Kicking AS - RPGM Action Sequence Jam
A downloadable project
NOTETAG
<Critical Rate: 100%>
<setup action>
IMMORTAL: target, true
TINT SCREEN: DARK, 10
wait: 120
TINT SCREEN: NORMAL, 10
wait: 10
display action
Wait: 40
HIDE BATTLE HUD
</setup action>
<Target Action>
if target.enemyId() == 90
OPACITY character 6: 0%, 30
else
OPACITY not focus: 0%, 30
end
OPACITY character 10: 100%, 1
wait: 70
motion Dash: character 7
move character 7: target, front base, 23
MOVE character 10: FORWARD, 200, 20
JUMP character 10: 100, 20
motion Dash: character 10
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
OPACITY character 10: 100%, 1
OPACITY character 7: 100%, 1
wait: 1
ANIMATION 524: character 10
wait: 1
OPACITY character 10: 0%, 1
OPACITY character 7: 0%, 1
SE: Breeteleport, 100, 110, 0
wait: 1
OPACITY character 7: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
wait: 1
wait: 80
motion Slow: target
wait: 70
ANIMATION 532: target
MOVE character 7: target, BACK BASE, 1
OPACITY character 10: 0%, 1
OPACITY character 10: 0%, 1
wait: 30
MOVE character 10: target, FRONT BASE, 100
JUMP character 10: 800, 100
character 10, InSine
wait: 60
motion Attack A: character 10
wait: 30
ANIMATION 528: character 10
wait: 5
SE: Breeteleport, 100, 110, 0
OPACITY character 10: 100%, 1
motion IdleExtended: character 7
OPACITY character 7: 100%, 1
wait: 1
OPACITY character 10: 0%, 1
OPACITY character 7: 0%, 1
wait: 1
OPACITY character 10: 100%, 1
OPACITY character 7: 100%, 1
motion Idle: target
wait: 1
OPACITY character 10: 0%, 1
OPACITY character 7: 0%, 1
wait: 1
OPACITY character 10: 100%, 1
OPACITY character 7: 100%, 1
eval: dañoB = 1
eval: $gameVariables.setValue(727, Math.floor(dañoB))
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
action effect
wait: 1
eval: $gameVariables.setValue(727, 1)
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: dañoB = Math.floor(($gameActors.actor(7).atk*10 - target.def) *.06)
eval: variance = dañoB * .20
eval: randomVariance = Math.floor((Math.random() * 2) + 1)
if randomVariance == 1
eval: dañoB = dañoB + variance
eval: dañoB = dañoB - variance
eval: $gameVariables.setValue(727, Math.floor(dañoB))
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
end
OPACITY character 7: 0%, 1
wait: 10
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 3
wait: 40
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 1
wait: 1
SE: Breeteleport, 100, 110, 0
SE: teleport1down, 100, 110, 0
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
motion Slow: target
eval: $gameSwitches.setValue(618,true)
wait: 30
ANIMATION 545: target
ANIMATION 546: target
wait: 50
ANIMATION 547: target
ANIMATION 548: target
wait: 100
ANIMATION 549: target
ANIMATION 550: target
wait: 20
MOVE character 7: target, BACK BASE, 1, offset y -40
MOVE character 10: target, BACK BASE, 1, offset y +40
FACE character 7: FORWARD
SE: Breeteleport, 100, 110, 0
SE: teleport1down, 100, 110, 0
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 1
wait: 1
OPACITY character 7: 0%, 1
OPACITY character 10: 0%, 1
wait: 1
OPACITY character 7: 100%, 1
OPACITY character 10: 100%, 1
wait: 1
eval: $gameVariables.setValue(727, 1)
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: dañoB = Math.floor(($gameActors.actor(7).atk*10 - target.def) *.06)
eval: variance = dañoB * .20
eval: randomVariance = Math.floor((Math.random() * 2) + 1)
if randomVariance == 1
eval: dañoB = dañoB + variance
else
eval: dañoB = dañoB - variance
end
eval: $gameVariables.setValue(727, Math.floor(dañoB))
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: $gameVariables.setValue(727, 1)
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: dañoB = Math.floor(($gameActors.actor(10).atk*10 - target.def) *.06)
eval: variance = dañoB * .20
eval: randomVariance = Math.floor((Math.random() * 2) + 1)
if randomVariance == 1
eval: dañoB = dañoB + variance
else
eval: dañoB = dañoB - variance
end
eval: $gameVariables.setValue(727, Math.floor(dañoB))
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: $gameVariables.setValue(727, 1)
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
eval: dañoB = Math.floor(($gameActors.actor(7).atk*10 - target.def) *.06)
eval: variance = dañoB * .20
eval: randomVariance = Math.floor((Math.random() * 2) + 1)
if randomVariance == 1
eval: dañoB = dañoB + variance
else
eval: dañoB = dañoB - variance
end
eval: $gameVariables.setValue(727, Math.floor(dañoB))
MOTION DAMAGE: target
SE: Damage4, 100, 100, 0
HP -VARIABLE 727: target, show
wait: 80
motion Idle: target
if !$gameTroop.isAllDead()
MOVE character 10: return, 25
motion Backdash: character 10
end
motion IdleExtended: character 7
if target.enemyId() == 90
OPACITY character 6: 100%, 30
else
OPACITY not focus: 100%, 30
end
if !$gameTroop.isAllDead()
MOVE character 7: return, 25
motion Backdash: character 7
end
wait: 18
eval: $gameSystem._bhud_visible = true;
CLEAR BATTLE LOG
SHOW BATTLE HUD
</Target Action>
<follow action>
IMMORTAL: target, false
</follow action>
<Finish Action>
eval: $gameActors.actor(10).setSp(0);
eval: $gameActors.actor(7).setSp(0);
</Finish Action
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