RPG Maker MV Action Sequence Tutorial part2

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Published on ● Video Link: https://www.youtube.com/watch?v=xfAwG_zE89Q



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Duration: 12:55
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Hello everyone, in this video I will show you how to use the camera in action sequencing and how to design a five-hit action sequence. This is somewhat of a special request as I show general information on how to use these plugins as well as address an issue someone had with them. I hope you enjoyed this video and if you did please thumbs up like favorite share and Subscribe to the channel if you want more tutorials like this. Leave your comment below if you have a special request or need help with something in RPG Maker MV. As always thanks for watching and we'll see you in the next tutorial! :)
http://yanfly.moe ---Yanfly's website for the plugins. You will need: YEP_CoreEngine, YEP_BattleCore, YEP_X_ActionSequencePack 1, 2 and 3.
Here is the code for Gokasai Suraisu: (You will have to manually put in the brackets cause you can't put brackets in the youtube description box.)
setup action
display action
immortal: targets, true
/setup action
target action
move user: targets, front, 10
wait for movement
zoom: 125%, 15
camera screen: target, front center, 15
camera focus: target, front center, 15
wait for camera
perform action
motion attack: user
action animation
wait for animation
action effect: target
death break
move user: targets, back center, 3
wait for movement
face user: home
motion attack: user
action animation
wait for animation
action effect: target
death break
move user: targets, front head, 3
wait for movement
face user: targets
motion attack: user
action animation
wait for animation
action effect: target
death break
move user: targets, back head, 3
wait for movement
face user: home
motion attack: user
action animation
wait for animation
action effect: target
death break
move user: target, back base, 3
wait for movement
face user: home
motion attack: user
action animation
wait for animation
action effect: target
death break
/target action
finish action
immortal: targets, false
clear battle log
perform finish
wait for movement
action common event
/finish action

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