Category:Action Sequences (MV)
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InstructionsAction Sequences - ala MelodyBattle 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:
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.
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.
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.
targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.
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 TypingYou 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.
Battle Engine CoreThis plugin is needed for everything here to work. Action Sequence Pack 1The 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. ============================================================================= ACTION ANIMATION: (target), (mirror) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays the animation assigned to the skill/item. The animation will automatically select the skill's/item's assigned targets. If 'target' is used, it will specify a target to play the animation on. If 'mirror' is used, it will mirror the animation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action animation action animation: target action animation: user, mirror ============================================================================= ============================================================================= ACTION COMMON EVENT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays the common event found within the skill's/item's traits list. This will only play the last common event on the list, following the game engine's original process. Nothing else will continue on the action list until the common event is finished (unless it is a forced action, in which case, it will wait until the action is complete first). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action common event ============================================================================= ============================================================================= ACTION EFFECT: target - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the target(s) to take damage/healing from the skill/item and incurs any changes made to the target(s) such as buffs and states. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action effect ============================================================================= ============================================================================= ADD stat BUFF: target, (turns), (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the target, it will buff the target by that many turns. Include 'show' and it will show the target getting the buff applied in the battle log. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: add atk buff: user, 3, show add def buff: target, 8 ============================================================================= ============================================================================= ADD stat DEBUFF: target, (turns), (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the target, it will debuff the target by that many turns. Include 'show' and it will show the target getting the debuff applied in the battle log. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: add atk debuff: user, 3, show add def debuff: target, 8 ============================================================================= ============================================================================= ADD STATE X: target, (show) ADD STATE X, Y, Z: target (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Affects the target with X state (including Y and Z if used in that format). If 'show' is included, it will display any state related messages. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: add state 5: target add state 6, 7, 8: user, show ============================================================================= ============================================================================= ANIMATION X: target, (mirror) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays animation X on target. 'Mirror' will cause the animation to appear mirrored. Keep in mind that animations played on actors will automatically be mirrored and setting the mirror option will reverse it and have it appear unmirrored. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: animation 5: user animation 6: target, mirror ============================================================================= ============================================================================= ANIMATION WAIT: X - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits x animaiton frames. Each frame for an animation does not last one game frame, but instead, several. To make life easier, you can use this to have the game wait x frames played for the animation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: animation 5: user animation 6: target, mirror ============================================================================= ============================================================================= BGM: STOP BGM: MEMORIZE BGM: MEMORY BGM: filename, (volume), (pitch), (pan) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Changes the current background music at hand. 'Stop' will stop any BGM from playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the memorized BGM if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGM instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin's parameters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: bgm: stop bgm: memorize bgm: memory bgm: Battle7 bgm: Theme2, 80, 100, 0 ============================================================================= ============================================================================= BGS: STOP BGS: MEMORIZE BGS: MEMORY BGS: filename, (volume), (pitch), (pan) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Changes the current background sound at hand. 'Stop' will stop any BGS from playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the memorized BGS if there is one playing. If you choose a filename (without the filename extensions), the game will play that BGS instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin's parameters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: bgs: stop bgs: memorize bgs: memory bgs: City bgs: Darkness, 80, 100, 0 ============================================================================= ============================================================================= BREAK ACTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: break action ============================================================================= ============================================================================= CAST ANIMATION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays an animation on the skill's user. Will not occur if the action is an item or the user's default normal attack. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: cast animation ============================================================================= ============================================================================= CLEAR BATTLE LOG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Clears all the messages at the top of the screen. