RMMV 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

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

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

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

Lionheart_84

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

zeroace074

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

Warp Strike (FFXV)

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

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

Optional (for the camera effects):
YEP_X_ActSeqPack3.js

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

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

And then add this action sequence to the note:

This one's quite simple:

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

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

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

1595016377834.png

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

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

Cross Thunder Chain

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

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

Again, Optional:
YEP_X_ActSeqPack3.js

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

Not as simple this time -

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

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

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

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

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

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

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

deathsia

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

Warp Strike (FFXV)

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

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

Optional (for the camera effects):
YEP_X_ActSeqPack3.js

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

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

And then add this action sequence to the note:

This one's quite simple:

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

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

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

View attachment 151700

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

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

Cross Thunder Chain

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

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

Again, Optional:
YEP_X_ActSeqPack3.js

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

Not as simple this time -

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

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

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

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

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

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

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

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

Lionheart_84

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

Megumi_Aramaki

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

JayXsane

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


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

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


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


Preview of Animation



Comparison to Final Fantasy VII (PSone)



Animation Set-up (Optional)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

</target action>


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

1615026472844.png

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

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

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

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

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

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

METACHASER

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

Johnboy

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

Vaiyat

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


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

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


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


Preview of Animation



Comparison to Final Fantasy VII (PSone)



Animation Set-up (Optional)



View attachment 182035

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

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

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

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

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

Edit: As a side note, I've purposefully set TP and MP use to 0 for Debug purposes. I plan on making it 100 TP and at least 200 MP going forward.
That looks amazing good job but is their way to do it so it can hit random as well or would have to have yanfly target core to do that with the animation.
 
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Just finished eventing a couple simple puzzles in RMMV, for my very first game "Sample Quest." Just messing around, throwing things together, and calling it a story XD On a non-RM note, got my hair cut today!
I feel the need to inform everyone on the forums NOT to go with Web Hosting Canada for your hosting needs. It is by far the worst customer service and just overall experience I have ever had with hosting and I am Canadian...
BCj
Got another eye surgery monday. Hope I'll recover quick and all's well. A bit tired of surgeries. On a happy note, working on the next chapter of Escalia so hope I can continue soon :)
Celebrating the arrival of autumn in the Northern Hemisphere :)

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