Action Sequence Impact (Irina)

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System

This is a plugin created for RPG Maker MV.

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Atelier Irina

IrinaAvatar.png

This is a plugin created by Atelier Irina.

You can also follow Atelier Irina on itch.io.

Support e-mail: rpgmakerplugins+Irina@gmail.com

RPG Maker Version

This plugin is made for and tested on RPG Maker MV with version 1.6.2. I cannot guarantee if it works on lower versions. Some of the plugin parameters require the later updates of RPG Maker MV for you to be able to use their entries so please update RPG Maker MV to the latest version if you want the best experience in using this plugin.

Terms of Use

You are only allowed to use the plugins made by Atelier Irina if you agree to all of the following:

  1. These plugins may be used in free or commercial games.
  2. 'RPG Maker Irina' must be given credit in your games.
  3. You are allowed to edit the code.
  4. Do NOT change the filename, parameters, and information of the plugin.
  5. You are NOT allowed to redistribute these Plugins.
  6. You may NOT take code for your own released Plugins.

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

Recommended Plugins

Introduction

This plugin adds new Action Sequences to Yanfly's Battle Engine Core (so make sure you have that plugin and the Action Sequence Packs installed) to add a couple of new effects such as balloons, move adjustments, easings, projectiles, and if you have Olivia's Battle Impact plugin, the special impact effects, too!

Plugin Parameters

There are Plugin Parameters that you may configure for this plugin.

Radian Adjustments

These are used for projectile Action Sequences. If a projectile is angled, then the "arrow head" will be the upper left corner of the icon and the lower left corner of an animation. These are the default values. If your icons or animations are made differently, you can adjust the radians to your liking. If you want to know how to convert degrees to radians, use this math formula below:

radians = degree * (Pi / 180)

This is left as a constant for all projectiles to keep the math done properly during its calculation mid-Action Sequence.

Instructions

As mentioned before in the introduction, this plugin adds new Action Sequences to Yanfly's Battle Engine Core. If you don't have those plugins, you can download them for free from here:

Some of the action sequences added in this pack also require Olivia's Battle Impact plugin to use, but those are optional. If you can get Olivia's plugin here:

Prev Target, Next Target

Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? Now, during the <Target Actions> phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list.

New Stuff

This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.

Action Sequences

These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.

Action Sequences - ala Melody

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action

and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this

section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily

for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual

targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.

Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.

1. <setup action>
    action list
    action list
   </setup action>

2. <whole action>
    action list  
    action list  
   </whole action>

3. <target action>
    action list
    action list
   </target action>

4. <follow action>
    action list
    action list
   </follow action>

5. <finish action>
    action list
    action list
   </finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.

Target Typing

You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.

user This will select the active battler.
target, targets These will select the active targets in question.
actors, existing actors These will select all living actors.
all actors This will select all actors including dead ones.
dead actors This will select only dead actors.
actors not user This will select all living actors except for the user.
actor x This will select the actor in slot x.
character x This will select the specific character with actor ID x.
enemies, existing enemies This will select all living enemies.
all enemies This will select all enemies, even dead.
dead enemies This will select only dead enemies.
enemies not user This will select all enemies except for the user.
enemy x This will select the enemy in slot x.
friends This will select the battler's alive allies.
all friends This will select the all of battler's allies, even dead.
dead friends This will select the battler's dead allies.
friends not user This will select the battler's allies except itself.
friend x This will select the battler's ally in slot x.
opponents This will select the battler's alive opponents.
all opponents This will select the all of the battler's opponents.
dead opponents This will select the battler's dead opponents.
opponent x This will select the battler's opponent in slot x.
all alive Selects all living actors and enemies.
all members Selects all living and dead actors and enemies.
all dead Selects all dead actors and enemies.
all not user This will select all living battlers except user.
focus Selects the active battler and its targets.
not focus Selects everything but the active battler and its targets.
prev target Requires Action Sequence Impact.

During <Target Actions>, this will get the previous target in the targets list.

next target Requires Action Sequence Impact.

During <Target Actions>, this will get the next target in the targets list.