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: clear battle log ============================================================================= ============================================================================= CHANGE SWITCH X: on/off/toggle/switch z CHANGE SWITCH X..Y: on/off/toggle/switch z CHANGE SWITCH X TO Y: on/off/toggle/switch z - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Changes Game Switch X to on, off, toggle (switching between on/off), or to whatever value the switch y is. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: change switch 1: on change switch 2..4: off change switch 5 to 8: toggle change switch 9: switch 5 ============================================================================= ============================================================================= CHANGE VARIABLE X = Y CHANGE VARIABLE X += Y CHANGE VARIABLE X -= Y CHANGE VARIABLE X *= Y CHANGE VARIABLE X /= Y CHANGE VARIABLE X %= Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Changes variable X in the middle of the action sequence to be modified by value Y. Y can be either an integer or a piece of code. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: change variable 1 = 2 change variable 3 += 4 change variable 5 -= 6 change variable 7 *= 8 change variable 9 /= 10 change variable 11 %= 12 ============================================================================= ============================================================================= COLLAPSE: target, (force) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the target is to be dead at this point, this will be the point in the action sequence where you can promt the game to kill the target as long as the target has 0 HP. If you want to force the death of the target, include the 'force' command after the targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: collapse: user collapse: target, force ============================================================================= ============================================================================= COMMON EVENT: X - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays common event X at that point in the action sequence. Nothing else will continue until the common event is finished (unless it is a forced action, in which case, it will wait until the action is complete first). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: common event: 1 ============================================================================= ============================================================================= DEATH BREAK - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If a user were to die for any reason during the middle of the skill (either via counter attack or reflection), this will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: death break ============================================================================= ============================================================================= DISPLAY ACTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Displays the action's name at the top of the battle log. It will remain there until the battle log is cleared. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: display action ============================================================================= ============================================================================= EVAL: code - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For those who'd like to do something that the current Battle Engine doesn't support, you can use an eval function to have a piece of code occur. Users beware, for those unfamiliar with JavaScript should avoid handling this action sequence command. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: eval: $gameParty.loseItem($dataItems[3], 10) ============================================================================= ============================================================================= GAIN ITEM X: Y LOSE ITEM X: Y GAIN WEAPON X: Y LOSE WEAPON X: Y GAIN ARMOR X: Y LOSE ARMOR X: Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Your party will gain/lose item x, weapon x, or armor x in the amount of y. If you choose to omit y, it will default to 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: gain item 1: 20 lose weapon 2 gain armor 3: 50 ============================================================================= ============================================================================= GOLD +x GOLD -x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Your party will gain/lose gold in the middle of battle by x amount. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: gold +2000 gold -500 ============================================================================= ============================================================================= IF ... ELSE STATEMENTS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For those familiar with programming, you can use if...else statements to perform different actions based on different conditions. Use 'if' to specify a block of code to be executed, if a specified condition is true. Use 'else' to specify a block of code to be executed, if the same condition is false. Use 'else if' to specify a new condition to test, if the first condition is false. Use 'end' to specify where the conditions are to end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: if $gameSwitches.value(1) action effect else if $gameSwitches.value(2) action effect action effect else action effect action effect action effect end *Note: You do not have to indent the code in between to work. It just looks better that way in your action sequences. ============================================================================= ============================================================================= IMMORTAL: targets, true/false - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sets the targets to a state of immortality so that they don't die in the middle of an attack. This is to ensure every action effect goes through. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: immortal: targets true ============================================================================= ============================================================================= HP +X: target, (show) HP -X: target, (show) HP +X%: target, (show) HP -X%: target, (show) HP +VARIABLE X: target, (show) HP -VARIABLE X: target, (show) HP +VARIABLE X%: target, (show) HP -VARIABLE X%: target, (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Target(s) gains HP equal to X values. To show the popup, insert 'show' after the target in the action sequence line. Including 'show' is entirely optional. If 'show' is omitted, no popup will be displayed. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: hp +500: user hp -variable 5: target hp +25%: target hp -variable 7: user ============================================================================= ============================================================================= ME: STOP ME: filename, (volume), (pitch), (pan) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the battle to play a music fanfare. 