Difference between revisions of "Category:Action Sequences (MV)"
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============================================================================= | ============================================================================= | ||
</pre> | </pre> | ||
| + | |||
| + | == [[Action Sequence Pack 3 (YEP)|Action Sequence Pack 3]] == | ||
| + | |||
| + | <nowiki> | ||
| + | The following contains a list of the actions you can use inside the five | ||
| + | action sequences. Each action has a unique function and requires certain | ||
| + | formats to operate properly. | ||
| + | |||
| + | ============================================================================= | ||
| + | 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 | ||
| + | ============================================================================= | ||
| + | </nowiki> | ||
== [[Action Sequence Impact (Irina)|Action Sequence Impact]] == | == [[Action Sequence Impact (Irina)|Action Sequence Impact]] == | ||
Revision as of 18:10, 25 June 2019
|
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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 Pack 3
The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.
=============================================================================
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
=============================================================================
Action Sequence Impact
- Prev Target, Next Target
Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? Now, during the <Target Actions> phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list.
- New Stuff
This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.
- Balloon
=============================================================================
BALLOON type: targets
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays a balloon emote that you normally see on the map scene but in battle
instead. For types, replace that word with any of the following:
!
Exclamation
?
Question
Music
Note
Music Note
Heart
Anger
Pissed
Sweat
Cobweb
Silence
...
Lightbulb
Idea
zzz
Sleep
User-Defined 1
User-Defined 2
User-Defined 3
User-Defined 4
User-Defined 5
User1
User2
User3
User4
User5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: balloon heart: user
balloon !: target
=============================================================================
- Move Type
=============================================================================
MOVE TYPE: target, easing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the way the target moves (until the end of the skill/item is done)
using easing. Replace 'easing' with any of the following:
Linear ......... No easing, no acceleration
InSine ......... Slight acceleration from zero to full speed
OutSine ........ Slight deceleration at the end
InOutSine ...... Slight accel. at beginning and slight decel. at end
InQuad ......... LV2 Accelerating from zero velocity
OutQuad ........ LV2 Decelerating to zero velocity
InOutQuad ...... LV2 Acceleration until halfway, then deceleration
InCubic ........ LV3 Accelerating from zero velocity
OutCubic ....... LV3 Decelerating to zero velocity
InOutCubic ..... LV3 Acceleration until halfway, then deceleration
InQuart ........ LV4 Accelerating from zero velocity
OutQuart ....... LV4 Decelerating to zero velocity
InOutQuart ..... LV4 Acceleration until halfway, then deceleration
InQuint ........ LV5 Accelerating from zero velocity
OutQuint ....... LV5 Decelerating to zero velocity
InOutQuint ..... LV5 Acceleration until halfway, then deceleration
InExpo ......... Accelerate exponentially until finish
OutExpo ........ Initial exponential acceleration slowing to stop
InOutExpo ...... Exponential acceleration and deceleration
InCirc ......... Increasing velocity until stop
OutCirc ........ Start fast, decreasing velocity until stop
InOutCirc ...... Fast increase in velocity, fast decrease in velocity
InBack ......... Slow movement backwards then fast snap to finish
OutBack ........ Fast snap to backwards point then slow to finish
InOutBack ...... Back In, then Back Out
InElastic ...... Bounces slowly then quickly to finish
OutElastic ..... Fast acceleration, bounces to zero
InOutElastic ... Slow start and end, two bounces sandwich a fast motion
InBounce ....... Bounce increasing in velocity until completion
OutBounce ...... Bounce to completion
InOutBounce .... Bounce in and bounce out
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move type: user, InOutBack
move type: target, OutBounce
=============================================================================
- Move Offset
=============================================================================
MOVE target OFFSET: +X, +Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use this after a Move Action Sequence. This lets you adjust the movement
location goal of the target by +x and +y. You can use negative numbers, too.
A positive number will mean further past the goal. A negative number means
before the goal. This is done this way to not have absolutes making tricky
calculations depending on which way the battler is facing
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Usage Example: move user offset: +100, +0
move target offset: -50, +25
=============================================================================
- Projectile
=============================================================================
PROJECTILE ICON id: START x y, GOAL x y
PROJECTILE ICON id: START target, GOAL target
PROJECTILE ANI id: START x y, GOAL x y
PROJECTILE ANI id: START target, GOAL target
PROJECTILE ANIMATION id: START x y, GOAL x y
PROJECTILE ANIMATION id: START target, GOAL target
(optional parameters)
DURATION d
ARC a
EASE type
SPIN s
ICON SCALE i
ANGLE
START OFFSET +x +y
START OFFSET -x -y
GOAL OFFSET +x +y
GOAL OFFSET -x -y
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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.
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Usage Example: projectile icon 161: start user, goal target
projectile ani 71: start user, goal target
projectile icon 176: duration 60, arc 300, spin 1.5
projectile ani 71: duration 60, arc 50, ease InOutBack, angle
=============================================================================
- Wait for Projectile
============================================================================= WAIT FOR PROJECTILE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all the projectiles on the screen to reach their targets before moving on with the rest of the Action Sequence list. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for projectile =============================================================================
- Afterglow
=============================================================================
AFTERGLOW target
(optional parameters)
SCALE s
BRIGHTNESS b
DURATION d
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(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.
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Usage Example: afterglow user
afterglow target: scale 1.5
afterglow target: brightness 2
afterglow user: duration 20
afterglow user: scale 2, brightness 4, duration 60
=============================================================================
- Apply Icon, Remove Icon
=============================================================================
APPLY ICON id: target
REMOVE ICON id: target
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(requires Olivia's Battle Impact plugin)
Apply/Remove icon effect for the target. Replace id with an icon index.
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Usage Example: Apply Icon 2: target
Remove Icon 1: user
=============================================================================
- Color Break
=============================================================================
COLOR BREAK
(optional parameters)
INTENSITY i
DURATION d
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(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.
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Usage Example: color break
color break: intensity 30
color break: duration 20
color break: intensity 60, duration 10
=============================================================================
- Motion Blur
=============================================================================
MOTION BLUR target
(optional parameters)
VELOCITY x y
OFFSET o
DURATION d
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(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.
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Usage Example: motion blur user
motion blur target: velocity 30 60
motion blur target: offset 10
motion blur target: duration 20
motion blur user: velocity 40 40, offset 100, duration 60
=============================================================================
- Shockwave
=============================================================================
SHOCKWAVE: CENTER x y
SHOCKWAVE: CENTER target
(optional parameters)
AMPLITUDE a
WAVELENGTH w
SPEED s
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(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.
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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
=============================================================================
Weather In Battle
If 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)
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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.
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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.







