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 .

MegaBits

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@Johnboy Thanks! I'll try that. Your sequences are amazing! Once i understand them better, I'll post some of my own :D
 

Johnboy

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Hello everyone.

Just thought I would drop this little tidbit in here. It's not an action sequence per se, but it's a breakthrough I recently discovered while working on my game. I use MOG's battle hud in conjunction with a lot of Yanfly plugins. To reduce the number of spells in my game, I wanted to place a skill mastery system which allowed damage spells to become multi-target upon reaching level 6 in mastery.

As most of you know, MOG and Yanfly plugins do not play well with each other. This is not true for Yanfly's ATB, Battle core or action sequences, but it does affect the single/multi option in Yanfly's Selection control plugin. Realizing this, I set out to find an alternative solution.

Plugins Required:
YEP Battle Engine Core
YEP Action Sequence 1,2 (and 3 if using camera functions)
YEP Skill Mastery
YEP Auto-Passive States
HIME Scope Core
HIME Scope Change Rules
MOG Battle HUD

Plugins Recommended:
Not required but highly useful:
YEP Skill Core
YEP Buffs and States Core
YEP Target Core
YEP X Selection Control
YEP Damage Core
YEP Element core

We're going to create a skill and a state. For simplicity I'll just create a Fire spell with a standard single target.
20190820225214_1.jpg
Just your basic Fire spell. (Ignore the Victor tags. They won't be used.) But the following will go in the notebox:
\\Hime tags
<scope change rule: all-enemy>
a.isStateAffected(95)
</scope change rule>

\\Action Sequence
<setup action>
clear battle log
display action
perform start
wait for movement
motion chant: user
animation 178: user
immortal: targets, true
wait for animation
</setup action>

<whole action>
if (user.skillMasteryLevel(61) > 5)
action animation: targets
wait for animation
action effect: targets
wait for effect
death break
break action
</whole action>

<target action>
else if (user.skillMasteryLevel(61) =< 5)
action animation: targets
wait for animation
action effect: targets
wait for effect
death break
end
</target action>

<finish action>
perform finish
face user: forward
clear battle log
immortal: targets, false
</finish action>
Do note that the numbers in pink will have to be changed relative to your game.
a.isStateAffected(95) <---- this is the state ID for the auto-passive (Fire Attunement)
if (user.skillMasteryLevel(61) > 5) <---- 61 is the skill ID number, 5 is the max mastery level for the single target version of Fire.
else if (user.skillMasteryLevel(61) =< 5) <---- same as above, but less than or equal to.

We still need a state.
20190820230548_1.jpg
This should do nicely. As this is for our Fire spell, I've named it Fire Attunement.
Place this in the state notebox:
<Custom Passive Condition>
if (user.skillMasteryLevel(61) > 5) {
condition = true;
} else {
condition = false;
}
</Custom Passive Condition>

The numbers in pink will need to be changed to the same as those in the action sequence.

If all goes according to plan, now you will have a single target Fire spell from mastery levels 1 through 5, and at level 6 mastery, the spell becomes multi-target. And the action sequence will change based on the user's mastery level, so no more creating multiple fire spells when you can stack it all in one action sequence! Using this you can also change the animation for the action sequence based upon skill mastery levels as well, and create some truly unique spells.

Not sure when my next post will be (baby #3 in a few weeks!) but I'll keep posting whenever I can! Until next time...

EDIT: Forgot to add that you need to set your state in the global pool of YEP Auto Passive states plugin. Otherwise it won't work.
 
Last edited:

Johnboy

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Maim: Hour of Fate

Required Plugins:

YEP Battle Engine Core
YEP Action Sequences 1,2 (3 for camera control)
YEP Damage Core

Recommended Plugins:
YEP Buffs and States Core

With the Maim ability, I've decided that I wanted my Dragon Knight class to have a unique super move. This ability in my game is tied to the Limit Break system so as to not be overused, but as designed it should scale fairly well. The Dragon Knight's Attack parameter is checked versus the enemy's Attack parameter. If the Dragon Knight's is higher, the ability deals quadruple damage and applies "Bleed", which does 2.5% damage over time effect for 5 turns. If the Dragon Knight's is lower, it deals double damage. For this we will need a skill and a state.

Let's build the state first:
20190825084353_1.jpg
Just a standard negative HP regen state will do. You can set the duration and amount of damage per turn to whatever you like. Remember the state ID, we'll need it in the next part.