$UnisonMemberX Requires Unison Attack.

Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.

$UnisonMembers Requires Unison Attack.

Returns all of the participating Unison Skill members.

Action Sequence List

The following is a list of Action Sequences provided by this plugin.

Balloon

=============================================================================
BALLOON type: targets
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays a balloon emote that you normally see on the map scene but in battle
instead. For types, replace that word with any of the following:

     !
     Exclamation

     ?
     Question

     Music
     Note
     Music Note

     Heart

     Anger
     Pissed

     Sweat

     Cobweb

     Silence
     ...

     Lightbulb
     Idea

     zzz
     Sleep

     User-Defined 1
     User-Defined 2
     User-Defined 3
     User-Defined 4
     User-Defined 5
     User1
     User2
     User3
     User4
     User5

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: balloon heart: user
               balloon !: target
=============================================================================

Move Type

=============================================================================
MOVE TYPE: target, easing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the way the target moves (until the end of the skill/item is done)
using easing. Replace 'easing' with any of the following:

     Linear ......... No easing, no acceleration

     InSine ......... Slight acceleration from zero to full speed
     OutSine ........ Slight deceleration at the end
     InOutSine ...... Slight accel. at beginning and slight decel. at end

     InQuad ......... LV2 Accelerating from zero velocity
     OutQuad ........ LV2 Decelerating to zero velocity
     InOutQuad ...... LV2 Acceleration until halfway, then deceleration

     InCubic ........ LV3 Accelerating from zero velocity
     OutCubic ....... LV3 Decelerating to zero velocity
     InOutCubic ..... LV3 Acceleration until halfway, then deceleration

     InQuart ........ LV4 Accelerating from zero velocity
     OutQuart ....... LV4 Decelerating to zero velocity
     InOutQuart ..... LV4 Acceleration until halfway, then deceleration

     InQuint ........ LV5 Accelerating from zero velocity
     OutQuint ....... LV5 Decelerating to zero velocity
     InOutQuint ..... LV5 Acceleration until halfway, then deceleration

     InExpo ......... Accelerate exponentially until finish
     OutExpo ........ Initial exponential acceleration slowing to stop
     InOutExpo ...... Exponential acceleration and deceleration

     InCirc ......... Increasing velocity until stop
     OutCirc ........ Start fast, decreasing velocity until stop
     InOutCirc ...... Fast increase in velocity, fast decrease in velocity

     InBack ......... Slow movement backwards then fast snap to finish
     OutBack ........ Fast snap to backwards point then slow to finish
     InOutBack ...... Back In, then Back Out

     InElastic ...... Bounces slowly then quickly to finish
     OutElastic ..... Fast acceleration, bounces to zero
     InOutElastic ... Slow start and end, two bounces sandwich a fast motion

     InBounce ....... Bounce increasing in velocity until completion
     OutBounce ...... Bounce to completion
     InOutBounce .... Bounce in and bounce out

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move type: user, InOutBack
               move type: target, OutBounce
=============================================================================

Move Offset

=============================================================================
MOVE target OFFSET: +X, +Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use this after a Move Action Sequence. This lets you adjust the movement
location goal of the target by +x and +y. You can use negative numbers, too.
A positive number will mean further past the goal. A negative number means
before the goal. This is done this way to not have absolutes making tricky
calculations depending on which way the battler is facing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move user offset: +100, +0
               move target offset: -50, +25
=============================================================================

Projectile

=============================================================================
PROJECTILE ICON id: START x y, GOAL x y
PROJECTILE ICON id: START target, GOAL target

PROJECTILE ANI id: START x y, GOAL x y
PROJECTILE ANI id: START target, GOAL target
PROJECTILE ANIMATION id: START x y, GOAL x y
PROJECTILE ANIMATION id: START target, GOAL target

(optional parameters)
DURATION d
ARC a
EASE type
SPIN s
ICON SCALE i
ANGLE
START OFFSET +x +y
START OFFSET -x -y
GOAL OFFSET +x +y
GOAL OFFSET -x -y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace id with either the icon index or the battle animation graphic you
want to use with the projectile. Choose a starting X and Y position or link
it to a target. Then choose a goal X and Y position or link that to a target
too. The rest of the parameters are optional and can be used in any order
you want, but I'll go through each of them.

