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

ATT_Turan

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I was wondering if there was a way to stop the character mid-air. Not floating but really freeze.
What's the difference? If you have him move toward the enemy while performing a float of the same number of frames, I should think that would be the effect you want. What's the difference between floating and really freezing?
 

PLUEVNR

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When he is in a floating motion, there's still some kind of movement. But I need no movement at all.
 

ATT_Turan

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@PLUEVNR I think you'll have to get a plugin extension or find some other workaround. I don't know of anything you can do with action sequence commands that will result in nothing moving (either the actor is doing a motion or is being moved on the screen).
 

CCCreations

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Because I looked around all over for a simple Boomerang and Arrow AS....but didnt find any.. here is mine.. Its also set up for dynamic weapon sprites (the weapon matches the one equiped) simply change the X parts to the Actor, Weapon ID, Icon ID, and animation ID you want to use. The numbers all need to be tweaked to match your sprite... mine matches custom made battlers.

NOTE: these also require Irina's Action Sequence Impact Plugin to work thank you @ATT_Turan for the catch. i knew i was forgetting something in the share :)

<setup action>
display action
immortal: targets, true
</setup action>

<target action>
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
</target action>

<follow action>
if $gameActors.actor(X).hasWeapon($dataWeapons[X])
projectile icon X: start user, goal target, start offset +50 +10, arc 50, spin 1.5, InOutSine
wait for projectile
projectile icon X: start target, goal user, goal offset -25 -1, arc -50, spin 1.5, InOutSine
animation X: target
action effect
else if $gameActors.actor(X).hasWeapon($dataWeapons[X])
projectile icon X: start user, goal target, start offset +50 +10, arc 50, spin 1.5, InOutSine
wait for projectile
projectile icon X: start target, goal user, goal offset -25 -1, arc -50, spin 1.5, InOutSine
animation X: target
action effect
end
</follow action>

<finish action>
immortal: targets, false
wait for new line
clear battle log
wait for movement
wait for effect
</finish action>

The Arrow angle is assuming your icon has the arrow that is from corner to corner on the sheet.
<setup action>
display action
immortal: targets, true
</setup action>

<target action>
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
</target action>

<follow action>
if $gameActors.actor(X).hasWeapon($dataWeapons[X])
projectile icon X: start user, goal target, start offset +50 +10, angle 45, InExpo
wait for projectile
animation X: target
action effect
else if $gameActors.actor(X).hasWeapon($dataWeapons[X])
projectile icon X: start user, goal target, start offset +50 +10, angle 45, InExpo
wait for projectile
animation X: target
action effect
end
</follow action>

<finish action>
immortal: targets, false
wait for new line
clear battle log
wait for movement
wait for effect
</finish action>
They are not perfect... and if anyone wants to imporve on them.. i welcome it. I just wanted to put out some really simple AS for those of us that are AS dumb.
 
Last edited:

ATT_Turan

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@gothicvoid You might want to edit your post to let readers know it requires Irina's Action Sequence Impact for the projectile commands to function, which is a paid plugin on top of Yanfly's Action Sequences.
 
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Just out of curiosity, has anyone tried to replicate Therese's Megaton Fist? Shown here:


Wanna use it as a base for a similar skill in my game
 

GumboSoup

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Heya!
A very simple question I haven't found an answer to yet.

I've got a skill in Special category which plays standard attack motion instead of magic cast - I managed to do accomplish that on my own!

However, when the skill stops playing instead of Guard motion on my character I get Chanting motion which doesn't look good and doesn't make sense. I've checked system tab and Special is not listed in SV magic skills in top right - the place where you define which skills get Chanting. Btw I'm using moghunter's ATB plugin if that helps.
 

ATT_Turan

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when the skill stops playing instead of Guard motion on my character I get Chanting motion
Behavior outside of the skill isn't affected by action sequences. (for that matter, why would you see Guard after a skill is performed, either? They should stand normally)

I'd look at the MogHunter plugin, perhaps try a thread in plugin support for it (although working with his stuff is often difficult).
 

GumboSoup

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Behavior outside of the skill isn't affected by action sequences. (for that matter, why would you see Guard after a skill is performed, either? They should stand normally)

I'd look at the MogHunter plugin, perhaps try a thread in plugin support for it (although working with his stuff is often difficult).
I am noticing very strange things...

When I remove mog's ATB, I get normal Guard pose. So that implicates its his plugin that causes trouble.

However, When I try out mog's plugin demo and turn on side-view battle, I can see that after a Special skill use the actor takes Guard pose, rather than Chant... So, it is not his plugin that is causing this. A direct contradiction to above observation...

I am very confused now.
 

ATT_Turan

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When I remove mog's ATB, I get normal Guard pose. So that implicates its his plugin that causes trouble.
Oh...huh! I'm sorry, I was wrong. It's been so long since I used the default combat system that I didn't realize apparently that is normal, to go into Guard after your turn. I wonder if that's because my project started as an earlier version, or because of the combat system I'm using...anyway!
However, When I try out mog's plugin demo and turn on side-view battle, I can see that after a Special skill use the actor takes Guard pose, rather than Chant... So, it is not his plugin that is causing this. A direct contradiction to above observation...
Not really. You're comparing it to Mog's demo, which is all of his plugins put together and working as intended. When you have different plugins from different authors, it is extremely common to get conflicts that make parts of them work in unexpected ways.

