Action Sequence Pack 2 (YEP)

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System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.

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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.

Extension Plugins

The following plugins are Extension Plugins that require this plugin as its Parent Plugin.

Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.

Click here if you want to help support Team Yanfly on Patreon.

Introduction

The Action Sequence Pack 2 plugin is an extension plugin for Yanfly Engine
Plugins' Battle Engine Core. This extension plugin will not work without the
main plugin.

This extension plugin contains the more basic functions used for customized
action sequences on a visual scale. This plugin focuses on making battlers
perform visual actions.

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.

The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
ATTACK ANIMATION: target, (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the active battler's attack animation on the target(s). This will
be the animation determined by the actor's weapon(s). If it's an enemy, it
will be determined by the enemy's attack animation. If 'mirror' is used,
the animation will be flipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: attack animation: target
=============================================================================

=============================================================================
ENEMY EFFECT: target, effect-type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This affects enemies only. Makes the target display either a 'whiten' effect
or a 'blink' effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: enemy effect: targets, whiten
               enemy effect: targets, blink
=============================================================================

=============================================================================
FACE target: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FACE target1: FORWARD
FACE target1: BACKWARD
FACE target1: HOME
FACE target1: AWAY FROM HOME
FACE target1: POINT, x coordinate, y coordinate
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
FACE target1: target2
FACE target1: AWAY FROM target2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will cause the battler to face a certain direction. Arguments can be
used in the above formats. This action sequence command will cause target1
to face any of those directions. If target2 is used, then target1 will face
directions relative to target2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: face user: forward
               face target: backward
               face enemies: home
               face allies: away from home
               face target: point, 20, 40
               face target: away from point, 500, 600
               face user: target
               face target: away from user
=============================================================================

=============================================================================
FADE OUT: (frames)
FADE IN: (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fades the screen out and fades the screen in respectively. You can set the
amount of frames for the fading process. If you omit frames, 60 frames will
be used by default.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: fade out
               fade in: 10
=============================================================================

=============================================================================
FLASH SCREEN: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FLASH SCREEN: WHITE, (frames)
FLASH SCREEN: RED, (frames)
FLASH SCREEN: ORANGE, (frames)
FLASH SCREEN: YELLOW, (frames)
FLASH SCREEN: GREEN, (frames)
FLASH SCREEN: BLUE, (frames)
FLASH SCREEN: PURPLE, (frames)
FLASH SCREEN: MAGENTA, (frames)
FLASH SCREEN: BLACK, (frames)
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to flash a set color. If for the arguments, you use a
color name, it will use a premade flash setting. If you choose to use your
own settings, use the red, green, blue, intensity format to determine what
color flash you would like. Red, green, blue, and intensity settings range
from 0 to 255. If frames are used, that will be the duration of the screen
flash. If omitted, the default frame count will be 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flash screen: white
               flash screen: red, 45
               flash screen: 128, 170, 214, 170
               flash screen: 68, 68, 68, 170, 45
=============================================================================

=============================================================================
FLOAT target: (height), (frames)
FLOAT target: (height%), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to float into the air above the ground by height%. The
height is relative to the floating target. Using 100% means the target will
float above the ground 100% higher than its height. If no '%' sign is used,
the target will float that many pixels rather than a percentage of the
target's height. The frames determine how many frames it will take for the
target to reach that height. Using 0% for the height will bring the target
back to the ground.
Note: Floating only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: float user: 200%
               float enemies: 500, 30
               float target: 0%, 30
=============================================================================

=============================================================================
HIDE BATTLE HUD
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hides the battle hud to not obstruct any animations being played. You
can reveal the battle hud again using 'show battle hud'.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: hide battle hud
=============================================================================

=============================================================================
JUMP target: (height), (frames)
JUMP target: (height%), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to jump a height relative to the target itself. If the
target jumps a height of 200%, the height will be 200% of the target's
height. If no '%' sign is used, the target will jump that many pixels rather
than a percentage of the target's height. The frame count is how long the
target will be in the air. You can use this with the 'Move' action sequence
to make the target appear like it is jumping a distance.
Note: Jumping only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: jump user: 150%
               jump target: 300, 60
=============================================================================

=============================================================================
MOTION type: target, (no weapon)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOTION WALK: target
MOTION STANDBY: target
MOTION CHANT: target
MOTION GUARD: target
MOTION DAMAGE: target
MOTION EVADE: target
MOTION ATTACK: target
MOTION THRUST: target
MOTION SWING: target
MOTION MISSILE: target
MOTION SKILL: target
MOTION SPELL: target
MOTION ITEM: target
MOTION ESCAPE: target
MOTION VICTORY: target
MOTION DYING: target
MOTION ABNORMAL: target
MOTION SLEEP: target
MOTION DEAD: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Forces the target to perform the specific type of action in sideview. If you
issue an action sequence command for the target to perform 'attack', the
target will automatically determine based on the weapon it has equipped to
use either a thrust, swing, or missile motion. Attack, thrust, swing, and
missile will also display the target's weapon if the target has one.

