YEP Action Sequences: Premades/Requests Current Sequence: Driving Spike

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 .

Johnboy

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Sure I can add it to my list. I got a few others to complete first though.
 

worshipme

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no hurry sir.
I watched yanfly's selection control plugin video and even there, the multiple selecting is doing 1 sequence at a time.
I have settled on my own action sequence, which is 1 sequence at a time, and hopefully you come up with a workaround in this seemingly impossible task.
Thank you very much in advance sir!
 

Johnboy

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This one's for @deathsia :

Stellar Explosion:

Yanfly's Improved Battlebacks added a nice little feature to the Action Sequence packs, and for this particular sequence we're going to use it to do some really neat stuff.
This skill sees the user jump into the front of the enemy, then jump and swing their weapon, launching the foe upwards off screen. The target then reappears in our new background, takes some damage within the animation, then falls back to the ground and takes additional damage and then the user is returned home.

The following plugins are REQUIRED:
YEP Battle Engine Core
YEP Action Sequences 1,2,3
YEP Damage Core
YEP Improved Battlebacks

Create a skill similar to the following:20170914205504_1.jpg
For this particular skill I have chosen to do single target. Please note that I have also used resources included with MV.

In your notebox, place the following:
<setup action>
clear battle log
display action
perform start
wait for movement
motion chant: user
immortal: targets, true
wait for animation
</setup action>

<whole action>
</whole action>

<target action>
move user: target, base, 30
jump user: 150%, 30
wait for movement
motion attack: user
jump user: 50%, 30
wait: 15
float target: 1000, 30
opacity target: 0%, 30
wait for float
opacity all members: 0%, 30
float target: 0
wait for float
move target: point, 640, 720
wait for movement
battleback 3 add: parallaxes, StarlitSky
battleback 3 scroll speed x: +1
battleback 3 scroll speed y: +1
wait: 60
opacity target: 100%, 30
move target: point, 640, 360, 30
wait: 60
animation 109: target
wait for animation
action effect: target
wait for effect
</target action>

<follow action>
move target: point, 640, 720, 30
opacity target: 0%, 30
wait for opacity
wait: 30
move target: point, 640, 0, 30
wait for movement
remove battleback 3
wait: 30
move target: point, 640, 480, 30
opacity target: 100%, 30
wait: 20
animation 39: target
wait for animation
damage rate: 25%
action effect
wait for effect
move target: return, 45
opacity all members: 100%, 30
</follow action>

<finish action>
move user: home, 30
perform finish
face user: forward
clear battle log
immortal: targets, false
wait: 60
</finish action>

The full sequence is as follows:
User moves in front of target, jump strikes target. Target is launched upwards and fades out, then all remaining members on the screen fade out. The starlit sky background fades in and scrolls a little bit as the target reappears moving upwards toward the center of the screen. The explosion animation starts and once completed, the target takes damage and moves towards the bottom of the screen to appear to be falling and fades out. Then the starlit sky background fades out and the target falls onto the original background and takes 25% of the original damage as falling damage. The target returns home and all remaining members are returned to the battlefield.

If you choose to use this for multiple foes, you will need to make some adjustments to the move commands, otherwise all your targets will stack in one spot.

Any questions or if you need assistance, feel free to PM me. Until next time...
 

deathsia

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For some reason I hit this crash message"Undefined is not a function"

My error log:
 

Johnboy

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This error comes as soon as the action processes or during the sequence?
 

Luminous

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Hi is there a way to make a conditional action sequence?
Maybe like suikoden 2 critical strike
Attack skill have normal camera but when it's critical the camera will be zoom focus on that attacking character doing massive dmg to target enemy.
Thanks everyone.
 

deathsia

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This error comes as soon as the action processes or during the sequence?
During the sequence, just AFTER she kicks the character up.

and yes I have yanfly's improved battlebacks installed.
 

Johnboy

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Hmm. I'm thinking there might be a conflict somewhere. I'll move some plugins around and see if I can reproduce the error. If you get a chance can you drop a quick screenshot of your plugin list and I'll copy and try to replicate it using your exact plugins.

Also of quick note, my demo project is currently 1.4.0. I will update to 1.5.1 and see if maybe there's an issue there as well.
 

deathsia

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Ten times easier if I do this and you view it in a text editor becuase I would have to take 5+ screencaps to list them all.
 