Next up we create our skill:
20190825084358_1.jpg
I wanted a simple looking skill to keep the battle moving, since in my game most players would simply opt to use the skill on major threat targets or bosses. Since bosses tend to be longer drawn out battles, having extremely long and flashy sequence might drag out the battle even longer.

Place this in the notebox:
<setup action>
display action
perform start
wait for movement
motion skill: user
animation 215: user
immortal: targets, true
wait for animation
wait: 20
</setup action>

<whole action>
</whole action>

<target action>
if user.atk > target.atk
damage rate: 400%
move user: target, front, 20
wait for movement
motion attack: user
action animation: target
action effect
add state: 101
wait for effect
damage rate: 100%
else
damage rate: 200%
move user: target, front, 20
wait for movement
motion attack: user
action animation: target
action effect
wait for effect
damage rate: 100%
</target action>

<follow action>
jump user: 300%, 60
move user: return, 60
wait for movement
</follow action>

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

Nothing fancy. This way the skill is still useful even if the check fails, as a double damage attack is worth roughly twice as much as a normal attack. You could even have the skill add a weaker state if the check fails, such as a half effect Bleed or a different state entirely.

Until next time....
 

Zakarijah

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I love your work!

Would you be able to make a sequence for something similar to 'Jump' from FF wherein it takes place on the same turn as the action is used?

"Character jumps high enough to leave the screen, then lands on the target multiple times, quickly (It's an 8x ultimate attack in my game)
 

Johnboy

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Sure can! I'll get to it as soon as I can.
 

Kentaro_

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Hi,
I am looking for an action sequence for a flamethrower skill. Can anyone here help me? I also use Irina's ActionSeqImpact plugin and Olivia BattleImpact.

Flamethrower Weapon:
 

mattvalentine

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@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.


This is actually amazing.
However, even after changing the "wait for opacity" to "standby for opacity" (as Yanfly updated the plugins) I cannot make the enemy actually...well...darken. It just convulse there and disappears.
Am I missing something?...
Thanks in advance!

BTW this thread is great.
 

SoSickGames

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Miss your updates Johny boy! Please make ff7 blade beam soon :)
 

Johnboy

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Ya, sorry about the major lack of updates. I recently went through a career change as well as welcomed a third child into our family. So time has been at a premium lately. I hope to continue making some more of these sequences soon.
 

Lionheart_84

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Squall leonhart limit break "lionheart"?:wink:
 

Johnboy

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I love your work!

Would you be able to make a sequence for something similar to 'Jump' from FF wherein it takes place on the same turn as the action is used?

"Character jumps high enough to leave the screen, then lands on the target multiple times, quickly (It's an 8x ultimate attack in my game)
I'm looking into making this action sequence this coming weekend, as it's a holiday weekend and due to current world events, I can't take my kids out. Would each hit do normal damage or is the damage going to increase or decrease with each hit?

Hi,
I am looking for an action sequence for a flamethrower skill. Can anyone here help me? I also use Irina's ActionSeqImpact plugin and Olivia BattleImpact.

Flamethrower Weapon:
I don't use Irina's or Olivia's plugins, so I will not be able to help with this action sequence.

This is actually amazing.
However, even after changing the "wait for opacity" to "standby for opacity" (as Yanfly updated the plugins) I cannot make the enemy actually...well...darken. It just convulse there and disappears.
Am I missing something?...
Thanks in advance!

BTW this thread is great.
I will fully update my Yanfly plugins and check this out. Might require a rework of the whole sequence.

Miss your updates Johny boy! Please make ff7 blade beam soon :)
I actually have this sequence half written. I'm working on trying to solve a problem I ran into with a previous sequence I attempted to create that has a similar effect. Once I can sort that out, Blade Beam will be completed.

Squall leonhart limit break "lionheart"?:wink:
This one has me very intrigued, though it won't be exactly the same as the FF8 version. I can make something similar using a combination of SRD's Timed Attack plugin suite and Yanfly's Action Sequences. The result will be... clunky at best but it should work.

These will hopefully be all addressed this coming weekend, so keep an eye out for an update.
 

Lionheart_84

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Ah, I'm glad that it stimulated your curiosity!:biggrin:
Anyway, you see how to organize yourself! :wink:I'm sure a beautiful result will come out. I can't wait to see it and put it in my project.:LZSlol:
 

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Welcome back mate! Excited to see some sequences!
 

Johnboy

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Hurray for long weekends!

