YEP Action Sequences: Premades/Requests Current Sequence: Maim

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

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As soon as I can get them all finished, I'll post a small demo project with the skills all set up.

Also, time for a new animation!

World of Warcraft: Fists of Fury

This isn't quite an exact copy of the Fists of Fury from WoW, but it's the closest skill I could think of to this. In this skill, the user jumps to the target enemy, and cycles front to back while hitting the enemy very rapidly. I think it's 10 total hits. I've also added in a slight wait after each hit to provide a small semblance of realism for stopping and turning around to move the opposite way.

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

Recommended:
YEP Damage Core
YEP Hit Accuracy
YEP Critical Control

Since we have no states and the skill is fairly straight forward, I will forgo the screenshots and place the sequence code here:

<setup action>
display action
perform start
wait for movement
motion skill: user
immortal: targets, true
wait for animation
wait: 20
</setup action>

<whole action>
move user: targets, front, 20
</whole action>

<target action>
action animation: target
move user: target, base, 10
motion attack: user
wait for movement
action effect
action animation: target
wait: 15
move user: target, front, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, back, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, front, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, back, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, front, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, back, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, front, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, back, 10
motion attack: user
action effect
action animation: target
wait: 15
move user: target, base, 10
motion attack: user
action effect
action animation: target
wait for movement
</target action>

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

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

You could modify this to hit random enemies using YEP Target core, modify the damage output making each hit progressively stronger using YEP Damage core or even force specific hits to be critical using YEP Critical Control. One suggestion I would stress is that you use the default attack animation as the animation to use. Otherwise longer animations will make things rather messy, as they will run into each other and not line up properly.

Until next time...
 

VIRAXES

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The enemy disappears after the animation!
 

Lionheart_84

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@Johnboy

Hello!!! :biggrin: I wanted to know if you could create the action sequences of Tidus overdrives of Final Fantasy X !!! :wink: specifically all 4:

Spiral Cut / Slice & Dice / Energy Rain / Blitz Ace (obviously I do not need the ball to be fired) :biggrin::wink::biggrin:
 

Johnboy

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I will try to get to these but it will take some time. I'm currently working on learning javascript in addition to working on my game and trying to rewrite all my action sequences.
 

Lionheart_84

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I will try to get to these but it will take some time. I'm currently working on learning javascript in addition to working on my game and trying to rewrite all my action sequences.
Ok, please let me know !!! :wink::wink::wink: so you're very good, I'm sure you will do a great job !!! :biggrin:
 

deathsia

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Got a knew request for ya if you've got the time to spare Johnboy.

Are you familiar with Kefka's entrance in the FINAL BATTLE of final fantasy 6?


Can you provide an action sequence for the enemy that does exactly this? I just want the float down from the heavens effect. :)
 

Johnboy

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You just want the floating effect? Would this be when a new enemy is introduced mid battle or at the start of a battle?
 

deathsia

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You just want the floating effect? Would this be when a new enemy is introduced mid battle or at the start of a battle?
The floating down from the sky thing, yeah. And at the beginning of the battle most likely. I mean, it would be nice to have it play anytime for game convenience but at the beginning of the fight sounds good enough. It needs to be a slow floating down effect kind of similar to the speed of Kefka from the video but a tiny bit slower.
 

AsuranFish

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Got a knew request for ya if you've got the time to spare Johnboy.

Are you familiar with Kefka's entrance in the FINAL BATTLE of final fantasy 6?


Can you provide an action sequence for the enemy that does exactly this? I just want the float down from the heavens effect. :)
Checkout Moghunter's "EmergeMotion" plugin... has a bunch of options for how an enemy can appear in battle. One of them is to float down from the top of the screen. Just so you know, the effect doesn't seem to work in Battle Tests. You'd have to do an actual play test to see it in action.
 

Johnboy

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@AsuranFish Sometimes MOG's plugins don't play well with YANFLY ones. That being said I have not specifically tested this one from MOG yet, but I will do so in the near future.