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Johnboy

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Was busy this weekend but I plan on looking at it tonight.

UPDATE: Something is borked in Yanfly's Action Sequence Pack 2 right now, causing the POINT argument to not properly work. This will throw the same error @deathsia has posted earlier in this thread. For now, I will stick to showing sequences that do not utilize this argument until a time in which Yanfly can fix the plugin.
 
Last edited:

Rishi Raj Jain

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@Johnboy Can you help me by making Pokemon Z-moves Action Sequence they are 29 in Total, I will try to help you with every possible Animations, battlebacks, etc. I can.

For Instance see the Video:


Specific Pokemon Z-Moves:
00:00 Catastropika (Pikanium Z - Pikachu Volt Tackle)
00:30 Malicious Moonsault (Incinium Z - Incineroar Darkest Lariat)
01:01 Sinister Arrow Raid (Decidium Z - Decidueye Spirit Shackle)
01:32 Oceanic Operetta (Primarium Z - Primarina Sparkling Aria)
02:18 Guardian of Alola (Tapunium Z - Tapu Nature's Madness)
02:50 Soul-Stealing 1 Star Strike (Marshadium Z - Marshadow Spectral Thief)
03:24 Stoked Sparksurfer (Aloraichium Z - Alolan Raichu Thunderbolt)
03:56 Pulverizing Pancake (Snorlium Z - Snorlax Giga Impact)
04:33 Extreme Evoboost (Eevium Z - Eevee Last Resort)
05:23 Genisis Supernova (Mewnium Z - Mew Psychic)
06:03 10,000,000 Volt Thunderbolt (Pikashunium Z - Pikachu in a Cap Thunderbolt)
Normal Z-Moves:
06:37 Breakneck Blitz (Normalium Z - Normal Type Attacks)
07:05 Inferno Overdrive (Firium Z - Fire Type Attacks)
07:32 Hydro Vortex (Waterium Z - Water Type Attacks)
07:59 Gigavolt Havoc (Electrium Z - Electric Type Attacks)
08:29 Bloom Doom (Grassium Z - Grass Type Attacks)
08:59 Subzero Slammer (Icium Z - Ice Type Attacks)
09:27 All-Out Pummeling (Fightium Z - Fight Type Attacks)
09:59 Acid Downpour (Poisonium Z - Poison Type Attacks)
10:27 Supersonic Skystrike (Flynium Z - Flying Type Attacks)
10:54 Shattered Psyche (Psychium Z - Psychic Type Attacks)
11:23 Savage Spin-Out (Buginium Z - Bug Type Attacks)
11:53 Never-Ending Nightmare (Ghostium Z - Ghost Type Attacks)
12:22 Devastating Drake (Dragonium Z - Dragon Type Attacks)
12:51 Corkscrew Crash (Steelium Z - Steel Type Attacks)
13:19 Black Hole Eclipse (Darkinium Z - Dark Type Attacks)
13:47 Twinkle Tackle (Farium Z - Fairy Type Attacks)
14:15 Continental Crush (Rockium Z - Rock Type Attacks)
14:44 Tectonic Rage (Groundium Z - Ground Type Attacks)
 

zumat

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Greetings all!

I have a new action sequence for you. It is the cleave skill from D&D, slightly modified. In this case if the skill reduces a targets HP to 0 or less, a second cleave is activated and deals damage to a random target.

snip

Johnboy,

When trying this out on a warrior character vs several lower level enemies, I noticed that Cleave actually becomes Great Cleave, as the character ended up killing several of the enemies by cleaving several times.
That was ok, but when the character killed the last enemy using the cleave, I received an error:

"Cannot read property 'id' of null"

How can i make the character stop after one Cleave? Or, how can I make the character stop if there are no more enemies?

Thank you, and keep up the good work.

z
 

Johnboy

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@Rishi Raj Jain I can look at maybe making some of these. Just keep in mind that trying to convert 3d moves into a 2d engine is sometimes difficult.

@zumat that is probably an error in my code. I will have to go back and look at it.
 

zumat

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@Rishi Raj Jain I can look at maybe making some of these. Just keep in mind that trying to convert 3d moves into a 2d engine is sometimes difficult.

