sequence..." and you are putting them after your action effect, so it wouldn't do anything. Also, I don't see anyplace in the sequence that's initially forcing it to have/not have criticals, so I don't understand the point of returning it to the normal critical setting.
Yeah, I didnt know if it was needed haha I was just copying from some videos about notetags, still a huge noob on programming. Thanks for the info!
 
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A bit of a weird request: I'm trying to debug action sequences in Fossil but I don't use them often enough to really strain the system. Can someone come up with an action sequence that uses as many commands as possible in a way that outputs to the console or has an obvious visual effect, so I can compare how it works in MV vs in fossilized MZ?
 

thenerdmansion

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This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.



<setup action>
display action
wait: 77
move target: forward, 48, 12
opacity user: 50%, 100
WAIT FOR OPACITY
wait: 77
opacity user: 100%, 30
clear battle log
wait for movement
</setup action>



<target action>
MOVE user: target, front center, 17
show battle hud
MOTION CHANT: user
wait: 77
HIDE BATTLE HUD
MOTION ITEM: user
JUMP target: 300%, 77
animation 5: target
action effect
action animation
shake screen: 3, 9, 30
tint screen: 68, -68, 0, 68, 45
tint screen: night, 77
wait: 77
tint screen: normal, 77
show battle hud
float enemies: 250, 77
wait for float
float enemies: 0, 77
Attack animation: user
action effect
wait: 77
Attack animation: target
wait: 77
Attack animation: actors
wait: 77
Attack animation: all actors
action effect
wait: 77
Attack animation: dead actors
wait: 77
Attack animation: actors not user
wait: 77
Attack animation: actor 2
wait: 77
Attack animation: character 1
wait: 77
Attack animation: enemies
wait: 77
Attack animation: existing enemies
wait: 77
Attack animation: all enemies
action effect
wait: 77
Attack animation: dead enemies
wait: 77
Attack animation: enemies not user
wait: 57
Attack animation: enemy 2
wait: 57
Attack animation: friends
wait: 57
Attack animation: all friends
wait: 57
Attack animation: dead friends
wait: 57
Attack animation: friends not user
wait: 57
Attack animation: friend 1
wait: 57
Attack animation: opponents
wait: 57
Attack animation: all opponents
wait: 57
Attack animation: dead opponents
wait: 37
Attack animation: opponent 2
wait: 37
Attack animation: all alive
wait: 37
Attack animation: all members
wait: 37
Attack animation: all dead
wait: 37
Attack animation: all not user
wait: 37
Attack animation: focus
wait: 37
Attack animation: not focus
action effect
</target action>

<Finish Action>
death break
perform finish
</Finish Action>
 
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This should test almost all possible commands for action sequence pack 2. You would never get a notification that an action failed if it did fail so you were kinda blind until you tested the code. for this code I recommend you place it on a healing skill so enemies don't die while the action sequence is happening unless the skill is really weak. Have at least 2 enemies and 2 actors to verify targeting is working. It's not really a fancy looking skill, it's really just meant to see if all targeting functions and commands are working.
Thanks a lot. It looks like this seems to be working the same in MZ and MV at least :)
 

Solovei

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I have sort of a general question re: action sequences.

For my game I wanted to open on a battle, or rather of the end of one - but it wouldn't be a battle that the player controls. So I wanted to kind of make a cutscene within the battle engine. It seems like action sequence is the way to do this, but I wanted to make sure this is possible before I go really in-depth trying to set things up?

Basically, it would be a few pose changes (like, between 'victory' and 'cast' for instance), balloon icons, and lines from characters, and them using their attacks. Not terribly long, just to introduce the party. Then it would transition to the regular map for a more standard evented cutscene.
Thoughts?
 

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