RMMV YEP Action Sequences: Premades Current Sequence: Soul Link

Which type of sequence next?

  • Actor Sequence

    Votes: 8 80.0%
  • Enemy Sequence

    Votes: 1 10.0%
  • Two Stage Actor Sequence

    Votes: 1 10.0%
  • Two Stage Enemy Sequence

    Votes: 0 0.0%

  • Total voters
    10
  • Poll closed .

Nosidag

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@Nosidag the // I use is just for a reference so I know what the next few lines are supposed to accomplish. It makes debugging the sequence so much easier when you can pinpoint the area where your sequence is messing up.

As far as separating setup from target actions, the general rule of thumb I use is that setup is for pre-target movement (forward motion to indicate user, casting/skill charge up animation, character voice/text lines, etc.). Target actions are motions/animations directly related to the damage phase (movement to target, damage animations, damage popups, etc.).

Just to continue on, follow actions would be movement and secondary effects to be completed post-damage phase (returning the user to the "home" area, applying debuff effects, finishing animations, etc.) and finish actions would be where you'd do cleanup of everything (return user to their spot, wait for animations to finish, show the UI, hide skill name bar, etc.)
Oh ok I see, well that definitely makes sense. Well I find your work really impressive, and it certainly is helping me understand the way the action sequence works more. I just need to keep my sideview battlers from bouncing around my battle screen and ill be set lol.
 

Lionheart_84

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Hey, how's the renzokuken request with Lionheart attached ?! :D:D:D
 

zeroace074

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This thread is amazing! There are so many good action sequences here and many that I've chosen to use in my own game, so I thought I could repay the favour and share some of my own:

Warp Strike (FFXV)

This skill is supposed to be similar to the ability called Warp Strike that Noctis uses in Final Fantasy 15 - in which Noctis warps right next to the enemy and attacks them with his weapon. The ability deals more damage and consumes more mp the further away you are from the enemy, but since the battles these will be used in are mostly turn based RPGs, I chose to change it so it deals more damage the less mana you have left.

Plugins required:
YEP_BattleEngineCore.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js

Optional (for the camera effects):
YEP_X_ActSeqPack3.js

To make the skill itself, simply make a skill with whatever name you want, then copy and paste this into the damage formula box:

(a.atk * (a.mmp - a.mp)) / 10 - b.def

And then add this action sequence to the note:

This one's quite simple:

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

<target action>
flash screen: purple, 20
SE: Skill1
move user: targets, back, 1
zoom: 120%, 20
camera screen: target, front center, 20
camera focus: target, front center, 20
wait for movement
face user: target
wait: 30
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait: 15
move user: home, 20
</target action>

Then you're pretty much done! Change 'Skill1' to whatever sound effect you want to play when the actor teleports, and then configure the other properties of the skill like the cost or the animation however you like! Here's how I made it:

1595016377834.png

(Ignore the select conditions in the note section - that's for an entirely different mechanic that plays a big part in my game.)

The second skill I made I came up with on my own:

Cross Thunder Chain

In this skill, the user and whichever actor is Actor 2 in the database both assault the enemy with 2 attacks. (This was made like this for my game, to change it to a certain party member, replace every piece of text that says 'character 2' in the sequence with 'actor x' with x being the party member's slot.) The user performs Slash Special 1 on the enemy before jumping behind them, allowing the second actor to come forward and simultaneously perform a thunder attack with the user on the left and right side of the enemy. The last thunder attack will always result in a critical hit.