Though I didn't manage to get all the action sequences done, I did manage to lay the groundwork for most of them. I need some more time with SRD's timed attack plugins to familiarize myself with them and I can really put together a decent Lionheart sequence. I did complete one, however, and we're going to toss that on here tonight.

For @Zakarijah

Driving Spike

Required Plugins:
YEP Battle Engine Core
YEP Action Sequences 1,2 (3 for camera control)

Reccomended Plugins:
YEP Damage Core (can increase damage during sequence)
YEPX Critical Control (Can force critical the final hit)


In this sequence, the character leaps into the air, and lands on top of the target, slowly driving down through the target, inflicting damage seven times until the character hits the ground. Then the character jumps in front of the target, faces it, shows a power up animation, and then rushes through the target, dealing a final blow. My only regret on this sequence is that I can't show the character's spear pointing downwards as he's driving through the enemy.

Here's the video of it in action:

Let's jump right in and create our sequence:
20200518194628_1.jpg

As you can see I've lost my old project that had all my old sequences and had to create a new one.
Anyways, just your basic skill should suffice. As always feel free to adjust the damage formula, TP, speed, etc. as needed to fit your game.

And the notebox:
// Action Sequences
// Setup: Begin attack animation.
<Setup Action>
display action
perform start
immortal: targets, true
wait for movement
animation 52: user
motion skill: user
wait for animation
</Setup Action>

// Whole: Ensure nothing happens.
<Whole Action>
</Whole Action>

// Target: Perform the attack sequence.
<Target Action>
float user: 1000%, 60
MOVE user: target, head, 60
wait for movement
float user: 0%
move user: target, center
ZOOM: 150%
CAMERA FOCUS: user
wait for zoom
//attack #1
action animation
action effect
wait for animation
wait for effect
move user: target, base, 180
//attack #2
action animation
action effect
wait for effect
wait for animation
//attack #3
action animation
action effect
wait for effect
wait for animation
zoom: 175%
//attack #4
action animation
action effect
wait for effect
wait for animation
//attack #5
action animation
action effect
move user: target, base, 30
wait for animation
//attack #6
action animation
action effect
wait for animation
//attack #7
action animation
action effect
wait for animation
wait for movement
//attack #8
move user: target, front, 30
jump user: 100%, 30
wait for movement
face user: forward
animation 119: user
wait for animation
motion thrust: user
move user: target, back, 30
action animation
action effect
wait for effect
wait for animation
wait for movement
reset zoom
wait: 30
</Target Action>

// Follow: Return the user home.
<Follow Action>
jump user: 200%
move user: home
wait for movement
face user: forward
</Follow Action>

// Finish: Clear the battle log.
<Finish Action>
immortal: targets, false
clear battle log
</Finish Action>

Personally, I'd have hits 4 through 7 deal 125% damage and force critical damage on the final powered up blow, if this was to be an ultimate skill. Or even have the final hit deal normal damage but apply some debuff state to the enemy that maybe allows party members to deal 15% more damage for the duration of the debuff.

Until next time...
 

Lionheart_84

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Very nice congratulations! :LZScheeze:
However for Limit Lionheart, it doesn't require an interactive sequence.
Watch the video at the second "13". The limit has no interactive sequences in spite of Renzokuken.


This way you don't get stuck in your job? :LZSwink:
 

Johnboy

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@Lionheart_84 I was going to do the full sequence from renzokuken to lionheart. If you just want the lionheart part I can probably whip that up when i have a few minutes. There's not much involved with just the lionheart part, just 7 hits to various parts of the front of the enemy, followed by a singular attack with a different animation for the attack and charge up. Let me know which you would prefer.
 

Lionheart_84

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@Lionheart_84 I was going to do the full sequence from renzokuken to lionheart. If you just want the lionheart part I can probably whip that up when i have a few minutes. There's not much involved with just the lionheart part, just 7 hits to various parts of the front of the enemy, followed by a singular attack with a different animation for the attack and charge up. Let me know which you would prefer.
So, I admit that renzokuken stimulates me a lot. If you can play it ok, I would love it.
However the lionheart are "17" hits.
The first hit throws the enemy into the air, once there the actor strikes 15 hits to various parts of the front of the enemy, followed by a singular attack with a different animation which would be the 16th, after which he drops it to land and there the enemy takes the 17th hit.
 

Nosidag

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Awesome job! So I'm really trying to get these action sequences down. I'm curious what purpose does //"x" serve? Does it affect the sequence in anyway? Also how do you know when to separate your set up actions from your target actions?
 

Johnboy

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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.)
 

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Learning Action Sequences!

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