Action Sequence Impact VisuStella MZ

From Yanfly.moe Wiki
Jump to navigation Jump to search

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

UpdatePlugins.png

Troubleshooting.jpg

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.

Click here to learn how to update plugins.

Click here for how to troubleshoot plugins if you get an error.


Masterarbeit Writer


ActSeqImpact ColorBreak.gif

ActSeqImpact MotionBlur.gif

ActSeqImpact Shockwave.gif

ActSeqImpact MotionTrail.gif

ActSeqImpact ZoomBlur.gif

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.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

With the aid of Pixi JS Filters, this plugin adds more impact to battle by producing special on screen filter effects to make certain actions like critical hits, guarding, and dodging more visibly different adding to the flavor of the battle.

This plugin also adds new Action Sequences for the Battle Core, allowing impacting effects like color breaks, motion blurs, shockwaves, motion trails, and zoom blurs.

Features include all (but not limited to) the following:

  • Creating a color break effect when landing critical hits akin to a chromatic aberration effect.
  • A battler who dodges an attack will display a motion blur effect.
  • Guarding damage will cause a shockwave effect.
  • Adds new Action Sequences available from the Battle Core Plugin Commands.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.

Note: You can download the Pixi JS Filters plugin library from the below URL or from the Action Sequence Impact product page. Install it as a Tier 0 plugin.

Note2: Pixi JS Filters perform differently on different machines/devices. Please understand that this is outside of VisuStella's control.

URL: PixiJS


Tier 3

This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


New Effects

The following are new visual effects added through this plugin. These visual effects are added and modified with the sense of adding more impact to visuals in battle.

---

Bizarro Inversion

ActionSequenceImpact Bizarro.png

Swaps the blue/red colors on the battlefield. What was originally blue will become red and what was originally red will become blue.

Anything that is attached to the battlefield will be affected. UI objects, pictures, etc. that aren't attached to the battlefield will not be affected by the effect. Depending on your settings, this may or may not include battle animations, too.

---

Color Break

ActSeqImpact ColorBreak.gif

When a critical hit occurs, the colors on the screen will break apart into red, green, and blue into random directions and then come back together similar to a chromatic aberration. This creates a sense of weight when delivering a powerful strike.

This is optional and can be disabled.

This effect is also available as an Action Sequence in the Battle Core.

---

Desaturation

ActionSequenceImpact Desat.png

Desaturates all colors on the battlefield. This will result in a black and white greyscale effect.

Anything that is attached to the battlefield will be affected. UI objects, pictures, etc. that aren't attached to the battlefield will not be affected by the effect. Depending on your settings, this may or may not include battle animations, too.

Created by Manu Gaming!

---

Motion Blur

ActSeqImpact MotionBlur.gif

When a battler dodges an attack (either a miss or evasion proc), then the battler will generate a motion blur effect. Their image splits apart in a blurred manner and then fuses back together to become whole again. This generates the illusion that they're hard to hit.

This is optional and can be disabled.

This effect is also available as an Action Sequence in the Battle Core. There are two versions, one that affects only the battler while another that affects the whole screen.

---

Negative Inversion

ActionSequenceImpact Negative.png

Inverts all colors on the battlefield. They pretty much swap 180 degrees of hue with whatever color is on the opposite side.

Anything that is attached to the battlefield will be affected. UI objects, pictures, etc. that aren't attached to the battlefield will not be affected by the effect. Depending on your settings, this may or may not include battle animations, too.

Created by Manu Gaming!

---

Oversaturation

ActionSequenceImpact Oversat.png

Oversaturates all colors on the battlefield. Colors will become extra vivid and look extremely concentrated. Brighter colors become brighter while darker colors become darker.

Anything that is attached to the battlefield will be affected. UI objects, pictures, etc. that aren't attached to the battlefield will not be affected by the effect. Depending on your settings, this may or may not include battle animations, too.

---

Shockwave

ActSeqImpact Shockwave.gif

When a guarding battler would receive HP damage (or manages to defend to 0 damage), a shockwave effect occurs to display the impact. The shockwave will ripple out from the battler to the edges of the screen before disappearing.

This is optional and can be disabled.

This effect is also available as an Action Sequence in the Battle Core.