Plugins required:
YEP_BattleEngineCore.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js
YEP_DamageCore.js*
YEP_X_CriticalControl.js*
*(Only if you want the last hit to be a powerful critical hit)

Again, Optional:
YEP_X_ActSeqPack3.js

No prior setup for the skill is needed, just configure the properties of the skill to your liking (make sure not to make the damage formula too strong, it will make this skill deal ridiculous amounts of damage!) and copypaste this action sequence:

Not as simple this time -

<target action>
camera focus: target
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
opacity character 2: 255, 0
wait for opacity

//This is the cross slash
move user: targets, back, 5
wait for movement
face user: target
motion attack: user
action animation
wait: 3
action effect
move user: targets, front center, 5
face user: target
motion attack: user
wait: 3
action effect
move user: targets, back top, 5
face user: target
wait: 3
action effect
move user: targets, front, 5
face user: target
motion attack: user
wait: 3
action effect
move user: targets, back center, 5
face user: target
motion attack: user
wait: 4
force no critical
action effect
move user: targets, front, 10
wait for movement
face user: target
wait: 120
jump user: 200%, 60
move user: targets, back base, 60, offset x -55
face user: backward
wait for jump

//This is the thunder slash
move character 2: targets, front, 40, offset x +55
wait for movement
wait: 50
move character 2: backward, 60
face character 2: target
move user: forward, 60
face user: target
wait for movement
wait: 30
flash screen: white, 20
motion attack: character 2
motion attack: user
move character 2: targets, back base, 10, offset -55
move user: targets, front base, 10, offset +55
animation 15: target
wait for movement
damage rate: 150%
wait: 60
force critical
action effect
immortal: target, false
wait for animation
wait for movement
wait: 40
face character 2: user
wait: 30
jump user: 100%, 60
jump character 2: 100%, 60
move user: home, 60
move character 2: home, 60
normal critical
</target action>

<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
face user: forward
face character 2: forward
damage rate: 100%
wait: 35
</follow action>

(If you want that critical effect, remember to enable crits too!)

Oh, and one last thing: I found a tool online that makes creating action sequences ENDLESSLY easier. It has an autocorrect function and a real time preview of your sequence, saving you from reloading the game every time you want to preview it! You can try it out here.

Thanks for checking these out!! hope somebody uses one of these, I put some good effort into them :)
 

deathsia

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This thread is amazing! There are so many good action sequences here and many that I've chosen to use in my own game, so I thought I could repay the favour and share some of my own:

Warp Strike (FFXV)

This skill is supposed to be similar to the ability called Warp Strike that Noctis uses in Final Fantasy 15 - in which Noctis warps right next to the enemy and attacks them with his weapon. The ability deals more damage and consumes more mp the further away you are from the enemy, but since the battles these will be used in are mostly turn based RPGs, I chose to change it so it deals more damage the less mana you have left.

Plugins required:
YEP_BattleEngineCore.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js

Optional (for the camera effects):
YEP_X_ActSeqPack3.js

To make the skill itself, simply make a skill with whatever name you want, then copy and paste this into the damage formula box:

(a.atk * (a.mmp - a.mp)) / 10 - b.def

And then add this action sequence to the note:

This one's quite simple:

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

<target action>
flash screen: purple, 20
SE: Skill1
move user: targets, back, 1
zoom: 120%, 20
camera screen: target, front center, 20
camera focus: target, front center, 20
wait for movement
face user: target
wait: 30
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
wait: 15
move user: home, 20
</target action>

Then you're pretty much done! Change 'Skill1' to whatever sound effect you want to play when the actor teleports, and then configure the other properties of the skill like the cost or the animation however you like! Here's how I made it:

View attachment 151700

(Ignore the select conditions in the note section - that's for an entirely different mechanic that plays a big part in my game.)

The second skill I made I came up with on my own:

Cross Thunder Chain

In this skill, the user and whichever actor is Actor 2 in the database both assault the enemy with 2 attacks. (This was made like this for my game, to change it to a certain party member, replace every piece of text that says 'character 2' in the sequence with 'actor x' with x being the party member's slot.) The user performs Slash Special 1 on the enemy before jumping behind them, allowing the second actor to come forward and simultaneously perform a thunder attack with the user on the left and right side of the enemy. The last thunder attack will always result in a critical hit.

