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

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
@bohutang Let me look into some stuff. I know @ramza has built a second chance state which allows you to revive after a death in battle. Perhaps I could build upon his base and have the character transform and be applied with a paralyze state upon reviving, then once the paralyze state wears off the character returns to normal with whatever HP value the egg had. It might not be too difficult. Still working on the ones requested from Final Fantasy X, I don't want to just slap something quick together. Converting 3D animations to 2D takes a little bit of redesign of the skill to make it work correctly.
 

bohutang

Villager
Member
Joined
Oct 24, 2016
Messages
24
Reaction score
4
First Language
china
Primarily Uses
@bohutang Let me look into some stuff. I know @ramza has built a second chance state which allows you to revive after a death in battle. Perhaps I could build upon his base and have the character transform and be applied with a paralyze state upon reviving, then once the paralyze state wears off the character returns to normal with whatever HP value the egg had. It might not be too difficult. Still working on the ones requested from Final Fantasy X, I don't want to just slap something quick together. Converting 3D animations to 2D takes a little bit of redesign of the skill to make it work correctly.
Good master! thank you very much for your help!
 

SoSick.

Veteran
Veteran
Joined
Jun 29, 2016
Messages
224
Reaction score
191
First Language
english
Primarily Uses
RMMV
Thanks @Johnboy all your sequences are top draw! Will be taking all of your final fantasy one’s and absolutely mention you In credits! :)
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
659
Reaction score
373
First Language
English
Primarily Uses
RMMV
@bohutang Let me look into some stuff. I know @ramza has built a second chance state which allows you to revive after a death in battle. Perhaps I could build upon his base and have the character transform and be applied with a paralyze state upon reviving, then once the paralyze state wears off the character returns to normal with whatever HP value the egg had. It might not be too difficult. Still working on the ones requested from Final Fantasy X, I don't want to just slap something quick together. Converting 3D animations to 2D takes a little bit of redesign of the skill to make it work correctly.
Hey, this is a pretty swell thread you have going on here, thanks for tagging me in it.

As for what you said, I do have a state that will auto-revive the afflicted battler when he dies, and that is a pretty good base to work off of here, but that state isn't the greatest, as it involved making specific changes to the death state to check for Second Chance before killing the battler.
I don't think I fully understood the scope of the YEP_X_StateCategories plugin at the time, but I realize now that you could use the <Bypass Death Removal> tag on the state and use a <custom deselect effect> to check if the target battler died from whatever just hit it, and then apply a state that turns you into an egg, and paralyzes you and restores your HP.

Frankly, though, this sort of state mechanic seems to be outside of the scope of what you're doing in this thread, so that's up to you.

Keep up the good work, man.
 

Tonedawg181

Tonedawg Gaming
Veteran
Joined
Oct 21, 2016
Messages
65
Reaction score
20
First Language
English
Primarily Uses
RMMV
Does anyone have a working demo with some/all of these action sequences working properly? This thread has kinda turned into a lot more people asking how to fix sequences rather than posting working sequences.
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
These should pretty well all work. I've been checking them in 1.61 and everything seem to be functioning correctly. I will try to build a demo project soon for upload.

The reason it's mostly people asking to fix or advice on how to adjust them is that I haven't had much time to build many sequences lately. I try to get requests done in my free time. To be perfectly honest I would rather someone ask about my sequences here in this thread than go to the massive thread searching for an answer, since I designed all these myself and therefore would be the best person to ask about said sequences. I'm no expert by any means, and sometimes I make mistakes or simply approach something differently than someone else. I apologize to those still waiting on specific things.

On a bit of a lighter side, I've got some free time tomorrow and I hope to publish two more sequences!

Edit: And we have two sequences! Special thanks to Yanfly for sequence number two. Their js knowledge saves me a lot of trial and error work.

Required Plugins:
YEP Battle Engine Core
YEP Action Sequences 1,2,3
YEP Target Core

Slice and Dice: Final Fantasy X

This sequence is somewhat similar to the Quadra Slice sequence posted earlier. Sometimes it is a good refresher to post similar sequences and then be able to compare them.
This is Tidus' second overdrive. It deals minor to moderate damage to six random enemies.

20180902193032_1.jpg

You'll notice that I have the scope set to "none". This is because we are designating the targets in the notebox. The formula for damage can be whatever you like.

The following goes in the notebox:
<Target: 6 Random Foes>

<setup action>
perform start
IMMORTAL: target, true
WAIT: 50
DISPLAY ACTION
motion skill: user
</setup action>

<whole action>
</whole action>

<target action>
move user: target, front, 35
wait for movement
flash screen: white, 35
motion attack: user
action animation
action effect
wait for effect
wait for movement
</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>

That's all there is to Slice and Dice.

