Difference between revisions of "Action Sequence Impact (Irina)"

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* [[Battle Impact (Olivia)|Battle Impact]]
 
* [[Battle Impact (Olivia)|Battle Impact]]
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== Introduction ==
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This plugin adds new Action Sequences to Yanfly's [[Battle Engine Core (YEP)|Battle Engine Core]] (so make sure you have that plugin and the Action Sequence Packs installed) to add a couple of new effects such as balloons, move adjustments, easings, projectiles, and if you have Olivia's [[Battle Impact (Olivia)|Battle Impact]] plugin, the special impact effects, too!
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{{Plugin Parameters MV}}
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<html><img src='https://img.itch.zone/aW1nLzE5MzAyNjcucG5n/original/cfCdKu.png' width='630'></html>
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=== Radian Adjustments ===
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These are used for projectile Action Sequences. If a projectile is angled, then the "arrow head" will be the upper left corner of the icon and the lower left corner of an animation. These are the default values. If your icons or animations are made differently, you can adjust the radians to your liking. If you want to know how to convert degrees to radians, use this math formula below:
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radians = degree * (Pi / 180)
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This is left as a constant for all projectiles to keep the math done properly during its calculation mid-Action Sequence.
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== Instructions ==
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As mentioned before in the introduction, this plugin adds new Action Sequences to Yanfly's Battle Engine Core. If you don't have those plugins, you can download them for free from here:
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* [[Battle Engine Core (YEP)|Battle Engine Core]]
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* [[Action Sequence Pack 1 (YEP)|Action Sequence Pack 1]]
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* [[Action Sequence Pack 2 (YEP)|Action Sequence Pack 2]]
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* [[Action Sequence Pack 3 (YEP)|Action Sequence Pack 3]]
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Some of the action sequences added in this pack also require Olivia's Battle Impact plugin to use, but those are optional. If you can get Olivia's plugin here:
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* [[Battle Impact (Olivia)|Battle Impact]]
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{{Action Sequences MV}}
  
  

Revision as of 18:41, 24 June 2019

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



Download

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

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


Masterarbeit Writer

Atelier Irina

IrinaAvatar.png

This is a plugin created by Atelier Irina.

You can also follow Atelier Irina on itch.io.

RPG Maker Version

This plugin is made for and tested on RPG Maker MV with version 1.6.2. I cannot guarantee if it works on lower versions. Some of the plugin parameters require the later updates of RPG Maker MV for you to be able to use their entries so please update RPG Maker MV to the latest version if you want the best experience in using this plugin.

Terms of Use

You are only allowed to use the plugins made by Atelier Irina if you agree to all of the following:

  1. These plugins may be used in free or commercial games.
  2. 'RPG Maker Irina' must be given credit in your games.
  3. You are allowed to edit the code.
  4. Do NOT change the filename, parameters, and information of the plugin.
  5. You are NOT allowed to redistribute these Plugins.
  6. You may NOT take code for your own released Plugins.

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

Recommended Plugins

Introduction

This plugin adds new Action Sequences to Yanfly's Battle Engine Core (so make sure you have that plugin and the Action Sequence Packs installed) to add a couple of new effects such as balloons, move adjustments, easings, projectiles, and if you have Olivia's Battle Impact plugin, the special impact effects, too!

Plugin Parameters

There are Plugin Parameters that you may configure for this plugin.

Radian Adjustments

These are used for projectile Action Sequences. If a projectile is angled, then the "arrow head" will be the upper left corner of the icon and the lower left corner of an animation. These are the default values. If your icons or animations are made differently, you can adjust the radians to your liking. If you want to know how to convert degrees to radians, use this math formula below:

radians = degree * (Pi / 180)

This is left as a constant for all projectiles to keep the math done properly during its calculation mid-Action Sequence.

Instructions

As mentioned before in the introduction, this plugin adds new Action Sequences to Yanfly's Battle Engine Core. If you don't have those plugins, you can download them for free from here:

Some of the action sequences added in this pack also require Olivia's Battle Impact plugin to use, but those are optional. If you can get Olivia's plugin here:

Action Sequences

These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.

Action Sequences - ala Melody

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action

and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this

section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily

for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual

targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.

Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.

1. <setup action>
    action list
    action list
   </setup action>

2. <whole action>
    action list  
    action list  
   </whole action>

3. <target action>
    action list
    action list
   </target action>

4. <follow action>
    action list
    action list
   </follow action>

5. <finish action>
    action list
    action list
   </finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.

Target Typing

You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.

user This will select the active battler.
target, targets These will select the active targets in question.
actors, existing actors These will select all living actors.
all actors This will select all actors including dead ones.
dead actors This will select only dead actors.
actors not user This will select all living actors except for the user.
actor x This will select the actor in slot x.
character x This will select the specific character with actor ID x.
enemies, existing enemies This will select all living enemies.
all enemies This will select all enemies, even dead.
dead enemies This will select only dead enemies.
enemies not user This will select all enemies except for the user.
enemy x This will select the enemy in slot x.
friends This will select the battler's alive allies.
all friends This will select the all of battler's allies, even dead.
dead friends This will select the battler's dead allies.
friends not user This will select the battler's allies except itself.
friend x This will select the battler's ally in slot x.
opponents This will select the battler's alive opponents.
all opponents This will select the all of the battler's opponents.
dead opponents This will select the battler's dead opponents.
opponent x This will select the battler's opponent in slot x.
all alive Selects all living actors and enemies.
all members Selects all living and dead actors and enemies.
all dead Selects all dead actors and enemies.
all not user This will select all living battlers except user.
focus Selects the active battler and its targets.
not focus Selects everything but the active battler and its targets.
prev target Requires Action Sequence Impact.

During <Target Actions>, this will get the previous target in the targets list.

next target Requires Action Sequence Impact.

During <Target Actions>, this will get the next target in the targets list.

$UnisonMemberX Requires Unison Attack.

Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.

$UnisonMembers Requires Unison Attack.

Returns all of the participating Unison Skill members.

Action Sequence List

The following is a list of Action Sequences provided by this plugin.