'Stop' will stop any ME from playing. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin's parameters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: me: stop me: Victory1 me: Darkness, 80, 100, 0 ============================================================================= ============================================================================= MOTION WAIT: target - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: motion wait: user ============================================================================= ============================================================================= MP +X: target, (show) MP -X: target, (show) MP +X%: target, (show) MP -X%: target, (show) MP +VARIABLE X: target, (show) MP -VARIABLE X: target, (show) MP +VARIABLE X%: target, (show) MP -VARIABLE X%: target, (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Target(s) gains MP equal to X values. To show the popup, insert 'show' after the target in the action sequence line. Including 'show' is entirely optional. If 'show' is omitted, no popup will be displayed. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: mp +500: user mp -variable 5: target mp +25%: target mp -variable 7: user ============================================================================= ============================================================================= PERFORM ACTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform action ============================================================================= ============================================================================= PERFORM FINISH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes actor to move back to its home spot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform finish ============================================================================= ============================================================================= PERFORM START - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes actor to move forward from its home spot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform start ============================================================================= ============================================================================= REFRESH STATUS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Refreshes the status window in the middle of an action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: refresh status ============================================================================= ============================================================================= REMOVE stat BUFF: target, (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will show the target getting the buff removed in the battle log. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: remove atk buff: user, show remove def buff: target ============================================================================= ============================================================================= REMOVE stat DEBUFF: target, (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will show the target getting the debuff removed in the battle log. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: remove atk debuff: user, show remove def debuff: target ============================================================================= ============================================================================= REMOVE STATE X: target (show) REMOVE STATE X, Y, Z: target (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Removes X state (including Y and Z if used in that format) from target. If 'show' is included, it will display any state related messages. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: remove state 5: target remove state 6, 7, 8: user, show ============================================================================= ============================================================================= SE: filename, (volume), (pitch), (pan) SE: PLAY OK SE: PLAY CURSOR SE: PLAY CANCEL SE: PLAY BUZZER SE: PLAY EQUIP SE: PLAY SAVE SE: PLAY LOAD SE: PLAY BATTLE START SE: PLAY ESCAPE SE: PLAY ENEMY ATTACK SE: PLAY ENEMY DAMAGE SE: PLAY ENEMY COLLAPSE SE: PLAY BOSS COLLAPSE 1 SE: PLAY BOSS COLLAPSE 2 SE: PLAY ACTOR DAMAGE SE: PLAY ACTOR COLLAPSE SE: PLAY RECOVERY SE: PLAY MISS SE: PLAY EVASION SE: PLAY MAGIC EVASION SE: PLAY REFLECTION SE: PLAY SHOP SE: PLAY USE ITEM SE: PLAY USE SKILL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the battle to play a Sound Effect. If you choose a filename (without the filename extensions), the game will play that ME instead. Using this option opens up access to the volume, pitch, and pan control, all of which are optional to use. If no values are inputed for volume, pitch, and pan, the game will use the settings in this plugin's parameters. Using the action sequences with 'play x' in them will cause the game to play a system sound set within RPG Maker's database. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: se: play enemy attack se: Ice1 se: Laser2, 80, 100, 0 ============================================================================= ============================================================================= TP +X: target, (show) TP -X: target, (show) TP +X%: target, (show) TP -X%: target, (show) TP +VARIABLE X: target, (show) TP -VARIABLE X: target, (show) TP +VARIABLE X%: target, (show) TP -VARIABLE X%: target, (show) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Target(s) gains TP equal to X values. To show the popup, insert 'show' after the target in the action sequence line. Including 'show' is entirely optional. If 'show' is omitted, no popup will be displayed. For TP to actually show popups, another plugin is needed to display TP popups. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: tp +500: user tp -variable 5: target tp +25%: target tp -variable 7: user ============================================================================= ============================================================================= WAIT: frames - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Makes the game wait a certain amount of frames before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait: 60 ============================================================================= ============================================================================= WAIT FOR ANIMATION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all animations to finish before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for animation ============================================================================= ============================================================================= WAIT FOR EFFECT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all effects to finish playing before continuing on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for effect ============================================================================= ============================================================================= WAIT FOR MOVEMENT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all battler movements to finish before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for movement ============================================================================= ============================================================================= WAIT FOR NEW LINE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for a new line to appear in the log window before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for new line ============================================================================= ============================================================================= WAIT FOR POPUPS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all popups to finish playing before going on to the next action. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for popups ============================================================================= Action Sequence Pack 2The 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 ============================================================================= Action Sequence Pack 3The 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. ============================================================================= CAMERA CLAMP ON CAMERA CLAMP OFF - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - By default, the camera clamp is on, which forces the camera to never pan outside of the battlefield's boundaries. However, in the event you wish to turn this off, use 'camera clamp off' to shut off the clamp. The clamp, however, will be turned back on at the end of each 'perform finish' action. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: camera clamp on camera clamp off ============================================================================= ============================================================================= CAMERA FOCUS: target, (location), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMERA FOCUS: target, FRONT BASE, (frames) CAMERA FOCUS: target, BASE, (frames) CAMERA FOCUS: target, BACK BASE, (frames) CAMERA FOCUS: target, FRONT CENTER, (frames) CAMERA FOCUS: target, CENTER, (frames) CAMERA FOCUS: target, BACK CENTER, (frames) CAMERA FOCUS: target, FRONT HEAD, (frames) CAMERA FOCUS: target, HEAD, (frames) CAMERA FOCUS: target, BACK HEAD, (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will focus on a target(s) (refer to target typing) and a location. If the location is omitted, the camera will focus on the target(s)'s center. Note: The camera will not shift past screen boundaries. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: camera focus: user camera focus: target, front, 40 camera focus: enemies, center, 30 ============================================================================= ============================================================================= CAMERA OFFSET: DIRECTION, DISTANCE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMERA OFFSET: LEFT, distance CAMERA OFFSET: RIGHT, distance CAMERA OFFSET: UP, distance CAMERA OFFSET: DOWN, distance - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Offsets the camera a direction by (distance) amount. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: camera offset: left, 200 camera offset: right, Graphics.boxWidth / 4 camera offset: up, 300 camera offset: down, $gameVariables.value(3); ============================================================================= ============================================================================= CAMERA PAN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMERA PAN: LEFT, distance, (frames) CAMERA PAN: RIGHT, distance, (frames) CAMERA PAN: UP, distance, (frames) CAMERA PAN: DOWN, distance, (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pans the camera a direction a certain distance in pixels. You can use a combination of left/right and up/down to perform a diagonal camera pan. Using 'frames' will allow you to adjust the duration of the camera pan. Omitting 'frames' will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: camera pan: left, 200 camera pan: up, 250 camera pan: right, 500, 60 camera pan: down: 300, 60 ============================================================================= ============================================================================= CAMERA SCREEN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMERA SCREEN: TOP LEFT, (frames) CAMERA SCREEN: FAR LEFT, (frames) CAMERA SCREEN: BOTTOM LEFT, (frames) CAMERA SCREEN: TOP CENTER, (frames) CAMERA SCREEN: CENTER, (frames) CAMERA SCREEN: BOTTOM CENTER, (frames) CAMERA SCREEN: TOP RIGHT, (frames) CAMERA SCREEN: FAR RIGHT, (frames) CAMERA SCREEN: BOTTOM RIGHT, (frames) CAMERA SCREEN: POINT, x, y, (frames) CAMERA SCREEN: target, FRONT, (frames) CAMERA SCREEN: target, BASE, (frames) CAMERA SCREEN: target, BACK, (frames) CAMERA SCREEN: target, FRONT CENTER, (frames) CAMERA SCREEN: target, CENTER, (frames) CAMERA SCREEN: target, BACK CENTER, (frames) CAMERA SCREEN: target, FRONT TOP, (frames) CAMERA SCREEN: target, TOP, (frames) CAMERA SCREEN: target, BACK TOP, (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Moves the camera to a certain part of the screen. If you choose a target, the camera will lock to that part of the target. Using (frames) will determine the duration of the time the camera will move over to the target location. Omitting (frames) will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: camera screen: top left camera screen: far right, 30 camera screen: point, 400, 300, 60 camera screen: user, base camera screen: targets, base, 60 ============================================================================= ============================================================================= RESET CAMERA: (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Resets the camera location back to default location, which is the center of the battlefield. Using (frames) will allow you to adjust the duration in which the camera resets. Omitting 'frames' will set the camera to reset in 30 frames. Note: The camera will not shift past screen boundaries. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset camera reset camera: 30 ============================================================================= ============================================================================= RESET ZOOM: (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Resets the camera zoom back to default zoom, which is 100%. Using (frames) will allow you to adjust the duration in which the zoom resets. Omitting 'frames' will set the zoom to reset in 30 frames. Note: The camera will not shift past screen boundaries. Note: Zooming only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset zoom reset zoom: 30 ============================================================================= ============================================================================= WAIT FOR CAMERA - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for the camera to finish panning before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for camera ============================================================================= ============================================================================= WAIT FOR ZOOM - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for the zoom to finish changing before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for zoom ============================================================================= ============================================================================= ZOOM: x%, (frames) ZOOM: x.y, (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zooms to x% or x.y rate. Using (frames) will allow you to adjust the duration in which the zooming occurs. Omitting 'frames' will set the zoom duration to 30 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: zoom: 200% zoom: 1.5, 45 ============================================================================= Battle System - ATBYou can make use of these extra ATB related action sequences. ============================================================================= ATB CHARGE: target, X ATB CHARGE: target, X% ATB CHARGE: targets, +X ATB CHARGE: targets, +X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for ATB. Sets the target's ATB charge to X or X%. This only applies when the target is in the ATB charge phase. This will not affect the user to prevent mechanical issues. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: atb charge: targets, +5000 atb charge: target, -50% ============================================================================= ============================================================================= ATB GAUGE: target, X ATB GAUGE: target, X% ATB GAUGE: targets, +X ATB GAUGE: targets, +X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for ATB. Sets the target's ATB speed or charge (whichever the user is currently filling up) to X or X%. This only. This will not affect the user to prevent mechanical issues. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: atb gauge: targets, +5000 atb gauge: target, -50% ============================================================================= ============================================================================= ATB INTERRUPT: target - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for ATB. If the target is in the charging phase, interrupt it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: atb interrupt: targets ============================================================================= ============================================================================= ATB SPEED: target, X ATB SPEED: target, X% ATB SPEED: targets, +X ATB SPEED: targets, +X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for ATB. Sets the target's ATB speed to X or X%. This only applies when the target is filling up its ATB gauge. This will not affect the user to prevent mechanical issues. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: atb speed: targets, +5000 atb speed: target, -50% ============================================================================= Battle System - CTBYou can make use of these extra CTB related action sequences. ============================================================================= CTB ORDER: target, +X CTB ORDER: target, -X - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for CTB. Moves target's position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle. * Note: If you use this for multiple targets, each target will shift turns individually at a time. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: ctb order: target, -2 ctb order: target, +3 ============================================================================= ============================================================================= CTB SPEED: target, X CTB SPEED: target, X% CTB SPEED: targets, +X CTB SPEED: targets, +X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usable only for CTB. Sets the target's CTB speed to X or X%. This only applies when the target is filling up its CTB gauge. This will not affect the user to prevent mechanical issues. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: ctb speed: targets, +5000 ctb speed: target, -50% ============================================================================= Action Cutin
This section only applies to you if you use Yanfly's Battle Engine Core and its action sequences. If you don't use either, you're free to ignore this section. This part of the document will be formatted like Yanfly's Action Sequence help file to bring about a sense of familiarity. ============================================================================= ACTION CUTIN targets: arguments (optional parameters) TEMPLATE name IMG filename HUE value BLENDMODE NORMAL BLENDMODE ADDITIVE BLENDMODE MULTIPLY BLENDMODE SCREEN BORDER THICKNESS value BORDER COLOR color SCREEN X value SCREEN Y value WIDTH value HEIGHT value SPEED X value SPEED Y value SHIFT X value SHIFT Y value SHIFT FRAMES value FLASH ON FLASH OFF SHAKE ON SHAKE OFF SOUND ON SOUND OFF DURATION value OPACITY SPEED value FORCED SCALE value FORCED ANTIALIAS ON FORCED ANTIALIAS OFF FORCED OFFSET x y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Plays an action cutin during the action sequence. The action cutin will use the default cutin settings unless you use the optional arguments listed. The following below explain what each argument does: Template: picks a template from the Plugin Parameters matching the name used Img: picks a speedline graphic of a matching filename from img/pictures/ Hue: changes the speedline graphic's hue (pick a number between 0 and 360) BlendMode: changes the blend mode of the speedline graphic Border Thickness: changes the border thickness to 'value' Border Color: changes the color of the border to 'color' Screen X: sets the speedline graphic's left x position to 'value' Screen Y: sets the speedline graphic's middle y position to 'value' Width: sets the speedline graphic's width to 'value' Height: sets the speedline graphic's height to 'value' Speed X: sets the speedline's x movement speed to 'value' Speed Y: sets the speedline's y movement speed to 'value' Shift X: sets the distance the face cutin travels horizontally to 'value' Shift Y: sets the distance the face cutin travels vertically to 'value' Shift Frames: sets the time in frames the face cutin travels in 'value' Flash On/Off: Turns on/off the default Screen Flash for this action cutin Shake On/Off: Turns on/off the default Screen Shake for this action cutin Sound On/Off: Turns on/off the default Sound Effect for this action cutin Duration: sets the duration of the action cutin to 'value' Opacity Speed: sets the opacity speed ford fading in/out to 'value' Forced Scale: If used, forces all cutins to use this scale 'value' Forced AntiAlias On/Off: If used, forces anti-alias to be on/off Forced Offset: If used, forces face cutin to be offset by 'x' and 'y' pixels - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: Action Cutin User Action Cutin Allies: template Horizontal Action Cutin Targets: template Vertical, Hue 360, BlendMode Normal ============================================================================= Action Sequence Impact
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.