Scan/Libra:

This spell has been a staple in the Final Fantasy series, and has made various other appearances in several other games, in varying degrees. At it's core, the spell reveals information about the target. This can range from simply HP and MP values, to full statistics and elemental strengths and weaknesses. Combining it with Yanfly's Visual HP Gauge plugin can even allow you to have the enemy HP bar appear. For this particular one we're going to just show the statistical values of the enemy. We're also going to make a quick custom animation that you can use.

20180902194701_1.jpg

Set the skill up as shown. Please note that you will need to have the skill set to certain hit, unless of course you want it blockable.

The following goes in the notebox: (Warning for large wall of text in spoiler)
<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>
action animation: target
wait for animation
action effect: target
wait for effect
tint screen: normal
death break
</target action>

<finish action>
perform finish
face user: forward
clear battle log
immortal: targets, false
</finish action>

<Before Eval>
if (target.isEnemy()) {
var id = target._enemyId;


var text = target.name() + '\n';
text += '\\px[100]\\c[4]HP:\\c[0] ' + target.hp;
text += '/' + target.mhp;
text += '\\px[400]\\c[4]MP:\\c[0] ' + target.mp;
text += '/' + target.mmp;
text += '\\px[700]\\c[4]TP:\\c[0] ' + target.tp;
text += '\n';
text += '\\px[100]\\c[4]ATK:\\c[0] ' + target.atk;
text += '\\px[400]\\c[4]MAT:\\c[0] ' + target.mat;
text += '\\px[700]\\c[4]AGI:\\c[0] ' + target.agi;
text += '\n';
text += '\\px[100]\\c[4]DEF:\\c[0] ' + target.def;
text += '\\px[400]\\c[4]MDF:\\c[0] ' + target.mdf;
text += '\\px[700]\\c[4]LUK:\\c[0] ' + target.luk;
$gameMessage.add(text);

var weakness = '';
var resist = '';
var immune = '';
var absorb = '';
var elements = $dataSystem.elements;
for (var i = 1; i < elements.length; ++i) {
var name = elements;
var rate = target.elementRate(i);
if (rate > 1) {
weakness += name + ' ';
} else if (rate < 0) {
absorb += name + ' ';
} else if (rate === 0) {
immune += name + ' ';
} else if (rate < 1) {
resist += name + ' ';
}
}
if (weakness === '') weakness = 'None';
if (resist === '') resist = 'None';
if (immune === '') immune = 'None';
if (absorb === '') absorb = 'None';
weakness = '\\c[18]Weakness:\\c[0] ' + weakness + '\n';
resist = '\\c[17]Resist:\\c[0] ' + resist + '\n';
immune = '\\c[7]Immune:\\c[0] ' + immune + '\n';
absorb = '\\c[11]Absorb:\\c[0] ' + absorb;
text = weakness + resist + immune + absorb;
$gameMessage.add(text);
}
</Before Eval>

Hopefully this will work by simply copying and pasting.

Last up we have the custom animation.

20180902195336_1.jpg

Basically for this, you will want to copy the "Shoot Special" animation into a free slot. then simply select frames 24 - 47 and delete them. If you would like a very nice scan animation, I very highly recommend @hadecynn animations, which can be found on their website here: Hadecynn Animations

Again I would like to thank Yanfly for their incredible work both making these plugins and providing all the code for Scan/Libra. Without their knowledge, I wouldn't even be able to do most of these sequences.

Until next time....
 
Last edited:

deathsia

Pegisister
Veteran
Joined
Feb 26, 2014
Messages
631
Reaction score
53
First Language
English
Primarily Uses
So, remember my request for the scene transition?

Turns out i'm having trouble figuring out how to implement additional attacks just after the foe is knocked up and the scene transitions to the starlit sky, can you by chance tell me how I could make it so I can make an actor fly back and forth on the starlit sky screen causing dmg each time they fly by the foe followed by them landing on top of the foe which prompts the scene transition back to the main scene.
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
@deathsia sure can. Give me a few days to gather my thoughts and build a test sequence. In the middle of a major renovation right now.
 

Lionheart_84

Veteran
Veteran
Joined
Oct 27, 2015
Messages
493
Reaction score
44
First Language
Italian
Primarily Uses
@Lionheart_84 It took some time but ask and ye shall recieve!

Final Fantasy VI: Boss Collapse Effect

This action sequence will allow you to apply a custom death animation for all your boss monsters. We're going to mimic as closely as possible the death sequence from FF6.