@deathsia I've got the sequence complete, below is a short video to show it in action. This is for new battles, but I can modify it if you needed it in the middle of a fight or something.

@Lionheart_84 Sorry I haven't had much time to do those four actions you requested. I'll try to get at least one done for you this weekend since I will have some free time Sunday. Again I apologize for the delay, I'm far too busy in my life lately to do much development, let alone action sequences.

Dramatic Entrance: Kefka God Form (Final Fantasy VI)

Sometimes you want your major plot battles to stand out in some way. What better way than to have a fully custom battle entrance? Yanfly posted a similar sequence on their website, but sometimes they are hard to follow. Plus this was requested =D.

Create a skill. Leave it completely default and name it "Boss Entry".
20180529233743_1.jpg
Place this sequence in the notebox:
<Setup Action>
tint screen: -255, -255, -255, 0, 1
opacity enemy 0: 0, 1
hide battle hud
camera screen: center, 1
move enemy 0: point, 450, -360, 1
opacity enemy 0: 255, 1
wait for movement
move enemy 0: home, 1440
tint screen: dark, 60
wait for movement
show battle hud
</Setup Action>

<Whole Action>
</Whole Action>

<Target Action>
</Target Action>

<Finish Action>
</Finish Action>

Please note this is for a single enemy. If you have multiple enemies you will have to modify this to set movement for each enemy.

Almost done. We'll need to make sure this sequence is activated immediately at the start of battle. To do this, go into the Troop tab of the MV program and select the enemy troop (in my case Kefka).
20180529233810_1.jpg
You'll notice I've placed a new event page under battle event and changed the condition to "Turn 0", This will cause this page to activate immediately upon entering battle. You will also see I've created a Forced action on Kefka, my Entry skill and last target. You want to set the skill to be used by your boss (Kefka) so that the sequence is activated by him. The target doesn't matter as it's just a movement sequence anyways.

That's all there is to it! Not really terribly complex for just one enemy, but as you add more enemies or movement, it can get pretty daunting.

And as promised, the video of it in action!
 

deathsia

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@AsuranFish Sometimes MOG's plugins don't play well with YANFLY ones. That being said I have not specifically tested this one from MOG yet, but I will do so in the near future.

@deathsia I've got the sequence complete, below is a short video to show it in action. This is for new battles, but I can modify it if you needed it in the middle of a fight or something.

@Lionheart_84 Sorry I haven't had much time to do those four actions you requested. I'll try to get at least one done for you this weekend since I will have some free time Sunday. Again I apologize for the delay, I'm far too busy in my life lately to do much development, let alone action sequences.

Dramatic Entrance: Kefka God Form (Final Fantasy VI)

Sometimes you want your major plot battles to stand out in some way. What better way than to have a fully custom battle entrance? Yanfly posted a similar sequence on their website, but sometimes they are hard to follow. Plus this was requested =D.

Create a skill. Leave it completely default and name it "Boss Entry".
View attachment 91026
Place this sequence in the notebox:
<Setup Action>
tint screen: -255, -255, -255, 0, 1
opacity enemy 0: 0, 1
hide battle hud
camera screen: center, 1
move enemy 0: point, 450, -360, 1
opacity enemy 0: 255, 1
wait for movement
move enemy 0: home, 1440
tint screen: dark, 60
wait for movement
show battle hud
</Setup Action>

<Whole Action>
</Whole Action>

<Target Action>
</Target Action>

<Finish Action>
</Finish Action>

Please note this is for a single enemy. If you have multiple enemies you will have to modify this to set movement for each enemy.

Almost done. We'll need to make sure this sequence is activated immediately at the start of battle. To do this, go into the Troop tab of the MV program and select the enemy troop (in my case Kefka).
View attachment 91027
You'll notice I've placed a new event page under battle event and changed the condition to "Turn 0", This will cause this page to activate immediately upon entering battle. You will also see I've created a Forced action on Kefka, my Entry skill and last target. You want to set the skill to be used by your boss (Kefka) so that the sequence is activated by him. The target doesn't matter as it's just a movement sequence anyways.