If the starting targets have more than one member in them, projectiles will
be spawned from each target as a source. If the goal targets have more than
one member, projectiles will be made for each target. This means for each
source and each goal, a projectile will be made.

Duration: replace the d with the number of frames of duration. Default: 20
Arc: replace the a with the maximum arc height in pixels
Ease: replace type with an easing type from the Move Type list above
Spin: replace s with how fast you want the projectile to spin.
Icon Scale: replce i with the scale you want to increase your icons by
Angle: If you want the projectile to "arrow head" towards its goal, use this
Start Offset: lets you adjust the x and y offset of the starting position
Goal Offset: lets you adjust the x and y offset of the goal position

You can use as many projectiles on the screen at once as you want.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: projectile icon 161: start user, goal target
               projectile ani 71: start user, goal target

projectile icon 176: duration 60, arc 300, spin 1.5
projectile ani 71: duration 60, arc 50, ease InOutBack, angle
=============================================================================

Wait for Projectile

=============================================================================
WAIT FOR PROJECTILE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all the projectiles on the screen to reach their targets before
moving on with the rest of the Action Sequence list.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for projectile
=============================================================================

Afterglow

=============================================================================
AFTERGLOW target

(optional parameters)
SCALE s
BRIGHTNESS b
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes an afterglow effect on the target.

Scale: replace s with the scale of the glow.
Brightness: replace b with how bright the effect is.
Duration: replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: afterglow user
               afterglow target: scale 1.5
               afterglow target: brightness 2
               afterglow user: duration 20
               afterglow user: scale 2, brightness 4, duration 60
=============================================================================

Apply Icon, Remove Icon

=============================================================================
APPLY ICON id: target
REMOVE ICON id: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Apply/Remove icon effect for the target. Replace id with an icon index.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: Apply Icon 2: target
               Remove Icon 1: user
=============================================================================

Color Break

=============================================================================
COLOR BREAK

(optional parameters)
INTENSITY i
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes the colors on the screen break up before coming back together.

Intensity: Replace i with the intensity level of the break effect.
Duration: Replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: color break
               color break: intensity 30
               color break: duration 20
               color break: intensity 60, duration 10
=============================================================================

Motion Blur

=============================================================================
MOTION BLUR target

(optional parameters)
VELOCITY x y
OFFSET o
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes a motion blur effect on the target before dissolving.

Velocity: Replace x and y with the horizontal and vertical velocity power.
Offset: Replace o to determine how much to offset this effect by.
Duration: Replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion blur user
               motion blur target: velocity 30 60
               motion blur target: offset 10
               motion blur target: duration 20
               motion blur user: velocity 40 40, offset 100, duration 60
=============================================================================

Shockwave

=============================================================================
SHOCKWAVE: CENTER x y
SHOCKWAVE: CENTER target

(optional parameters)
AMPLITUDE a
WAVELENGTH w
SPEED s
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes a shockwave at either X, Y coordinates or at a target's center.

Amplitude: Replace a with how powerful you want the amplitude to be.
Wavelength: Replace w with how big the wavelengths are.
Speed: Replace s with how fast it is. Use a number between 0 and 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shockwave: center 300 400
          shockwave: center target
          shockwave: center target, amplitude 30
          shockwave: center target, wavelength 160
          shockwave: center user, speed 0.2
          shockwave: center user, amplitude 20, wavelength 120, speed 0.1
=============================================================================

Changelog

  • 2019.04.09 - Added better compatibility with Action Sequence Fast Forward/Skip.
  • 2019.04.05 - Added compatibility with Yanfly's Battle Animation Speed Option plugin
  • 2019.03.14 - Hotfix, Projectile Offsets now don't disappear completely
  • 2019.03.13 - Major Update #1
  • 2019.03.12 - Hotfix, fail safe added for those using animation projectiles and don't have frames present