Required Plugins:
YEP Battle Engine Core
YEP Action Sequences 1,2 (3 if you plan on camera effects)


This is built very similar to the entrance sequence. But the custom made collapse effect has an absolute TON of movement, so I recommend for your own sanity that you mark your sequence as I have. This way you can keep your movement sections in blocks of 10, making it much easier to modify. This way you can copy/paste in blocks of 10.

View attachment 96696

This is your skill layout. Please note that the scope MUST be set to 1 Ally, otherwise your effects may take place on random allies, random enemies or not even show up. Hit type must be certain hit, and be sure to set the occasion to never. Name your skill whatever you wish, and make note of the skill ID (in this case 42) as it is needed shorty.

The following goes in the notebox: (WARNING: THIS IS EXTREMELY LARGE)
<Setup Action>
flash screen: white, 60
se: Explosion1
wait: 60
enemy effect: target, blink
se: Explosion2
opacity target: 255, 60
wait for opacity
opacity target: 0, 360
// This must add up to 240 frames //
bgs: Quake, 70, 100, 0
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
// This is 10 cycles (20 frames) //
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 20 cycles (40 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 30 cycles (60 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 40 cycles (80 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 50 cycles (100 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//this is 60 cycles (120 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
// This is 70 cycles (140 frames) //
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 80 cycles (160 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 90 cycles (180 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 100 cycles (200 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//This is 110 cycles (220 frames)//
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
move target: forward, 5, 2
wait for movement
move target: backward, 5, 2
wait for movement
//this is 120 cycles (240 frames)//
bgs: stop
wait for opacity
</Setup Action>

<Whole Action>
</Whole Action>

<Target Action>
</Target Action>

<Finish Action>
</Finish Action>

I apologize for the massive size of this sequence. I'm sure there is a way to loop this or something but I'm not too familiar with looping. You'll notice that while I have the opacity fadeout set to 360 frames, but the movement effect is only 240 frames. This is because after 240 frames, the opacity of the enemy is close enough to 0 that it will be very difficult to see the enemy anyways, and it saves some coding in the notebox. The entire sequence will take approximately 8 seconds.

Next up is the Troop event for your battle:
View attachment 96814

This will have to be set up so that when the enemy HP is 1% or less, your death sequence will be played. Similar to what I have in the above image. You also need to apply the death state here.

Lastly, we have the actual enemy page which needs a small adjustment:
View attachment 96700
In the traits box, we need to add the collapse effect "No Disappear". This is so that the engines normal collapse effect will not play when the sequence is completed.

And that's all there is to it! Until next time...

EDIT: Forgot to add that you ALSO have to add the death state to your boss when it is >1%, otherwise if they have any HP left they will be invisible but still attack.

fantastic ... but I would like to make a clarification:

There is a problem in the timing! I'll explain.
If I have a skill that causes 5 hits, the boss dies at the first and does not let me do the other 4, how to solve ???
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
@Lionheart_84 Make sure your skill has the
immortal: target, true
argument in the setup action. And by extension make sure
immortal: target, false
is in the finish action section.

@deathsia Finished my renovation today, so I plan on working on your sequence this week.
 

deathsia

Pegisister
Veteran
Joined
Feb 26, 2014
Messages
631
Reaction score
53
First Language
English
Primarily Uses
@Lionheart_84 Make sure your skill has the
immortal: target, true
argument in the setup action. And by extension make sure
immortal: target, false
is in the finish action section.

@deathsia Finished my renovation today, so I plan on working on your sequence this week.
awesome^^
 

Lionheart_84

Veteran
Veteran
Joined
Oct 27, 2015
Messages
493
Reaction score
44
First Language
Italian
Primarily Uses
@Lionheart_84 Make sure your skill has the
immortal: target, true
argument in the setup action. And by extension make sure
immortal: target, false
is in the finish action section.
I did it, but the enemy dies the same! :frown:

It does not even work with your "Stellar Explosion" ability and yet, as you know, you put it on "immortal: target, true"!

In this same skill of yours, the boss dies immediately after being hit in the starry sky!
 
Last edited:

Yawgmoth

Veteran
Veteran
Joined
Jan 9, 2018
Messages
114
Reaction score
10
First Language
English
Primarily Uses
RMMV
Hi all,

I see a lot of melee skills for actors and enemies but I was wondering if anyone had some cool ranged action sequences? Something for a ranger or hunter like actor?

Thanks!
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
Hey everyone.

Just wanted to drop a line and apologize to everyone still waiting on stuff. My motivation has been severely lacking due to a change of career and with so many renos going on at my place. Man it's exhausting.

I plan on dedicating some time in the coming days to trying to clean up some outstanding sequences and post some of them here. Going forward, I'm not sure how much time I will have to complete new sequences, but I will post them here still once I do. I hope everyone can use some of these, or at least use them as a base template and adjust them as they see fit.