That's all there is to it! Not really terribly complex for just one enemy, but as you add more enemies or movement, it can get pretty daunting.

And as promised, the video of it in action!
Thank you!

Also for added effect since I noticed that when the battle begins the boss is sitting there until the action sequence starts do the following:

1. Have said foe appear halfway in the troop screen.

2. Perform a fadeout.

3. Use the enemy appear command and select the foe.

4. Force action the skill with the action sequence.

5. Perform a Fadein.

And Ta-DA! The dramatic entry looks completely normal!

This is basically what I like to call "polishing". This is by no means required but does make it feel more professional from a game developer standpoint.
 

Johnboy

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Oh absolutely. I had the fadeout effect occurring before the battle transition event in my test project. That made my Kefka move before the battle screen had faded back in.

Well that kind of has me excited to do some more action sequences.

Spinning Slash: Final Fantasy XI

Spinning Slash in Final Fantasy XI is a great sword move restricted to the Dark Knight job. Essentially the character spins around and deals damage to a single target. In this sequence we're going to modify this a small amount. Instead of dealing damage to a single target, it's going to deal damage to all enemies.

This is a fairly basic sequence, so all that are required is YEP Battle Engine Core and Action Sequence Packs 1 and 2.

20180531141401_1.jpg

Pay no attention to the Blood Knight Skills :p. (If you ask I might show some setup for some of those skills).
This is my layout for spinning slash. You are free to set up your skill however you wish. Please note that my damage formula uses custom stats made with Quasi Params, so using my formula will result in your skill doing no damage. This setup will deal damage to all targets, with a chance of it being blocked or evaded due to the hit type being physical attack.

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

<whole action>
move user: targets, front center, 20
wait for movement
move user: targets, back center, 60
motion attack: user
face user: backward
wait: 5
motion attack: user
face user: forward
action animation: target
wait: 5
motion attack: user
face user: backward
wait: 5
motion attack: user
face user: forward
wait: 5
motion attack: user
face user: backward
wait: 5
motion attack: user
face user: forward
wait: 15
</whole action>

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

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

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

Not anything really fancy, so I will forego posting a video of the skill in action since time from start to finish to copy and paste this skill would probably be as fast as watching a video of it. I might make one and post it later.
 
Last edited:

Lionheart_84

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Ok, I'll wait for your news !!! :wink: However beautiful your Dramatic Entrance !!! o_O
In the case ... can you do the opposite ??? :smile: That is ... to create the same BOSS COLLAPSE of FFVI?!? :biggrin::biggrin::biggrin:
 

deathsia

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Ok, I'll wait for your news !!! :wink: However beautiful your Dramatic Entrance !!! o_O
In the case ... can you do the opposite ??? :smile: That is ... to create the same BOSS COLLAPSE of FFVI?!? :biggrin::biggrin::biggrin:
Your talking about this?:

 

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Hello, Master! I don't know if I can make the passive skills of Ice Crystal Phoenix in the League of Legends?
The effect of this skill is to become an egg when the hero dies. If the egg is not killed within a few rounds, it will be resurrected. The blood volume of the resurrection is equal to the current blood volume of the egg!
For balance, this skill has a cooldown!
 

deathsia

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Hello, Master! I don't know if I can make the passive skills of Ice Crystal Phoenix in the League of Legends?
The effect of this skill is to become an egg when the hero dies. If the egg is not killed within a few rounds, it will be resurrected. The blood volume of the resurrection is equal to the current blood volume of the egg!
For balance, this skill has a cooldown!
That would be something similar to a reraise effect...I think there is an autolife plugin or something out there but I don't think yanfly's action sequences can do that. Maybe something in his lunatic code but not action sequences.
 

Johnboy

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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.

20180819105451_1.jpg

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:
20180820210812_1.jpg

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:
20180819105752_1.jpg
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.
 

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bohutang

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Ok, thank you for your help.:yhappy:
 

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