Plugins required:
YEP_BattleEngineCore.js
YEP_X_ActSeqPack1.js
YEP_X_ActSeqPack2.js
YEP_DamageCore.js*
YEP_X_CriticalControl.js*
*(Only if you want the last hit to be a powerful critical hit)

Again, Optional:
YEP_X_ActSeqPack3.js

No prior setup for the skill is needed, just configure the properties of the skill to your liking (make sure not to make the damage formula too strong, it will make this skill deal ridiculous amounts of damage!) and copypaste this action sequence:

Not as simple this time -

<target action>
camera focus: target
zoom: 120%, 30
wait for zoom
opacity not focus: 0, 60
opacity character 2: 255, 0
wait for opacity

//This is the cross slash
move user: targets, back, 5
wait for movement
face user: target
motion attack: user
action animation
wait: 3
action effect
move user: targets, front center, 5
face user: target
motion attack: user
wait: 3
action effect
move user: targets, back top, 5
face user: target
wait: 3
action effect
move user: targets, front, 5
face user: target
motion attack: user
wait: 3
action effect
move user: targets, back center, 5
face user: target
motion attack: user
wait: 4
force no critical
action effect
move user: targets, front, 10
wait for movement
face user: target
wait: 120
jump user: 200%, 60
move user: targets, back base, 60, offset x -55
face user: backward
wait for jump

//This is the thunder slash
move character 2: targets, front, 40, offset x +55
wait for movement
wait: 50
move character 2: backward, 60
face character 2: target
move user: forward, 60
face user: target
wait for movement
wait: 30
flash screen: white, 20
motion attack: character 2
motion attack: user
move character 2: targets, back base, 10, offset -55
move user: targets, front base, 10, offset +55
animation 15: target
wait for movement
damage rate: 150%
wait: 60
force critical
action effect
immortal: target, false
wait for animation
wait for movement
wait: 40
face character 2: user
wait: 30
jump user: 100%, 60
jump character 2: 100%, 60
move user: home, 60
move character 2: home, 60
normal critical
</target action>

<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
face user: forward
face character 2: forward
damage rate: 100%
wait: 35
</follow action>

(If you want that critical effect, remember to enable crits too!)

Oh, and one last thing: I found a tool online that makes creating action sequences ENDLESSLY easier. It has an autocorrect function and a real time preview of your sequence, saving you from reloading the game every time you want to preview it! You can try it out here.

Thanks for checking these out!! hope somebody uses one of these, I put some good effort into them :)

I snagged the thunderslash one as someone FINALLY gave me a combo attack formula I can use in my game! No longer do I need a freaking plugin for it! Now I just need to find a way to make it so it can only be used when certain conditions are met...
 

Lionheart_84

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Fantastic, very good! :D
Can you create other variations of the skill: Cross Thunder Chain ??? :LZYwink::LZYwink::LZYwink:
 

Megumi_Aramaki

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Wow, cool! Can you please do skill of: Final Fury from Tales of Destiny?
 

JayXsane

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Hey there. I'm not trying to necro-post but I've seen MANY people requesting this one, so I thought I'd give it a shot. It's my first time using the plugins, but I think it turned out pretty good! There IS however a small.. set up that you'll need :rswt


OMNISLASH (Final Fantasy 7/VII) - Complete with "Sephiroth Introduction Animation"

What you'll need:
Default RPG Maker SFX/SE
Yanfly's Plugins:
• Yep_Core Engine
• Yep_X Action Sequence Packs 1, 2 and 3
• Yep_X Animated SV Enemies (Optional, I think)


I believe that's all you need for this, however here is a (nearly) full list that I'm currently using:
1615026021544.png


Preview of Animation



Comparison to Final Fantasy VII (PSone)



Animation Set-up (Optional)

