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 .

Nosidag

Veteran
Veteran
Joined
Sep 29, 2013
Messages
30
Reaction score
3
First Language
English
Primarily Uses
@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

Veteran
Veteran
Joined
Oct 27, 2015
Messages
538
Reaction score
49
First Language
Italian
Primarily Uses
Hey, how's the renzokuken request with Lionheart attached ?! :D:D:D
 

zeroace074

(´∀`)
Member
Joined
Jun 4, 2020
Messages
11
Reaction score
7
First Language
English
Primarily Uses
RMMV
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

Pegisister
Veteran
Joined
Feb 26, 2014
Messages
651
Reaction score
55
First Language
English
Primarily Uses
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

Veteran
Veteran
Joined
Oct 27, 2015
Messages
538
Reaction score
49
First Language
Italian
Primarily Uses
Fantastic, very good! :D
Can you create other variations of the skill: Cross Thunder Chain ??? :LZYwink::LZYwink::LZYwink:
 

Megumi_Aramaki

The Goddess of Games
Veteran
Joined
Jul 28, 2020
Messages
87
Reaction score
17
First Language
English, Arabic
Primarily Uses
RMMV
Wow, cool! Can you please do skill of: Final Fury from Tales of Destiny?
 

Latest Threads

Latest Profile Posts

Valentines Entry, first contest I'm in and it is so much fun to just participate!
Anatomy is really hard. I'm not an artist.
just destroyed hours of work again. i don't know why I bother.
World Map for the inside of my main character's head. Every spot is an area that either occupies his thoughts or staples of everyone's "headspace"

Forum statistics

Threads
108,999
Messages
1,041,133
Members
141,466
Latest member
williamjjj
Top