---

Motion Trail

ActSeqImpact MotionTrail.gif

If motion trails are enabled on a battler, whenever they move, they leave behind a residual sprite of their motion during that particular frame. The motion blurs aid in visualizing the path the battler moved in case the battler's movement trajectory is normally too fast to portray. Motion trails can have different hue and/or tones.

This is an Action Sequence-only effect.

---

Time Scale

ActionSequenceImpact TimeSlow.gif

ActionSequenceImpact TimeFast.gif

This causes time to go slower or faster depending on the settings. All things related to the game client will go slower or faster.

This only affects battle. The effects go away during the input phase or when a message is present.

Created by Manu Gaming!

---

Time Stop

ActionSequenceImpact TimeStop.gif

The game client will pause time for set amount of time, only the music and any sound effects continuing.

Created by Manu Gaming!

---

Zoom Blur

ActSeqImpact ZoomBlur.gif

A zoom blur will direct its focus at a specific point on the screen and create a visual radial distortion towards that point. The intensity of the zoom effect will diminish over the duration of the zoom blur. This helps draw focus towards specific parts of the screen.

This is an Action Sequence-only effect.

---

Plugin Commands

PluginCommandsMZ.png

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ.

Here is a list of Plugin Command(s) that you may use:

---

The following are Action Sequence Plugin Commands that have been added with this plugin. These are accessible from the Battle Core plugin (not this one) in order to keep all the Action Sequences in place.

Once again, these plugin commands are only accessible through the Battle Core plugin and not this one! Make sure you have the most update to date version of the Battle Core for them.


---

Action Sequences - Impact

These Action Sequences are related to creating impact.

Requires VisuMZ_3_ActSeqImpact!

---

ActionSequenceImpact Bizarro.png

IMPACT: Bizarro Inversion
- Swaps blue/red colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Bizarro?:
  - Enable Bizarro Inversion effect?

---

ActSeqImpact ColorBreak.gif

IMPACT: Color Break
- Breaks the colors on the screen before reassembling.
- Requires VisuMZ_3_ActSeqImpact!

  Intensity:
  - What is the intensity of the color break effect?

  Duration:
  - What is the duration of the color break effect?

  Easing Type:
  - Select which easing type you wish to apply.

---

ActionSequenceImpact Desat.png

IMPACT: Desaturation
- Desaturates all colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Desaturate?:
  - Enable Desaturation effect?

---

ActSeqImpact MotionBlur.gif

IMPACT: Motion Blur Screen
- Creates a motion blur on the whole screen.
- Requires VisuMZ_3_ActSeqImpact!

  Angle:
  - Determine what angle to make the motion blur at.

  Intensity Rate:
  - This determines intensity rate of the motion blur.
  - Use a number between 0 and 1.

  Duration:
  - How many frames should the motion blur last?
  - What do you want to be its duration?

  Easing Type:
  - Select which easing type you wish to apply.

---

IMPACT: Motion Blur Target(s)
- Creates a motion blur on selected target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to create motion blur effects for.

  Angle:
  - Determine what angle to make the motion blur at.

  Intensity Rate:
  - This determines intensity rate of the motion blur.
  - Use a number between 0 and 1.

  Duration:
  - How many frames should the motion blur last?
  - What do you want to be its duration?

  Easing Type:
  - Select which easing type you wish to apply.

---

ActSeqImpact MotionTrail.gif

IMPACT: Motion Trail Create
- Creates a motion trail effect for the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to create motion trail effects for.

  Delay:
  - How many frames to delay by when creating a motion trail?
  - The higher the delay, the less motion trails there are.

  Duration:
  - How many frames should the motion trail last?
  - What do you want to be its duration?

  Hue:
  - What do you want to be the hue for the motion trail?

  Starting Opacity:
  - What starting opacity value do you want for the motion trail?
  - Opacity values decrease over time.

  Tone:
  - What tone do you want for the motion trail?
  - Format: [Red, Green, Blue, Gray]

---

IMPACT: Motion Trail Remove
- Removes the motion trail effect from the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to clear motion trail effects for.

---

ActionSequenceImpact Negative.png

IMPACT: Negative Inversion
- Inverts all the colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Negative?:
  - Enable Negative Inversion effect?