<setup action>
SE: Bell1, 50, 100, 0
display action
immortal: targets, true
HIDE BATTLE HUD

camera screen: user, center, 1
zoom: 105%, 200
wait for zoom
//Cloud
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera focus: user, center, 1
zoom: 200%, 1
wait: 30
zoom: 105%, 1
wait for zoom
SE: Bell1, 50, 100, 0
zoom: 110%, 150
wait for zoom
//Seph
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: target, front top, 1
camera focus: target, front top, 1
zoom: 200%, 1
wait: 30
zoom: 110%, 1
wait for zoom
zoom: 125%, 125
wait for zoom
//Camera 3-Times
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: user, front top, 1
camera focus: user, front top, 1
zoom: 200%, 1
wait: 25
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: target, front top, 1
camera focus: target, front top, 1
zoom: 225%, 1
wait: 25
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: user, front top, 1
camera focus: user, front top, 1
zoom: 250%, 1
wait: 25
wait for zoom
SE: Bell1, 50, 100, 0
reset camera: 1
zoom: 125%, 1
wait for zoom
zoom: 160%, 60
wait for zoom
//Camera 3-Times 2
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: target, front top, 1
camera focus: user, front top, 1
zoom: 200%, 1
wait: 20
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: user, front top, 1
camera focus: target, front top, 1
zoom: 225%, 1
wait: 20
FLASH SCREEN: WHITE, 5
SE: Ice2, 100, 100, 0
camera screen: target, front top, 1
camera focus: user, front top, 1
zoom: 250%, 1
wait: 20
zoom: 110%, 1
wait for zoom

camera focus: user
animation 126: user
wait for animation
animation 127: user
wait for animation
</setup action>

<target action>
move user: targets, front, 18
camera screen: target, center, 30
camera focus: target, front center, 30
wait for movement

//attack1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion attack: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack2
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion thrust: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack3
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion swing: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack4
move user: BACKWARD, 40, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
move user: target, front head, 18
motion thrust: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack5
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
move user: target, front, 18
face user: forward
motion attack: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack6
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion swing: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack7
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion swing: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack8
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion thrust: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack9
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion attack: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack10
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion swing: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack11
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
move user: target, front head, 18
motion attack: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack12
move user: BACKWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
move user: target, front, 18
face user: forward
motion thrust: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack13
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion attack: user
animation 123: target, mirror
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

//attack14
move user: FORWARD, 30, 1
SE: Darkness4, 50, 130, -20
SE: Slash1, 50, 130, -20
SE: Skill3, 50, 130, -20
motion swing: user
animation 123: target
animation 39: target
action effect
FLASH SCREEN: WHITE, 5
shake screen: 3, 9, 15
wait: 20

zoom: 125%, 15
camera screen: target, head, 15
camera focus: target, head, 15
wait for movement
move user: target, front head, 18
wait for movement
animation 97: user
animation 124: user
wait for animation
move user: target, base, 9
motion swing: user
perform action
action animation: target
animation 125: target
animation 125: target, mirror
wait for animation
se: Monster1, 80, 70, 0
shake screen: 3, 9, 15
wait for animation
action effect: target
death break
perform finish
wait: 30

</target action>


<follow action>
wait: 20
show battle hud
</follow action>

1615026472844.png

Now, I'll say this about the beginning of the code. The timing isn't 100%, maybe a solid 98% but definitely not 100%. I did side by sides for about an hour, tweaking the time codes so they would line up near-perfectly. If you watch them side by side, you'll see that the difference of the "Introduction" Cinematic from FF7 is only a frame or three longer/shorter in some places, but honestly I really don't think it's that bad.

I will say, I didn't time or match the length of the Ultimate Animation, however I did my best to match the sounds using the DEFAULT sounds that RPG Maker MV comes with, which is pretty damn impressive.

Animations: I've sped the video up by 30%, as it was recorded for about 22 minutes, shortened down to about 15. The reason behind the length of the Animation Set-up was because I had different Animation Files set up for each action. (Loading/Limit Use, Charging/Wind Effect, Attack Swipe, Jump Strike and Landing Strike)

I know that it's not perfect, and I'm 100% sure others can probably make the code easier/simpler, however I did a LOT of research on here and through other forums and only found people requesting the Action Sequence, but not actually making one.

