YEP Action Sequences: Premades/Requests Current Sequence: Maim

Discussion in 'Javascript/Plugin Support' started by Johnboy, Apr 14, 2017.

?

Which type of sequence next?

Poll closed Jun 15, 2018.
  1. Actor Sequence

    8 vote(s)
    80.0%
  2. Enemy Sequence

    1 vote(s)
    10.0%
  3. Two Stage Actor Sequence

    1 vote(s)
    10.0%
  4. Two Stage Enemy Sequence

    0 vote(s)
    0.0%
  1. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    Sure I can add it to my list. I got a few others to complete first though.
     
    #81
  2. worshipme

    worshipme Veteran Veteran

    Messages:
    33
    Likes Received:
    4
    First Language:
    Filipino
    Primarily Uses:
    RMMV
    no hurry sir.
    I watched yanfly's selection control plugin video and even there, the multiple selecting is doing 1 sequence at a time.
    I have settled on my own action sequence, which is 1 sequence at a time, and hopefully you come up with a workaround in this seemingly impossible task.
    Thank you very much in advance sir!
     
    #82
  3. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    This one's for @deathsia :

    Stellar Explosion:

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

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

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

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

    <whole action>
    </whole action>

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

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

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

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

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

    Any questions or if you need assistance, feel free to PM me. Until next time...
     
    #83
    Regino likes this.
  4. deathsia

    deathsia Pegisister Veteran

    Messages:
    618
    Likes Received:
    52
    First Language:
    English
    For some reason I hit this crash message"Undefined is not a function"

    My error log:
    [​IMG]
     
    #84
  5. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    This error comes as soon as the action processes or during the sequence?
     
    #85
  6. Luminous

    Luminous Veteran Veteran

    Messages:
    120
    Likes Received:
    40
    Hi is there a way to make a conditional action sequence?
    Maybe like suikoden 2 critical strike
    Attack skill have normal camera but when it's critical the camera will be zoom focus on that attacking character doing massive dmg to target enemy.
    Thanks everyone.
     
    #86
  7. deathsia

    deathsia Pegisister Veteran

    Messages:
    618
    Likes Received:
    52
    First Language:
    English
    During the sequence, just AFTER she kicks the character up.

    and yes I have yanfly's improved battlebacks installed.
     
    #87
  8. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    Hmm. I'm thinking there might be a conflict somewhere. I'll move some plugins around and see if I can reproduce the error. If you get a chance can you drop a quick screenshot of your plugin list and I'll copy and try to replicate it using your exact plugins.

    Also of quick note, my demo project is currently 1.4.0. I will update to 1.5.1 and see if maybe there's an issue there as well.
     
    #88
  9. deathsia

    deathsia Pegisister Veteran

    Messages:
    618
    Likes Received:
    52
    First Language:
    English
    Ten times easier if I do this and you view it in a text editor becuase I would have to take 5+ screencaps to list them all.
     

    Attached Files:

    #89
  10. deathsia

    deathsia Pegisister Veteran

    Messages:
    618
    Likes Received:
    52
    First Language:
    English
    Any luck?
     
    #90
  11. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    Was busy this weekend but I plan on looking at it tonight.

    UPDATE: Something is borked in Yanfly's Action Sequence Pack 2 right now, causing the POINT argument to not properly work. This will throw the same error @deathsia has posted earlier in this thread. For now, I will stick to showing sequences that do not utilize this argument until a time in which Yanfly can fix the plugin.
     
    Last edited: Sep 23, 2017
    #91
  12. Rishi Raj Jain

    Rishi Raj Jain Pokemon MV Maker Veteran

    Messages:
    204
    Likes Received:
    48
    Location:
    India
    First Language:
    English
    Primarily Uses:
    RMMV
    @Johnboy Can you help me by making Pokemon Z-moves Action Sequence they are 29 in Total, I will try to help you with every possible Animations, battlebacks, etc. I can.

    For Instance see the Video:



    Specific Pokemon Z-Moves:
    00:00 Catastropika (Pikanium Z - Pikachu Volt Tackle)
    00:30 Malicious Moonsault (Incinium Z - Incineroar Darkest Lariat)
    01:01 Sinister Arrow Raid (Decidium Z - Decidueye Spirit Shackle)
    01:32 Oceanic Operetta (Primarium Z - Primarina Sparkling Aria)
    02:18 Guardian of Alola (Tapunium Z - Tapu Nature's Madness)
    02:50 Soul-Stealing 1 Star Strike (Marshadium Z - Marshadow Spectral Thief)
    03:24 Stoked Sparksurfer (Aloraichium Z - Alolan Raichu Thunderbolt)
    03:56 Pulverizing Pancake (Snorlium Z - Snorlax Giga Impact)
    04:33 Extreme Evoboost (Eevium Z - Eevee Last Resort)
    05:23 Genisis Supernova (Mewnium Z - Mew Psychic)
    06:03 10,000,000 Volt Thunderbolt (Pikashunium Z - Pikachu in a Cap Thunderbolt)
    Normal Z-Moves:
    06:37 Breakneck Blitz (Normalium Z - Normal Type Attacks)
    07:05 Inferno Overdrive (Firium Z - Fire Type Attacks)
    07:32 Hydro Vortex (Waterium Z - Water Type Attacks)
    07:59 Gigavolt Havoc (Electrium Z - Electric Type Attacks)
    08:29 Bloom Doom (Grassium Z - Grass Type Attacks)
    08:59 Subzero Slammer (Icium Z - Ice Type Attacks)
    09:27 All-Out Pummeling (Fightium Z - Fight Type Attacks)
    09:59 Acid Downpour (Poisonium Z - Poison Type Attacks)
    10:27 Supersonic Skystrike (Flynium Z - Flying Type Attacks)
    10:54 Shattered Psyche (Psychium Z - Psychic Type Attacks)
    11:23 Savage Spin-Out (Buginium Z - Bug Type Attacks)
    11:53 Never-Ending Nightmare (Ghostium Z - Ghost Type Attacks)
    12:22 Devastating Drake (Dragonium Z - Dragon Type Attacks)
    12:51 Corkscrew Crash (Steelium Z - Steel Type Attacks)
    13:19 Black Hole Eclipse (Darkinium Z - Dark Type Attacks)
    13:47 Twinkle Tackle (Farium Z - Fairy Type Attacks)
    14:15 Continental Crush (Rockium Z - Rock Type Attacks)
    14:44 Tectonic Rage (Groundium Z - Ground Type Attacks)
     
    #92
  13. zumat

    zumat Warper Member

    Messages:
    2
    Likes Received:
    0
    First Language:
    english
    Primarily Uses:
    RMMV

    Johnboy,

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

    "Cannot read property 'id' of null"

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

    Thank you, and keep up the good work.

    z
     
    #93
  14. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    @Rishi Raj Jain I can look at maybe making some of these. Just keep in mind that trying to convert 3d moves into a 2d engine is sometimes difficult.

    @zumat that is probably an error in my code. I will have to go back and look at it.
     
    #94
    Rishi Raj Jain likes this.
  15. zumat

    zumat Warper Member

    Messages:
    2
    Likes Received:
    0
    First Language:
    english
    Primarily Uses:
    RMMV

    @Johnboy,

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

    cheers,
     
    #95
  16. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    Hello everyone.

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

    Fencer's Remise: Redux

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

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

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

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

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

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

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

    <follow action>
    jump user: 200%, 35
    move user: home, 35
    wait: 30
    clear battle log
    wait: 25
    </follow action>

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

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



    I'll try to get to some requests this week. Until next time...
     
    #96
    Regino, SoSick. and Joy Diamond like this.
  17. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

    Messages:
    154
    Likes Received:
    20
    First Language:
    English
    Primarily Uses:
    RMMV
    @Johnboy
    I'm using an action sequence that tints the screen, is there any way to have the tint set back to what it was before the skill, not on Normal tint? Plus I'm using maps and battles that have different tint screens.

    I have a map that sets the tint to Night and this includes the battles. But if I have "tint screen: normal" in the action sequence, it's going to have the battle's tint actually turn into a day time setting instead of Night (or any tint screen I choose).
     
    #97
  18. Johnboy

    Johnboy Veteran Veteran

    Messages:
    327
    Likes Received:
    110
    Location:
    Canadia
    First Language:
    English
    I'm not sure on that. I'll take a look around and see if I can find anything.
     
    #98
  19. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

    Messages:
    154
    Likes Received:
    20
    First Language:
    English
    Primarily Uses:
    RMMV
    @Johnboy Never mind on that, I got help from the Lunatic Discord server.

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

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

    And for the end of the sequence, this here is placed:
    eval: $gameScreen.startTint([$gameVariables.value(1), $gameVariables.value(2), $gameVariables.value(3), $gameVariables.value(4)], 30);
    -------------------------------------------------------------------------------------------------------------
    That way, whatever tint it is in battle or map, it'll be saved in a variable and then be restored after said skill.
     
    #99
  20. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

    Messages:
    65
    Likes Received:
    19
    Location:
    USA
    First Language:
    English
    Primarily Uses:
    RMMV
    Does anyone have a demo put together of all of these action sequences that I can download? Also nice work compiling these @Johnboy =]
     

Share This Page