---

ActionSequenceImpact Oversat.png

IMPACT: Oversaturation
- Oversaturates colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Oversaturate?:
  - Enable Oversaturation effect?

---

ActSeqImpact Shockwave.gif

IMPACT: Shockwave at Point
- Creates a shockwave at the designated coordinates.
- Requires VisuMZ_3_ActSeqImpact!

  Point: X:
  Point: Y:
  - What x/y coordinate do you want to create a shockwave at?
  - You can use JavaScript code.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

IMPACT: Shockwave from Each Target(s)
- Creates a shockwave at each of the target(s) location(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a shockwave from.

  Target Location:
  - Select which part target group to start a shockwave from.

    Offset X:
    Offset Y:
    - How much to offset the shockwave X/Y point by.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

IMPACT: Shockwave from Target(s) Center
- Creates a shockwave from the center of the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a shockwave from.

  Target Location:
  - Select which part target group to start a shockwave from.

    Offset X:
    Offset Y:
    - How much to offset the shockwave X/Y point by.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

ActionSequenceImpact TimeSlow.gif

ActionSequenceImpact TimeFast.gif

IMPACT: Time Scale
- Adjust time to go faster or slower!
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Scale:
  - Adjusts how fast/slow time goes.
  - 1.00 is normal. Lower is slower. Higher is faster.

---

ActionSequenceImpact TimeStop.gif

IMPACT: Time Stop
- Stops time for a set amount of milliseconds.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Milliseconds:
  - How many milliseconds should time stop for?
  - 1000 milliseconds = 1 second.

---

ActSeqImpact ZoomBlur.gif

IMPACT: Zoom Blur at Point
- Creates a zoom blur at the designated coordinates.
- Requires VisuMZ_3_ActSeqImpact!

  Point: X:
  Point: Y:
  - What x/y coordinate do you want to focus the zoom at?
  - You can use JavaScript code.

  Zoom Strength:
  - What is the strength of the zoom effect?
  - Use a number between 0 and 1.

  Visible Radius:
  - How much of a radius should be visible from the center?

  Duration:
  - What is the duration of the zoom blur?

  Easing Type:
  - Select which easing type you wish to apply.

---

IMPACT: Zoom Blur at Target(s) Center
- Creates a zoom blur at the center of targets.
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a zoom blur from.

  Target Location:
  - Select which part target group to start a zoom blur from.

    Offset X:
    Offset Y:
    - How much to offset the zoom blur X/Y point by.

  Zoom Strength:
  - What is the strength of the zoom effect?
  - Use a number between 0 and 1.

  Visible Radius:
  - How much of a radius should be visible from the center?

  Duration:
  - What is the duration of the zoom blur?

  Easing Type:
  - Select which easing type you wish to apply.

---

Action Sequences - Inject

These Action Sequences are related to injecting sprite animations. Requires VisuMZ_3_ActSeqImpact!

---

ActSeqImpact Inject.gif

INJECT: Animation Begin
- Injects and plays a whole spritesheet animation.
- The spritesheet animation will play over the battler until it is finished.
- The battler's original sprite will be invisible until finished.
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to inject the animation on.

  Filename:
  - Select the animation spritesheet file.
  - Located in the /img/sv_actors/ folder.

    Horizontal Cells:
    - How many horizontal cells (or columns) are there?

    Vertical Cells:
    - How many vertical cells (or rows) are there?

    Frame Delay:
    - How many frames are played inbetween cells?

    Smooth Bitmap?:
    - Smooth the spritesheet graphic?

  Offset:

    Offset X:
    - Offsets the X position of the injected animation.
    - Negative: left. Positive: right.

    Offset Y:
    - Offsets the Y position of the injected animation.
    - Negative: up. Positive: down.

---

INJECT: Animation End
- Stops and ends any injected animations on target(s).
- Any inject animation will be prematurely terminated.
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to stop injected animation(s).

---

INJECT: Animation Pause/Resume
- Pauses/resumes any injected animations on target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to pause/resume injected animation(s).

  Pause?:
  - Pause the injected animation?