So here you go. If you find ways to clean up the code hit me up, hope you enjoy. :rock-left:

Edit: As a side note, I've purposefully set TP and MP use to 0 for Debug purposes. I plan on making it 100 TP and at least 200 MP going forward.
 
Last edited:

METACHASER

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These are really impressive. Does anyone know of similar animations for Dual Tech's to animate the Jay's Dual Techs plugin? The Dual Tech's and Triple Tech's are similar to what is found in ChronoTrigger. My understaing is that it would invovle mashing up various action sequences.
 

Johnboy

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@METACHASER this is very easily doable. You don't even need to mash up multiple sequences. You could program one whole sequence and just make each character for the tech have access to it. Or, if you wanted to get really creative/complex, you could use arguments in the sequence and have different animations depending on which person activates the tech.
 

Vaiyat

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Hi everyone,
So, first of all, congratulations on your work, it's super cool to help the community like that. My request concerns an action sequence which would be for an archer who would shoot several arrows in a row a bit like the Vibrato sequence in this video : at 2.33
I would like to know if it is possible, i have the pluging of projectiles but that I did not understand how to make it work with the sequence of actions.
I have just started to focus on action sequences and I would really like to learn more to achieve correct ones myself
 
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Hey there. I'm not trying to necro-post but I've seen MANY people requesting this one, so I thought I'd give it a shot. It's my first time using the plugins, but I think it turned out pretty good! There IS however a small.. set up that you'll need :rswt


OMNISLASH (Final Fantasy 7/VII) - Complete with "Sephiroth Introduction Animation"

What you'll need:
Default RPG Maker SFX/SE
Yanfly's Plugins:
• Yep_Core Engine
• Yep_X Action Sequence Packs 1, 2 and 3
• Yep_X Animated SV Enemies (Optional, I think)


I believe that's all you need for this, however here is a (nearly) full list that I'm currently using:
View attachment 182034


Preview of Animation



Comparison to Final Fantasy VII (PSone)



Animation Set-up (Optional)



View attachment 182035

Now, I'll say this about the beginning of the code. The timing isn't 100%, maybe a solid 98% but definitely not 100%. I did side by sides for about an hour, tweaking the time codes so they would line up near-perfectly. If you watch them side by side, you'll see that the difference of the "Introduction" Cinematic from FF7 is only a frame or three longer/shorter in some places, but honestly I really don't think it's that bad.

I will say, I didn't time or match the length of the Ultimate Animation, however I did my best to match the sounds using the DEFAULT sounds that RPG Maker MV comes with, which is pretty damn impressive.

Animations: I've sped the video up by 30%, as it was recorded for about 22 minutes, shortened down to about 15. The reason behind the length of the Animation Set-up was because I had different Animation Files set up for each action. (Loading/Limit Use, Charging/Wind Effect, Attack Swipe, Jump Strike and Landing Strike)

I know that it's not perfect, and I'm 100% sure others can probably make the code easier/simpler, however I did a LOT of research on here and through other forums and only found people requesting the Action Sequence, but not actually making one.

So here you go. If you find ways to clean up the code hit me up, hope you enjoy. :rock-left:

Edit: As a side note, I've purposefully set TP and MP use to 0 for Debug purposes. I plan on making it 100 TP and at least 200 MP going forward.
That looks amazing good job but is their way to do it so it can hit random as well or would have to have yanfly target core to do that with the animation.
 
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Johnboy

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Been a very long time since I added to this post. Several life events have basically lead me to abandon the game I was working on, which I have recently decided to come back to and try to finish.

So allow me to share with you a ring I recently created.
Mercy Ring: Hour of Fate

This ring, when equipped, adds 30 Magic attack to the character. However, it's true strength lies in it's added effect. As long as the user has more than 0 MP available, the user's attacks are guaranteed critical hits. Each critical hit will reduce the users MP by 2%.