@zumat that is probably an error in my code. I will have to go back and look at it.

@Johnboy,

Think I figured it out, at least part of it. I changed the common event from "Cleave" to attack. Now the actor just uses the Cleave once.
Still no idea on how to fix the other thing.

cheers,
 

Johnboy

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Hello everyone.

Unfortunately, it appears as though Yanfly is busy with some other plugins and things, and is currently not looking at fixing the POINT argument in Action Sequence Pack #2. Since this affects my game and I have had to redesign my action sequences without this argument, I've been very busy rebuilding all my action sequences. While I try to adjust to the new arguments, I'll be replacing the action sequences in this thread which use the POINT argument. This means today that I'll be posting a rewrite of an earlier action sequence.

Fencer's Remise: Redux

This is a remake of the skill Remise on the first page. The POINT argument has been replaced with a new one, the OFFSET argument. What this essentially does is modifies the sprite location based on your current argument. In this case I've used the following:
move user: targets, center, 35, offset y +400
This will send the user to the center of the target group up 400 pixels. So far this actually seems to be more efficient than using the POINT argument, simply because now you can modify the location based upon your target. No more fiddling with numbers trying to find the sweet spot.

This skill is not exactly the same as on page 1. I've made a few other modifications as well. It's slightly faster, character sprite is in a slightly different path and there's more visual flair than before. Let's get started.

The following is required:
YEP Battle Engine Core
YEP Action Sequences
YEP Damage Core

Here is my skill setup. Please note that the damage formula is custom for my game, as I'm using a plugin which creates new stats. Your formula will differ.
20171118093234_1.jpg

The following goes in the notebox:
<setup action>
perform start
IMMORTAL: target, true
WAIT: 50
DISPLAY ACTION
motion skill: user
animation 52: user
WAIT FOR ANIMATION
</setup action>

<whole action>
jump user: 200%, 35
move user: targets, front, 35
wait: 20
wait for movement
move user: targets, back base, 35
flash screen: white, 35
motion attack: user
action animation
action effect
wait: 20
face user: backward
jump user: 200%, 35
move user: targets, front, 35
wait: 20
flash screen: white, 35
motion attack: user
animation 6: targets, mirror
action effect
wait: 20
jump user: 200%, 35
move user: targets, center, 35, offset y +400
wait for movement
opacity user: 0%
wait: 20
move user: targets, head, 35
flash screen: white
action animation: target
damage rate: 150%
wait: 30
opacity user: 100%
</whole action>

<target action>
action effect
wait for effect
</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>

As an added visual aid, I've created a short demo video that will be linked as soon as it is uploaded. (Damn you, terrible DSL upload speeds). It showcases the skill from selection to execution.


I'll try to get to some requests this week. Until next time...
 

RK DracoRoy

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@Johnboy
I'm using an action sequence that tints the screen, is there any way to have the tint set back to what it was before the skill, not on Normal tint? Plus I'm using maps and battles that have different tint screens.

I have a map that sets the tint to Night and this includes the battles. But if I have "tint screen: normal" in the action sequence, it's going to have the battle's tint actually turn into a day time setting instead of Night (or any tint screen I choose).
 

Johnboy

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I'm not sure on that. I'll take a look around and see if I can find anything.
 

RK DracoRoy

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@Johnboy Never mind on that, I got help from the Lunatic Discord server.

It involves saving the current tint to a variable and then bringing back that tint after the skill.

eval: $gameVariables.setValue(1, $gameScreen.tone()[0])
eval: $gameVariables.setValue(2, $gameScreen.tone()[1])
eval: $gameVariables.setValue(3, $gameScreen.tone()[2])
eval: $gameVariables.setValue(4, $gameScreen.tone()[3])

And for the end of the sequence, this here is placed:
eval: $gameScreen.startTint([$gameVariables.value(1), $gameVariables.value(2), $gameVariables.value(3), $gameVariables.value(4)], 30);
-------------------------------------------------------------------------------------------------------------
That way, whatever tint it is in battle or map, it'll be saved in a variable and then be restored after said skill.
 

Tonedawg181

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Does anyone have a demo put together of all of these action sequences that I can download? Also nice work compiling these @Johnboy =]
 

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