@Lionheart_84 Maybe you have a plugin conflict somewhere.

@deathsia my apologies for taking so long to figure out your question about moving and attacking during your launched action sequence. This should actually be fairly easy to implement.

In you action sequence, if you used the stellar explosion sequence, after these lines:
move target: point, 640, 360, 30
wait: 60

is where you would start implementing your additional movement and attacks. Ideally, if you wanted the skill user to reappear and fly across the screen once each way and dealing damage with each hit as well as jumping on your enemy to deal damage and cause the falling effect, you would need to insert these lines:
opacity user: 100%, 30
move user: point, 0, 480, 30
animation 1: target
action effect
wait for effect
move user: point, 1280, 480, 30
animation 1: target
action effect
wait for effect
jump user: 200%, 60
move user: target, head, 60
wait for movement
animation 1: target
action effect
wait for effect

Now the way this is set up, your user could also be set to "ride" the enemy down as they fall back to the ground if you so choose. In this case we would add the following to the follow part of the action sequence: (added lines are in bold and italics)
<follow action>
move target: point, 640, 720, 30
move user: point, 640, 720, 30
opacity target: 0%, 30
opacity user: 0%, 30
wait for opacity
wait: 30
move target: point, 640, 0, 30
move user: point, 640, 0, 30
wait for movement
remove battleback 3
wait: 30
move target: point, 640, 480, 30
move user: point, 640, 480, 30
opacity target: 100%, 30
opacity user: 100%, 30
wait: 20
animation 39: target
wait for animation
damage rate: 25%
action effect
wait for effect
move target: return, 45
move user: home, 45
opacity all members: 100%, 30
</follow action>

If you wanted more hits in the sky and more movement, you could just copy and paste this:
move user: point, 0, 480, 30
animation 1: target
action effect
wait for effect
move user: point, 1280, 480, 30
animation 1: target
action effect
wait for effect

and place it before these lines:
jump user: 200%, 60
move user: target, head, 60
wait for movement
animation 1: target
action effect
wait for effect

Keep in mind that each time flying across the screen will result in two hits, one for moving left and one for moving right. You will have to change the animation id to whichever you are using in your game (obviously).

I'll drop the whole modified sequence here for you:
<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
opacity user: 100%, 30
move user: point, 0, 480, 30
animation 1: target
action effect
wait for effect
move user: point, 1280, 480, 30
animation 1: target
action effect
wait for effect
jump user: 200%, 60
move user: target, head, 60
wait for movement
animation 1: target
action effect
wait for effect

</target action>

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

I will try to do maybe a ranged attack ultimate move for the next posted sequence.
Take care everyone. Until next time....
 

Popelus

Villager
Member
Joined
Mar 14, 2019
Messages
15
Reaction score
2
First Language
Spanish
Primarily Uses
RMMV
Awesome thread, @Johnboy . It was extremely helpful for me, both to get some cool sequences and to learn about how they work so that I can create my own.

And I love how the thread stays alive across the years, even if the pace changes. Thank you!
 

Lord Balen

Villager
Member
Joined
Feb 27, 2014
Messages
15
Reaction score
3
First Language
English
Primarily Uses
Hey there! Great thread.
I was just trying to get the Kefka Boss Entry sequence to work, but it simply won't trigger using the Turn 0 Condition in the Battle Events Page.
I've confirmed the skill works as intended otherwise.
 

MegaBits

Villager
Member
Joined
Jul 12, 2019
Messages
9
Reaction score
2
First Language
English
Primarily Uses
RMMV
Hey all,
I have a request as I'm not seeing it here yet! I'd like different elemental arrows (fire, ice, electric, etc). But i have no idea how to do this.

Any help would be great!
Thanks!
Mega
 

Johnboy

Veteran
Veteran
Joined
Jan 13, 2016
Messages
341
Reaction score
117
First Language
English
Primarily Uses
@MegaBits Elemental arrows are outside the scope of this thread. Unless you are using a specific skill to attack with arrows in which case you could simply designate the element in the beginning of the sequence and then remove it at the end of the sequence, similar to the multi-element spell earlier in this thread.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Stream will be live shortly with some AI Dungeon! The chronicle of Scrapfly continues~ Feel free to drop by!
tfw, I found one of my skill ability in my game is not worth picking and had to plan to buff it. But my players seemed to use it without complaining. Now, idk if I should buff it or leave it as is.
I have recently discovered a Limit breaker for RPGmaker VXA, needless to say this changes everything.also I really like the changes this website has made.
It seems that my favorite anime page finally kicked the bucket... :,c

Forum statistics

Threads
97,774
Messages
946,887
Members
128,985
Latest member
NexusExe
Top