The following plugins are REQUIRED:
YEP Battle Engine Core
YEP Action Sequence 1, 2, 3
YEP Weapon Unleash

363890_20211115201249_1.png
Let's create the skill first. You can set this up however you like, but do note that you will need <Attack text: Attack> in your notebox.

Place the action sequence inside your notebox:
<Attack Text: Attack>

<setup action>
display action
perform start
wait for movement
immortal: targets, true
wait for animation
wait: 20
</setup action>

<whole action>
</whole action>

<target action>
wait for movement
if user.mp > 0
force critical
motion attack: user
action animation
wait for animation
action effect
wait for effect
MP -2%: user, (show)
else user.mp = 0
motion attack: user
action animation
wait for animation
action effect
wait for effect
</target action>

<follow action>
move user: home, 35
wait: 30
clear battle log
</follow action>

<finish action>
perform finish
immortal: target, false
wait: 20
</finish action>

Next up let's create the ring:
363890_20211115201232_1.png

Again set up your ring however you like but do note that in the notebox you need to have <Replace Attack: x> where x is the number or name of your skill.

This can be modified and used in a variety of ways. For instance, want to have blood attacks but not have a blood knight specifically? Make a ring that drains HP to boost attack power. Or how about a piece of equipment that strips the wearers TP on each attack but regenerates HP? Or how about a weapon that consumes MP but guarantees that the state effect always hits? Or you could even have an otherwise unattainable status effect attached to anything.

Hopefully someone finds this useful. And to be quite honest I hope I can create more of these in the coming weeks.

Until next time....
 

Johnboy

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Soul Link: Hour of Fate

An interesting ability I discovered while trying to create something else, which would be perfect for a Necromancer/Blood Knight type of class. This ability, when activated on the target, causes any damage done to the target to heal the user for 25% of said damage. This is from all sources of damage, including other party members. In addition, if the user dies while the effect is still active, any damage done to the target will revive the user!
Plugins needed:

Yep Action Sequence 1,2
Yep Buffs and States Core
Yep Battle Engine Core

20220326083428_1.jpg

Here is our state, which we should make up first. This will be applied to the target during our Soul Link sequence. Place the following in the notebox:

<cgmvdesc:Links the soul of the user to the target. If the user dies while this state is active, user is revived when damage is dealt to the target.>

<Custom React Effect>

if (this.isHpEffect() && value > 0){

//will only have an effect if the target was hit by a damaging action

var healamt = (Math.round(0.25 * value))

origin.gainHp(healamt)

origin.startDamagePopup()

origin.clearResult()

}

</Custom React Effect>

The first line is used by cgmv encyclopedia, a fantastic plugin. It can be removed if you don't use that particular plugin.

20220326083014_1.jpg

This is our Soul Link skill. Note that I have it doing damage since it is the Ultimate skill of my Blood Knight.

Place the following in the notebox:

\\Action sequence
<setup action>
perform start
IMMORTAL: target, true
WAIT: 50
DISPLAY ACTION
motion skill: user
animation 215: user
WAIT FOR ANIMATION
</setup action>

<whole action>
</whole action>

<target action>
move user: target, base, 10
motion attack: user
wait for movement
animation 220: target
animation 246: target
wait for animation
action effect
wait for effect
jump user: 100, 20
move user: target, front, 20
face user: forward
wait for movement
animation 169: user
wait for animation
</target action>

<follow action>
jump user: 200%, 35
move user: home, 35
wait: 30
clear battle log
wait: 25
</follow action>

<finish action>
face user: home
perform finish
immortal: target, false
wait: 20
clear battle log
</finish action>

Note also that I have the state in the effects section of the skill, but you could apply it in the action sequence coding if you wanted to.

So there's an interesting mechanic that I created by complete accident.

Until next time....
 

Dream!

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Amazing thread Johnboy. It is pushing me to learn as much as i can. Do you like superheroes?

I’ve noticed that some superhero sequences are easier to make since most use their fists to fight but it starts to get difficult when energy based powers are involved as they require some form of animation manipulation.

Thank you for this thread!
 

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