Regardless, I repeat my suggestion that you start your own thread asking for help with this, I don't see how this has anything to do with a pre-made action sequence.
 

GumboSoup

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Oh...huh! I'm sorry, I was wrong. It's been so long since I used the default combat system that I didn't realize apparently that is normal, to go into Guard after your turn. I wonder if that's because my project started as an earlier version, or because of the combat system I'm using...anyway!

Not really. You're comparing it to Mog's demo, which is all of his plugins put together and working as intended. When you have different plugins from different authors, it is extremely common to get conflicts that make parts of them work in unexpected ways.

Regardless, I repeat my suggestion that you start your own thread asking for help with this, I don't see how this has anything to do with a pre-made action sequence.

Sorry for intruding, but I was playing with action sequences and hit upon that problem... wasn't quite sure that it was mog's plugin that was causing this.
Update: It is definitely the two plugin families not liking each other. When I turn off yanfly's battle engine core mog's ATB state animations play correctly.
I will bugger off to mog's thread now and bother people there instead.
Thanks for your patience and sorry for distraction!
 

ATT_Turan

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Sorry for intruding, but I was playing with action sequences and hit upon that problem... wasn't quite sure that it was mog's plugin that was causing this.
It would still be a thread in plugin support about Yanfly's stuff, not one about written action sequences :wink:
Update: It is definitely the two plugin families not liking each other. When I turn off yanfly's battle engine core mog's ATB state animations play correctly.
Try repositioning them, it might be as simple as which plugin is above the other in the plugin manager.

Good luck!
 

PLUEVNR

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Hello there :)
I need help with a skill

My character is an archer, she needs to shoot 5 arrows. Each arrow has to hit 1 enemy randomly.
I tried different stuffs but nothing works and I really have no clue on what I should do.

If someone has an idea or a solution...
Thank you!
 

ATT_Turan

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My character is an archer, she needs to shoot 5 arrows. Each arrow has to hit 1 enemy randomly.
I tried different stuffs but nothing works and I really have no clue on what I should do.
You should always post the things you've tried that didn't work, so we have a starting point to help you.

Have you looked through the pre-made action sequences other people have provided in this thread? I'm pretty sure there are several "attack random target" skills already in here for you.

You could also look at the Chain Lightning Tip & Trick for a way to set up random targeting outside of the action sequence.

If you can't find something that does what you want, post what you have and describe what part isn't doing what you want.
 

PLUEVNR

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I don't remember what I did first, but then I tried what @Aesica did there but with 1 oponent and it doesn't work. (I've added his/her plugin)

So I figured I'd try throwing together a video of some action sequences I made for a game I'm making for the 1 map challenge.


These use YEP_X_ActSeqPack1, YEP_X_ActSeqPack2, and my own AES_ActSeqEx (for random target selection and the faked multi-ability attacks seen at the very end)

Code:
<Whole Action>
battleback 800 add: battlebacks1, SolidBlack
perform action
motion abnormal: user
wait: 30
motion dying: user
animation 135: user
wait: 30
motion dead: user
wait for animation
text: \i[4]Electromagnetic Discharge
wait: 15
battleback 900 add: battlebacks1, BlurDarkStatic1, 180
battleback 900 opacity: 25%
battleback 900 scroll speed x: +3
battleback 900 scroll speed y: +1
animation 136: random 3 opponents
wait: 20
action effect: same
animation 136: random 3 opponents
wait: 20
action effect: same
animation 136: random 3 opponents
wait: 20
action effect: same
animation 136: random 3 opponents
wait: 20
action effect: same
animation 136: random 3 opponents
wait: 20
action effect: same
animation 136: random 3 opponents
wait: 20
action effect: same
wait: 20
battleback 900 remove
wait: 30
clear battle log
text: \i[26]Reboot
animation 137: user
wait for animation
hp +100%: user
mp +100%: user
motion dying: user
wait: 30
battleback 800 remove
perform finish
</Whole Action>
<Target Action>
</Target Action>

Edit: "Molecular Destabilizater"

Damn it! :D

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

<whole action>
    wait: 10
    motion missile: user
    SE: Bow5, 50, 100, 0
    wait: 10
    motion missile: user
    SE: Bow5, 50, 100, 0
    wait: 10
    motion missile: user
    SE: Bow5, 50, 100, 0
    wait: 10
    motion missile: user
    SE: Bow5, 50, 100, 0
    wait: 10
    motion missile: user
    SE: Bow5, 50, 100, 0
    wait: 10
    wait: 30
    animation 176: random 1 oponent
    wait: 20
    action effect: same
    animation 176: random 1 oponent
    wait: 20
    action effect: same
    animation 176: random 1 oponent
    wait: 20
    action effect: same
    animation 176: random 1 oponent
    wait: 20
    action effect: same
    animation 176: random 1 oponent
    wait: 20
    action effect: same
</whole action>

<finish action>
    wait: 10
    clear battle log
    IMMORTAL: targets, false
    move user: home
    face user: forward
</finish action>
 

ATT_Turan

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I don't remember what I did first, but then I tried what Aesica did there but with 1 oponent and it doesn't work.
You're misspelling the word "opponent."
 

PLUEVNR

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Oh... That was that
thanks
 

Halcyon Days

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Hello, I wanted to know if there is actions sequences based on AOE attacks in the thread like a shockwave for example, please.
 

chobokid

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Is it possible to flip or rotate battlers during action sequences in MV?
 

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