This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.
============================================================================= 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: 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 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 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 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 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 (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 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: 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 ============================================================================= Damage CoreIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= BYPASS DAMAGE CAP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will override all damage caps. This is applied to healing, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: bypass damage cap ============================================================================= ============================================================================= DAMAGE CAP: x HEALING CAP: x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This sets the action's damage cap to x, overriding all over damage caps in play except its own. This will also apply to healing, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: damage cap: 999 healing cap: 999999 ============================================================================= ============================================================================= DAMAGE RATE: x% DAMAGE RATE: x.y DAMAGE RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the damage rate across all types of damage (physical, magical, and certain hit). The damage rate is reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: damage rate: 50% damage rate: 8.667 damage rate: variable 3 ============================================================================= ============================================================================= FLAT DAMAGE: +x FLAT DAMAGE: -x FLAT DAMAGE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat damage across all types of damage (physical, magical, and certain hit). The flat damage is reset at the end of each action sequence. If you use a variable, it is added onto the damage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat damage: +100 flat damage: -250 flat damage: variable 3 ============================================================================= ============================================================================= FLAT GLOBAL: +x FLAT GLOBAL: -x FLAT GLOBAL: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat global damage and heal across all types of damage (physical, magical, and certain hit). The flat damage and heal is reset at the end of each action sequence. If you use a variable, it is added onto the damage and heal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat global: +100 flat global: -250 flat global: variable 3 ============================================================================= ============================================================================= FLAT HEAL: +x FLAT HEAL: -x FLAT HEAL: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This adds a flat heal across all types of damage (physical, magical, and certain hit). The flat heal is reset at the end of each action sequence. If you use a variable, it is added onto the heal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat heal: +100 flat heal: -250 flat heal: variable 3 ============================================================================= ============================================================================= GLOBAL RATE: x% GLOBAL RATE: x.y GLOBAL RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the damage and healing rates across all types of damage (physical, magical, and certain hit). The damage and healing rates are reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: global rate: 50% global rate: 8.667 global rate: variable 3 ============================================================================= ============================================================================= HEAL RATE: x% HEAL RATE: x.y HEAL RATE: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the healing rate across all types of damage (physical, magical, and certain hit). The healing rate is reset at the end of each action sequence. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: heal rate: 50% heal rate: 8.667 heal rate: variable 3 ============================================================================= ============================================================================= RESET DAMAGE CAP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will reset the damage cap implemented by the Damage Cap action sequence. This will also reset the effects of the Bypass Damage Cap action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset damage cap ============================================================================= ============================================================================= RESET DAMAGE MODIFIERS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will cause all damage and healing modifiers caused by action sequences to reset. While they normally reset at the end of each action sequence, this will allow you to do it manually. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset damage modifiers ============================================================================= Armor ScalingIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra armor scaling related action sequences. ============================================================================= ARMOR PENETRATION: X ARMOR PENETRATION: X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the skill to have a global armor pentration property of either x or x% rate. This property is reset at the end of the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: armor penetration: 20 armor penetration: 30% ============================================================================= ============================================================================= ARMOR REDUCTION: X ARMOR REDUCTION: X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the skill to have a global armor reduction property of either x or x% rate. This property is reset at the end of the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: armor reduction: 20 armor reduction: 30% ============================================================================= ============================================================================= RESET ARMOR PENETRATION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Resets global set armor penetration properties. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset armor penetration ============================================================================= ============================================================================= RESET ARMOR REDUCTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Resets global set armor reduction properties. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: reset armor reduction ============================================================================= Critical ControlIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= CRITICAL MULTIPLIER: x% CRITICAL MULTIPLIER: x.y CRITICAL MULTIPLIER: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the critical multiplier for the skill/item until the end of the action sequence. This will only take effect if there is a critical hit. If you use a variable, it is treated as a percentage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: critical multiplier: 50% critical multiplier: 8.667 critical multiplier: variable 3 ============================================================================= ============================================================================= FLAT CRITICAL: +x FLAT CRITICAL: -x FLAT CRITICAL: VARIABLE x - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This changes the flat critical increase for the skill/item until the end of the action sequence. This will only take effect if there is a critical hit. This will automatically adjust for damage or healing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flat critical: +100 flat critical: -250 flat critical: variable 3 ============================================================================= ============================================================================= FORCE CRITICAL FORCE NO CRITICAL NORMAL CRITICAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This forces the following action effects in the action sequence to either always be a critical hit or not a critical hit ignoring all other factors. Using 'normal critical' will reduce the following action effects to use the regular critical hit rate calculation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: force critical force no critical normal critical ============================================================================= Element CoreIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= ADD ELEMENT: X ADD ELEMENT: X, X, X ADD ELEMENT: NAME ADD ELEMENT: NAME, NAME, NAME - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will add more elements to the currently existing elements. This will not include forced elements. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: add element: 4 add element: 5, 6, 7 add element: fire add element: ice, wind, water ============================================================================= ============================================================================= CLEAR ELEMENT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will clear any ___ Element action sequence settings and revert element calculation back to normal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: clear element ============================================================================= ============================================================================= FORCE ELEMENT: X FORCE ELEMENT: X, X, X FORCE ELEMENT: NAME FORCE ELEMENT: NAME, NAME, NAME - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will override elemental settings for elemental damage rate calculations except for customized calculations that aim at specific elements. This will ignore all other elements. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: force element: 4 force element: 5, 6, 7 force element: fire force element: ice, wind, water ============================================================================= ============================================================================= NULL ELEMENT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will force the elements to null. Calculated elemental damage will always return neutral rate. Using this will clear the Force Element action sequence effect. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: null element ============================================================================= Improved BattlebacksIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= BATTLEBACK id ADD: folder, filename BATTLEBACK id ADD: folder, filename, hue - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter as a number larger than 2 (i.e. 3 or above). Replace 'folder' with the exact folder name in your project's 'img' folder (case sensitive). Replace 'filename' with the image filename without the file extension (case sensitive). If 'hue' is used, replace 'hue' with a number between 0 and 360 to change the hue of the image used. This will add a new battleback stacked on top of battlebacks 1 and 2 with higher ID's being on top. When newly added, the new battleback will start at opacity 0 and fade in with a duration of 20 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 3 add: battlebacks1, GrassMazePool battleback 4 add: battlebacks2, GrassMaze, 180 ============================================================================= ============================================================================= BATTLEBACK id REMOVE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter as a number larger than 2 (i.e. 3 or above). This will remove the battleback from being shown. When this command is used, the battleback will fade with a duration of 20 frames. Once it reaches 0 opacity, the battleback will be removed from the battle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 3 remove battleback 4 remove ============================================================================= ============================================================================= BATTLEBACK id CHANGE TO: folder, filename BATTLEBACK id CHANGE TO: folder, filename, hue - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter. Replace 'folder' with the exact folder name in your project's 'img' folder (case sensitive). Replace 'filename' with the image filename without the file extension (case sensitive). This will change the designated battleback's image to use the desired image depicted by the folder and filename. If 'hue' is used, replace 'hue' with a number between 0 and 360 to change the hue of the image used. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 1 change to: parallaxes, SeaofClouds battleback 2 change to: battlebacks2, Ship, 180 ============================================================================= ============================================================================= BATTLEBACK id FADE OUT BATTLEBACK id FADE OUT: duration BATTLEBACK id FADE IN BATTLEBACK id FADE IN: duration - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter. This will cause the designated battleback to fade out/in. If 'duration' is used, replace it with a number to indicate how many frames will be used for the fade out/in. If no duration is specified, it will default to 20 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 1 fade out battleback 2 fade out: 120 battleback 1 fade in battleback 2 fade in: 180 ============================================================================= ============================================================================= BATTLEBACK id OPACITY: n BATTLEBACK id OPACITY: n% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter. Replace 'n' with the opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the opacity rate you wish to set the battleback to (from 0% to 100%). This will set the designated battleback's opacity to that value. If there are any fade in or out commands occurring as this command is issued, they'll be disabled. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 1 opacity: 127 battleback 2 opacity: 50% ============================================================================= ============================================================================= BATTLEBACK id SCROLL SPEED X: +n BATTLEBACK id SCROLL SPEED X: -n BATTLEBACK id SCROLL SPEED Y: +n BATTLEBACK id SCROLL SPEED Y: -n - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter. Replace 'n' with the value you wish to change the scroll speed X or scroll speed Y of. The higher the 'n' value, the faster it scrolls. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 1 scroll speed x: +1 battleback 1 scroll speed y: +2 battleback 2 scroll speed x: -3 battleback 2 scroll speed y: -4 ============================================================================= ============================================================================= BATTLEBACK id RESET SCROLL SPEED - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'id' with the battleback you wish to alter. Resets the scroll speeds for X and Y back to 0. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: battleback 1 reset scroll speed ============================================================================= Skill CoreSkill CooldownsIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra cooldown related action sequences. ============================================================================= GLOBAL COOLDOWN: targets, +X GLOBAL COOLDOWN: targets, -X GLOBAL COOLDOWN: targets, X - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sets the cooldown for all of the targets to be adjusted by X value. This applies to every skill that doesn't bypass cooldowns. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: global cooldown: target, +5 global cooldown: user, -3 global cooldown: enemies, 10 ============================================================================= ============================================================================= SKILL X COOLDOWN: targets, +Y SKILL X COOLDOWN: targets, -Y SKILL X COOLDOWN: targets, Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes skill X to be adjusted by Y value for the targets. This only applies the specific skill x's cooldown. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: skill 10 cooldown: target, +5 skill 12 cooldown: user, -3 skill 15 cooldown: enemies, 10 ============================================================================= ============================================================================= SKILL TYPE X COOLDOWN: targets, +Y SKILL TYPE X COOLDOWN: targets, -Y SKILL TYPE X COOLDOWN: targets, Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes skill type X skills to be adjusted by Y value for the targets. This only applies the specific skill type x skill's cooldown. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: skill type 1 cooldown: target, +5 skill type 2 cooldown: user, -3 skill type 5 cooldown: enemies, 10 ============================================================================= Unison Attack
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"? There are new target typings to choose from. $UnisonMember1 - Selects the first participating member of a Unison Attack. This will be the skill user whose using the first listed skill in <Unison Skill: x> notetag list. $UnisonMember2 - Selects the 2nd participating member of a Unison Attack. This will be the skill user whose using the 2nd listed skill in <Unison Skill: x> notetag list. $UnisonMember3 - Selects the 3rd participating member of a Unison Attack. This will be the skill user whose using the 3rd listed skill in <Unison Skill: x> notetag list. $UnisonMember4 - Selects the 4th participating member of a Unison Attack. This will be the skill user whose using the 4th listed skill in <Unison Skill: x> notetag list. And so on... $UnisonMembers - Selects all participating members of a Unison Attack. Weapon Swap System
If you are using YEP Battle Engine Core, there is an action sequence that lets you switch weapons for the actor in the middle of an action sequence: Weapon Swap: targets, x or Weapon Swap: targets, text or Swap Weapon: targets, x or Swap Weapon: targets, text Use x with the weapon type ID in the Database Type tab. Or use text and replace it with the name of the weapon type. If you use the name of the weapon type, type it out exactly as it is spelled because it is case sensitive. Weather In BattleIf you have YEP_BattleEngineCore.js installed with this plugin located underneath it in the Plugin Manager, you can make use of these extra damage related action sequences. ============================================================================= WEATHER: type, (power), (duration) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'type' with either 'none', 'rain', 'storm', or 'snow'. Replace 'power' with a value between 1 and 9. Replace 'duration' with the number of frames you want the change to be. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: weather: rain, 5, 20 weather: storm, 7, 60 weather: snow, 9, 90 weather: none, 1, 60 ============================================================================= |
Pages in category "Action Sequences (MV)"
The following 17 pages are in this category, out of 17 total.