---

INJECT: Wait For Injected Animation
- Waits for injected animations to complete before performing next command.
- Requires VisuMZ_3_ActSeqImpact!

---

Plugin Parameters

Critical Color Break Settings

ActSeqImpact ColorBreak.gif

ActSeqImpact Params1.png

When critical hits occur, you can cause a Color Break effect to occur.

---

Settings

 Enable/Disable?:
 - Enables/disables the Color Break effect whenever a critical hit occurs?
 Intensity:
 - How intense do you want the Color Break effect to be?
 Duration:
 - What is the duration of the Color Break effect?
 Easing Type:
 - Select which easing type you wish to apply.

---

Dodge Motion Blur Settings

ActSeqImpact MotionBlur.gif

ActSeqImpact Params2.png

When a battler dodges an attack, you can create a motion blur effect.

---

Settings

 Enable/Disable?:
 - Enables/disables the Motion Blur effect whenever a battler evades an
   attack?
 Intensity Rate:
 - This determines intensity rate of the motion blur.
 - Use a number between 0 and 1.
 Duration:
 - How many frames should the motion blur last?
 - What do you want to be its duration?
 Easing Type:
 - Select which easing type you wish to apply.

---

Guard Shockwave Settings

ActSeqImpact Shockwave.gif

ActSeqImpact Params3.png

When a guarding battler receives damage, you can create a shockwave effect.

---

Category

 Enable/Disable?:
 - Enables/disables the Shockwave effect whenever a battler is attacked
   while guarding?
 Amplitude:
 - What is the aplitude of the shockwave effect?
 Wavelength:
 - What is the wavelength of the shockwave effect?
 Duration:
 - What is the duration of the shockwave?

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Manu Gaming Creations

Changelog

Version 1.09: September 14, 2023

  • Compatibility Update!
    • Updated this plugin to work with Dragonbones Union's newest feature update to stop Dragonbones armatures from having their blend modes suppressed by PixiJS.


Version 1.08: June 15, 2023

  • Bug Fixes!
    • Inject animations should now work properly for animated enemies.


Version 1.07: September 8, 2022

  • Bug Fixes!
    • Fixed a problem with motion trails not working for Dragonbones animations that have looping properties. Fix made by Irina.


Version 1.06: May 26, 2022

  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New Action Sequence Effects added by Irina and sponsored by MirageV:
      • INJECT: Animation Begin
        • Injects and plays a whole spritesheet animation.
        • The spritesheet animation will play over the battler until it is finished.
        • The battler's original sprite will be invisible until finished.
      • INJECT: Animation End
        • Stops and ends any injected animations on target(s).
        • Any inject animation will be prematurely terminated.
      • INJECT: Animation Pause/Resume
        • Pauses/resumes any injected animations on target(s).
      • INJECT: Wait For Injected Animation
        • Waits for injected animations to complete before performing next command.


Version 1.05: April 14, 2022

  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New Impact Effects added by Irina and collaborating with Manu Gaming!
      • Impact: Bizarro Inversion
      • Impact: Desaturation
      • Impact: Negative Inversion
      • Impact: Oversaturation
      • Impact: Time Scale
      • Impact: Time Stop


Version 1.04: October 28, 2021

  • Bug Fixes!
    • Guard shockwave now originates from the proper location with front view sprites enabled under specific battle layouts. Fix made by Irina.


Version 1.03: December 11, 2020

  • Documentation Update!
    • Added documentation for new feature(s)!
  • Feature Update!
    • Action Sequence Impact Action Sequences "Shockwave from Each Target(s)", "Shockwave from Target(s) Center", and "Zoom Blur at Target(s) Center" now have "Offset X" and "Offset Y" plugin parameters. Added by Yanfly.
  • Compatibility Update!
    • Plugins should be more compatible with one another.


Version 1.02: December 4, 2020

  • Bug Fixes!
    • Enemies with a SV Battler attached to them will no longer desynch after using a motion trail effect. Fix made by Irina.


Version 1.01: November 29, 2020

  • Bug Fixes!
    • Motion Trails for Dragonbones armatures are now properly adjusted for their scale and offset. Fix made by Arisu.


Version 1.00: December 2, 2020

  • Finished Plugin!

See Also


End of File