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

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    @bohutang Let me look into some stuff. I know @ramza has built a second chance state which allows you to revive after a death in battle. Perhaps I could build upon his base and have the character transform and be applied with a paralyze state upon reviving, then once the paralyze state wears off the character returns to normal with whatever HP value the egg had. It might not be too difficult. Still working on the ones requested from Final Fantasy X, I don't want to just slap something quick together. Converting 3D animations to 2D takes a little bit of redesign of the skill to make it work correctly.
     
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  2. bohutang

    bohutang Villager Member

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    Good master! thank you very much for your help!
     
  3. SoSick.

    SoSick. Veteran Veteran

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    Thanks @Johnboy all your sequences are top draw! Will be taking all of your final fantasy one’s and absolutely mention you In credits! :)
     
  4. ramza

    ramza Lunatic Coder Veteran

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    Hey, this is a pretty swell thread you have going on here, thanks for tagging me in it.

    As for what you said, I do have a state that will auto-revive the afflicted battler when he dies, and that is a pretty good base to work off of here, but that state isn't the greatest, as it involved making specific changes to the death state to check for Second Chance before killing the battler.
    I don't think I fully understood the scope of the YEP_X_StateCategories plugin at the time, but I realize now that you could use the <Bypass Death Removal> tag on the state and use a <custom deselect effect> to check if the target battler died from whatever just hit it, and then apply a state that turns you into an egg, and paralyzes you and restores your HP.

    Frankly, though, this sort of state mechanic seems to be outside of the scope of what you're doing in this thread, so that's up to you.

    Keep up the good work, man.
     
  5. Tonedawg181

    Tonedawg181 Tonedawg Gaming Veteran

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    Does anyone have a working demo with some/all of these action sequences working properly? This thread has kinda turned into a lot more people asking how to fix sequences rather than posting working sequences.
     
  6. Johnboy

    Johnboy Veteran Veteran

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    These should pretty well all work. I've been checking them in 1.61 and everything seem to be functioning correctly. I will try to build a demo project soon for upload.

    The reason it's mostly people asking to fix or advice on how to adjust them is that I haven't had much time to build many sequences lately. I try to get requests done in my free time. To be perfectly honest I would rather someone ask about my sequences here in this thread than go to the massive thread searching for an answer, since I designed all these myself and therefore would be the best person to ask about said sequences. I'm no expert by any means, and sometimes I make mistakes or simply approach something differently than someone else. I apologize to those still waiting on specific things.

    On a bit of a lighter side, I've got some free time tomorrow and I hope to publish two more sequences!

    Edit: And we have two sequences! Special thanks to Yanfly for sequence number two. Their js knowledge saves me a lot of trial and error work.

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

    Slice and Dice: Final Fantasy X

    This sequence is somewhat similar to the Quadra Slice sequence posted earlier. Sometimes it is a good refresher to post similar sequences and then be able to compare them.
    This is Tidus' second overdrive. It deals minor to moderate damage to six random enemies.

    20180902193032_1.jpg

    You'll notice that I have the scope set to "none". This is because we are designating the targets in the notebox. The formula for damage can be whatever you like.

    The following goes in the notebox:
    <Target: 6 Random Foes>

    <setup action>
    perform start
    IMMORTAL: target, true
    WAIT: 50
    DISPLAY ACTION
    motion skill: user
    </setup action>

    <whole action>
    </whole action>

    <target action>
    move user: target, front, 35
    wait for movement
    flash screen: white, 35
    motion attack: user
    action animation
    action effect
    wait for effect
    wait for movement
    </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>

    That's all there is to Slice and Dice.

    Scan/Libra:

    This spell has been a staple in the Final Fantasy series, and has made various other appearances in several other games, in varying degrees. At it's core, the spell reveals information about the target. This can range from simply HP and MP values, to full statistics and elemental strengths and weaknesses. Combining it with Yanfly's Visual HP Gauge plugin can even allow you to have the enemy HP bar appear. For this particular one we're going to just show the statistical values of the enemy. We're also going to make a quick custom animation that you can use.

    20180902194701_1.jpg

    Set the skill up as shown. Please note that you will need to have the skill set to certain hit, unless of course you want it blockable.

