Template:VisuMZ Action Sequence Impact Plugin Commands
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Action Sequences - Impact
These Action Sequences are related to creating impact.
Requires VisuMZ_3_ActSeqImpact!
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IMPACT: Bizarro Inversion - Swaps blue/red colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! Bizarro?: - Enable Bizarro Inversion effect?
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IMPACT: Color Break - Breaks the colors on the screen before reassembling. - Requires VisuMZ_3_ActSeqImpact! Intensity: - What is the intensity of the color break effect? Duration: - What is the duration of the color break effect? Easing Type: - Select which easing type you wish to apply.
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IMPACT: Desaturation - Desaturates all colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Desaturate?: - Enable Desaturation effect?
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IMPACT: Motion Blur Screen - Creates a motion blur on the whole screen. - Requires VisuMZ_3_ActSeqImpact! Angle: - Determine what angle to make the motion blur at. Intensity Rate: - This determines intensity rate of the motion blur. - Use a number between 0 and 1. Duration: - How many frames should the motion blur last? - What do you want to be its duration? Easing Type: - Select which easing type you wish to apply.
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IMPACT: Motion Blur Target(s) - Creates a motion blur on selected target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to create motion blur effects for. Angle: - Determine what angle to make the motion blur at. Intensity Rate: - This determines intensity rate of the motion blur. - Use a number between 0 and 1. Duration: - How many frames should the motion blur last? - What do you want to be its duration? Easing Type: - Select which easing type you wish to apply.
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IMPACT: Motion Trail Create - Creates a motion trail effect for the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to create motion trail effects for. Delay: - How many frames to delay by when creating a motion trail? - The higher the delay, the less motion trails there are. Duration: - How many frames should the motion trail last? - What do you want to be its duration? Hue: - What do you want to be the hue for the motion trail? Starting Opacity: - What starting opacity value do you want for the motion trail? - Opacity values decrease over time. Tone: - What tone do you want for the motion trail? - Format: [Red, Green, Blue, Gray]
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IMPACT: Motion Trail Remove - Removes the motion trail effect from the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to clear motion trail effects for.
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IMPACT: Negative Inversion - Inverts all the colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Negative?: - Enable Negative Inversion effect?
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IMPACT: Oversaturation - Oversaturates colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! Oversaturate?: - Enable Oversaturation effect?
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IMPACT: Shockwave at Point - Creates a shockwave at the designated coordinates. - Requires VisuMZ_3_ActSeqImpact! Point: X: Point: Y: - What x/y coordinate do you want to create a shockwave at? - You can use JavaScript code. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave?
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IMPACT: Shockwave from Each Target(s) - Creates a shockwave at each of the target(s) location(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a shockwave from. Target Location: - Select which part target group to start a shockwave from. Offset X: Offset Y: - How much to offset the shockwave X/Y point by. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave?
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IMPACT: Shockwave from Target(s) Center - Creates a shockwave from the center of the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a shockwave from. Target Location: - Select which part target group to start a shockwave from. Offset X: Offset Y: - How much to offset the shockwave X/Y point by. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave?
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IMPACT: Time Scale - Adjust time to go faster or slower! - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Scale: - Adjusts how fast/slow time goes. - 1.00 is normal. Lower is slower. Higher is faster.
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IMPACT: Time Stop - Stops time for a set amount of milliseconds. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Milliseconds: - How many milliseconds should time stop for? - 1000 milliseconds = 1 second.
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IMPACT: Zoom Blur at Point - Creates a zoom blur at the designated coordinates. - Requires VisuMZ_3_ActSeqImpact! Point: X: Point: Y: - What x/y coordinate do you want to focus the zoom at? - You can use JavaScript code. Zoom Strength: - What is the strength of the zoom effect? - Use a number between 0 and 1. Visible Radius: - How much of a radius should be visible from the center? Duration: - What is the duration of the zoom blur? Easing Type: - Select which easing type you wish to apply.
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IMPACT: Zoom Blur at Target(s) Center - Creates a zoom blur at the center of targets. - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a zoom blur from. Target Location: - Select which part target group to start a zoom blur from. Offset X: Offset Y: - How much to offset the zoom blur X/Y point by. Zoom Strength: - What is the strength of the zoom effect? - Use a number between 0 and 1. Visible Radius: - How much of a radius should be visible from the center? Duration: - What is the duration of the zoom blur? Easing Type: - Select which easing type you wish to apply.
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Action Sequences - Inject
These Action Sequences are related to injecting sprite animations. Requires VisuMZ_3_ActSeqImpact!
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INJECT: Animation Begin - Injects and plays a whole spritesheet animation. - The spritesheet animation will play over the battler until it is finished. - The battler's original sprite will be invisible until finished. - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to inject the animation on. Filename: - Select the animation spritesheet file. - Located in the /img/sv_actors/ folder. Horizontal Cells: - How many horizontal cells (or columns) are there? Vertical Cells: - How many vertical cells (or rows) are there? Frame Delay: - How many frames are played inbetween cells? Smooth Bitmap?: - Smooth the spritesheet graphic? Offset: Offset X: - Offsets the X position of the injected animation. - Negative: left. Positive: right. Offset Y: - Offsets the Y position of the injected animation. - Negative: up. Positive: down.
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INJECT: Animation End - Stops and ends any injected animations on target(s). - Any inject animation will be prematurely terminated. - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to stop injected animation(s).
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INJECT: Animation Pause/Resume - Pauses/resumes any injected animations on target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to pause/resume injected animation(s). Pause?: - Pause the injected animation?
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INJECT: Wait For Injected Animation - Waits for injected animations to complete before performing next command. - Requires VisuMZ_3_ActSeqImpact!
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