If 'no weapon' is used after the target, no weapons will be displayed. This
effect will only work with the Thrust, Swing, and Missile motions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion walk: user
               motion thrust: user, no weapon
=============================================================================

=============================================================================
MOVE target: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOVE target1: HOME, (frames)
MOVE target1: RETURN, (frames)
MOVE target1: FORWARD, (distance), (frames)
MOVE target1: BACKWARD, (distance), (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
MOVE target1: target2, BASE, (frames), (offset)
MOVE target1: target2, CENTER, (frames), (offset)
MOVE target1: target2, HEAD, (frames), (offset)
MOVE target1: target2, FRONT BASE, (frames), (offset)
MOVE target1: target2, FRONT CENTER, (frames), (offset)
MOVE target1: target2, FRONT HEAD, (frames), (offset)
MOVE target1: target2, BACK BASE, (frames), (offset)
MOVE target1: target2, BACK CENTER, (frames), (offset)
MOVE target1: target2, BACK HEAD, (frames), (offset)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is a move command. Arguments can be used in the above formats. This
action sequence command will move target1 to any of those locations listed
in the arguments. If it's towards target2, you must include what location
relative to target2 for target1 to travel to.
Note: Moving only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You may be curious about the optional (offset) argument there for some of
the entries. You can insert any of the below arguments in place of (offset):

  offset x +100
  offset x -200
  offset y +300
  offset y -400

This will allow you to offset the distance to the destination by a flat
amount. Positive numbers would indicate forward while negative numbers will
indicate backward.

  auto offset x +500
  auto offset x -600

However, if you use either of the above, depending on if the user is an
actor or enemy and depending on the target (if there is one) is an actor or
an enemy, it will move them into position accordingly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move user: home, 20
               move target: forward, 48, 12
               move enemy 1: point, 400, 300
               move enemy 2: point, 500, 250, offset x -50, offset y -50
               move actor 3: target, front base, 20
               move user: target, front base, 20, auto offset x -100
=============================================================================

=============================================================================
OPACITY target: x, (frames)
OPACITY target: x%, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you
use 'frames', that will be the frame duration for the change in opacity for
the target.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: opacity user: 50%, 30
               opacity not focus: 0
=============================================================================

=============================================================================
SHOW BATTLE HUD
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the battle hud was hidden using 'hide battle hud', use this to show the
battle hud back within the player's screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: show battle hud
=============================================================================

=============================================================================
SHAKE SCREEN: (power), (speed), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9,
and the frames to alter the duration of the screen shaking. If those values
are omitted, they will default to 5 power, 5 speed, and 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shake screen
               shake screen: 9
               shake screen: 3, 9, 30
=============================================================================

=============================================================================
TINT SCREEN: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TINT SCREEN: NORMAL, (frames)
TINT SCREEN: DARK, (frames)
TINT SCREEN: SEPIA, (frames)
TINT SCREEN: SUNSET, (frames)
TINT SCREEN: NIGHT, (frames)
TINT SCREEN: (red), (green), (blue), (gray), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia',
'sunset', or 'night' the screen will be be given a premade tint. If not,
then the arguments for red, green, blue, and gray values must be inputted
for the tint. Red, green, and blue can range from -255 to 255 while gray
will range from 0 to 255. If frames are used, that will be the duration for
which the screen will change to the tint. If omitted, the default amount of
frames used will be 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: tint screen: normal
               tint screen: sepia, 30
               tint screen: 68, -34, -34, 0
               tint screen: 68, -68, 0, 68, 45
=============================================================================

=============================================================================
WAIT FOR FLOAT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler float changes to finish before going on to the next
action in the action sequence.
Note: Floating only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for float
=============================================================================

=============================================================================
WAIT FOR JUMP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler jumps to finish before going on to the next action
in the action sequence.
Note: Jumping only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for jump
=============================================================================

=============================================================================
WAIT FOR OPACITY
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battlers to finish changing opacity before going on to the
next action in the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for opacity
=============================================================================

Tips & Tricks

The following Tips & Tricks effects use this plugin:

Changelog

Version 1.12:
- Updated for RPG Maker MV version 1.5.0.
- Added new Offset X, Offset Y, arguments for the Move action sequence.
  Check the helpfile for more information.

Version 1.11:
- Fixed a bug that caused enemies to not mirror the attack animation.

Version 1.10a:
- Fixed a bug that caused scaled enemies to have their state icons and
overlays appear in odd places.
- Documentation update for Move, Float, and Jump related action sequences as
they only work in Sideview.

Version 1.09:
- Animations played on a floating or jumping battlers 'Feet' location will
now be played at the base of the battler regardless of how high the battler
is floating. This is to provide a more consistent animation image.

Version 1.08a:
- State Icon and State Overlays will now synch together for floating and
jumping battlers.

Version 1.07c:
- Synchronized battle animations to floating and jumping battlers.

Version 1.06:
- Updated weapon motions for YEP_X_AnimatedSVEnemies to work with sideview
enemies.

Version 1.05:
- Creating compatibility for a future plugin.

Version 1.04a:
- Rewrote and updated movement formulas.

Version 1.03:
- Made a change to Motion action sequence. 'Wait' is now substituted for
'Standby' as to not confuse it with the actual Motion Wait action sequence.
- Added a 'no weapon' option to Motion action sequences. This new tag will
only affect the 'Thrust', 'Swing', and 'Missile' motions.

Version 1.02:
- Added a check for motion attack to differentiate between actor and enemy.

Version 1.01:
- Updated help file to include Character X for target typing.

Version 1.00:
- Finished plugin!