    The following goes in the notebox: (Warning for large wall of text in spoiler)
    <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>
    action animation: target
    wait for animation
    action effect: target
    wait for effect
    tint screen: normal
    death break
    </target action>

    <finish action>
    perform finish
    face user: forward
    clear battle log
    immortal: targets, false
    </finish action>

    <Before Eval>
    if (target.isEnemy()) {
    var id = target._enemyId;


    var text = target.name() + '\n';
    text += '\\px[100]\\c[4]HP:\\c[0] ' + target.hp;
    text += '/' + target.mhp;
    text += '\\px[400]\\c[4]MP:\\c[0] ' + target.mp;
    text += '/' + target.mmp;
    text += '\\px[700]\\c[4]TP:\\c[0] ' + target.tp;
    text += '\n';
    text += '\\px[100]\\c[4]ATK:\\c[0] ' + target.atk;
    text += '\\px[400]\\c[4]MAT:\\c[0] ' + target.mat;
    text += '\\px[700]\\c[4]AGI:\\c[0] ' + target.agi;
    text += '\n';
    text += '\\px[100]\\c[4]DEF:\\c[0] ' + target.def;
    text += '\\px[400]\\c[4]MDF:\\c[0] ' + target.mdf;
    text += '\\px[700]\\c[4]LUK:\\c[0] ' + target.luk;
    $gameMessage.add(text);

    var weakness = '';
    var resist = '';
    var immune = '';
    var absorb = '';
    var elements = $dataSystem.elements;
    for (var i = 1; i < elements.length; ++i) {
    var name = elements;
    var rate = target.elementRate(i);
    if (rate > 1) {
    weakness += name + ' ';
    } else if (rate < 0) {
    absorb += name + ' ';
    } else if (rate === 0) {
    immune += name + ' ';
    } else if (rate < 1) {
    resist += name + ' ';
    }
    }
    if (weakness === '') weakness = 'None';
    if (resist === '') resist = 'None';
    if (immune === '') immune = 'None';
    if (absorb === '') absorb = 'None';
    weakness = '\\c[18]Weakness:\\c[0] ' + weakness + '\n';
    resist = '\\c[17]Resist:\\c[0] ' + resist + '\n';
    immune = '\\c[7]Immune:\\c[0] ' + immune + '\n';
    absorb = '\\c[11]Absorb:\\c[0] ' + absorb;
    text = weakness + resist + immune + absorb;
    $gameMessage.add(text);
    }
    </Before Eval>

    Hopefully this will work by simply copying and pasting.

    Last up we have the custom animation.

    20180902195336_1.jpg

    Basically for this, you will want to copy the "Shoot Special" animation into a free slot. then simply select frames 24 - 47 and delete them. If you would like a very nice scan animation, I very highly recommend @hadecynn animations, which can be found on their website here: Hadecynn Animations

    Again I would like to thank Yanfly for their incredible work both making these plugins and providing all the code for Scan/Libra. Without their knowledge, I wouldn't even be able to do most of these sequences.

    Until next time....
     
    Last edited: Sep 3, 2018
    SoSick. and Tonedawg181 like this.
  7. deathsia

    deathsia Pegisister Veteran

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    So, remember my request for the scene transition?

    Turns out i'm having trouble figuring out how to implement additional attacks just after the foe is knocked up and the scene transitions to the starlit sky, can you by chance tell me how I could make it so I can make an actor fly back and forth on the starlit sky screen causing dmg each time they fly by the foe followed by them landing on top of the foe which prompts the scene transition back to the main scene.
     
  8. Johnboy

    Johnboy Veteran Veteran

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    @deathsia sure can. Give me a few days to gather my thoughts and build a test sequence. In the middle of a major renovation right now.
     
  9. deathsia

    deathsia Pegisister Veteran

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    kk
     
  10. Lionheart_84

    Lionheart_84 Veteran Veteran

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    fantastic ... but I would like to make a clarification:

    There is a problem in the timing! I'll explain.
    If I have a skill that causes 5 hits, the boss dies at the first and does not let me do the other 4, how to solve ???
     
  11. Johnboy

    Johnboy Veteran Veteran

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    @Lionheart_84 Make sure your skill has the
    immortal: target, true
    argument in the setup action. And by extension make sure
    immortal: target, false
    is in the finish action section.

    @deathsia Finished my renovation today, so I plan on working on your sequence this week.
     
  12. deathsia

    deathsia Pegisister Veteran

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    awesome^^
     
  13. Lionheart_84

    Lionheart_84 Veteran Veteran

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    I did it, but the enemy dies the same! :frown:

    It does not even work with your "Stellar Explosion" ability and yet, as you know, you put it on "immortal: target, true"!

    In this same skill of yours, the boss dies immediately after being hit in the starry sky!
     
    Last edited: Oct 22, 2018
  14. Lionheart_84

    Lionheart_84 Veteran Veteran

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    BUMP!
     
  15. Yawgmoth

    Yawgmoth Veteran Veteran

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    Hi all,

    I see a lot of melee skills for actors and enemies but I was wondering if anyone had some cool ranged action sequences? Something for a ranger or hunter like actor?

    Thanks!
     
  16. Johnboy

    Johnboy Veteran Veteran

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    Hey everyone.

    Just wanted to drop a line and apologize to everyone still waiting on stuff. My motivation has been severely lacking due to a change of career and with so many renos going on at my place. Man it's exhausting.

    I plan on dedicating some time in the coming days to trying to clean up some outstanding sequences and post some of them here. Going forward, I'm not sure how much time I will have to complete new sequences, but I will post them here still once I do. I hope everyone can use some of these, or at least use them as a base template and adjust them as they see fit.

    @Lionheart_84 Maybe you have a plugin conflict somewhere.

    @deathsia my apologies for taking so long to figure out your question about moving and attacking during your launched action sequence. This should actually be fairly easy to implement.

    In you action sequence, if you used the stellar explosion sequence, after these lines:
    move target: point, 640, 360, 30
    wait: 60

    is where you would start implementing your additional movement and attacks. Ideally, if you wanted the skill user to reappear and fly across the screen once each way and dealing damage with each hit as well as jumping on your enemy to deal damage and cause the falling effect, you would need to insert these lines:
    opacity user: 100%, 30
    move user: point, 0, 480, 30
    animation 1: target
    action effect
    wait for effect
    move user: point, 1280, 480, 30
    animation 1: target
    action effect
    wait for effect
    jump user: 200%, 60
    move user: target, head, 60
    wait for movement
    animation 1: target
    action effect
    wait for effect

    Now the way this is set up, your user could also be set to "ride" the enemy down as they fall back to the ground if you so choose. In this case we would add the following to the follow part of the action sequence: (added lines are in bold and italics)
    <follow action>
    move target: point, 640, 720, 30
    move user: point, 640, 720, 30
    opacity target: 0%, 30
    opacity user: 0%, 30
    wait for opacity
    wait: 30
    move target: point, 640, 0, 30
    move user: point, 640, 0, 30
    wait for movement
    remove battleback 3
    wait: 30
    move target: point, 640, 480, 30
    move user: point, 640, 480, 30
    opacity target: 100%, 30
    opacity user: 100%, 30
    wait: 20
    animation 39: target
    wait for animation
    damage rate: 25%
    action effect
    wait for effect
    move target: return, 45
    move user: home, 45
    opacity all members: 100%, 30
    </follow action>

    If you wanted more hits in the sky and more movement, you could just copy and paste this:
    move user: point, 0, 480, 30
    animation 1: target
    action effect
    wait for effect
    move user: point, 1280, 480, 30
    animation 1: target
    action effect
    wait for effect

    and place it before these lines:
    jump user: 200%, 60
    move user: target, head, 60
    wait for movement
    animation 1: target
    action effect
    wait for effect

    Keep in mind that each time flying across the screen will result in two hits, one for moving left and one for moving right. You will have to change the animation id to whichever you are using in your game (obviously).

    I'll drop the whole modified sequence here for you:
    <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
    opacity user: 100%, 30
    move user: point, 0, 480, 30
    animation 1: target
    action effect
    wait for effect
    move user: point, 1280, 480, 30
    animation 1: target
    action effect
    wait for effect
    jump user: 200%, 60
    move user: target, head, 60
    wait for movement
    animation 1: target
    action effect
    wait for effect

    </target action>

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

    I will try to do maybe a ranged attack ultimate move for the next posted sequence.
    Take care everyone. Until next time....
     
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  17. Popelus

    Popelus Villager Member

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    Awesome thread, @Johnboy . It was extremely helpful for me, both to get some cool sequences and to learn about how they work so that I can create my own.

    And I love how the thread stays alive across the years, even if the pace changes. Thank you!
     
  18. Lord Balen

    Lord Balen Villager Member

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    Hey there! Great thread.
    I was just trying to get the Kefka Boss Entry sequence to work, but it simply won't trigger using the Turn 0 Condition in the Battle Events Page.
    I've confirmed the skill works as intended otherwise.
     
  19. MegaBits

    MegaBits Villager Member

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    Hey all,
    I have a request as I'm not seeing it here yet! I'd like different elemental arrows (fire, ice, electric, etc). But i have no idea how to do this.

    Any help would be great!
    Thanks!
    Mega
     
  20. Johnboy

    Johnboy Veteran Veteran

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    @MegaBits Elemental arrows are outside the scope of this thread. Unless you are using a specific skill to attack with arrows in which case you could simply designate the element in the beginning of the sequence and then remove it at the end of the sequence, similar to the multi-element spell earlier in this thread.
     

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