Category:Action Sequences (MV)
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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 2
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly. ============================================================================= ATTACK ANIMATION: target, (mirror) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Displays the active battler's attack animation on the target(s). This will be the animation determined by the actor's weapon(s). If it's an enemy, it will be determined by the enemy's attack animation. If 'mirror' is used, the animation will be flipped. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: attack animation: target ============================================================================= ============================================================================= ENEMY EFFECT: target, effect-type - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This affects enemies only. Makes the target display either a 'whiten' effect or a 'blink' effect. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: enemy effect: targets, whiten enemy effect: targets, blink ============================================================================= ============================================================================= FACE target: args - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FACE target1: FORWARD FACE target1: BACKWARD FACE target1: HOME FACE target1: AWAY FROM HOME FACE target1: POINT, x coordinate, y coordinate FACE target1: AWAY FROM POINT, x coordinate, y coordinate FACE target1: target2 FACE target1: AWAY FROM target2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will cause the battler to face a certain direction. Arguments can be used in the above formats. This action sequence command will cause target1 to face any of those directions. If target2 is used, then target1 will face directions relative to target2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: face user: forward face target: backward face enemies: home face allies: away from home face target: point, 20, 40 face target: away from point, 500, 600 face user: target face target: away from user ============================================================================= ============================================================================= FADE OUT: (frames) FADE IN: (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fades the screen out and fades the screen in respectively. You can set the amount of frames for the fading process. If you omit frames, 60 frames will be used by default. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: fade out fade in: 10 ============================================================================= ============================================================================= FLASH SCREEN: args - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FLASH SCREEN: WHITE, (frames) FLASH SCREEN: RED, (frames) FLASH SCREEN: ORANGE, (frames) FLASH SCREEN: YELLOW, (frames) FLASH SCREEN: GREEN, (frames) FLASH SCREEN: BLUE, (frames) FLASH SCREEN: PURPLE, (frames) FLASH SCREEN: MAGENTA, (frames) FLASH SCREEN: BLACK, (frames) FLASH SCREEN: (red), (green), (blue), (intensity), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the game screen to flash a set color. If for the arguments, you use a color name, it will use a premade flash setting. If you choose to use your own settings, use the red, green, blue, intensity format to determine what color flash you would like. Red, green, blue, and intensity settings range from 0 to 255. If frames are used, that will be the duration of the screen flash. If omitted, the default frame count will be 60 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: flash screen: white flash screen: red, 45 flash screen: 128, 170, 214, 170 flash screen: 68, 68, 68, 170, 45 ============================================================================= ============================================================================= FLOAT target: (height), (frames) FLOAT target: (height%), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the target to float into the air above the ground by height%. The height is relative to the floating target. Using 100% means the target will float above the ground 100% higher than its height. If no '%' sign is used, the target will float that many pixels rather than a percentage of the target's height. The frames determine how many frames it will take for the target to reach that height. Using 0% for the height will bring the target back to the ground. Note: Floating only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: float user: 200% float enemies: 500, 30 float target: 0%, 30 ============================================================================= ============================================================================= HIDE BATTLE HUD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using 'show battle hud'. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: hide battle hud ============================================================================= ============================================================================= JUMP target: (height), (frames) JUMP target: (height%), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the target to jump a height relative to the target itself. If the target jumps a height of 200%, the height will be 200% of the target's height. If no '%' sign is used, the target will jump that many pixels rather than a percentage of the target's height. The frame count is how long the target will be in the air. You can use this with the 'Move' action sequence to make the target appear like it is jumping a distance. Note: Jumping only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: jump user: 150% jump target: 300, 60 ============================================================================= ============================================================================= MOTION type: target, (no weapon) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MOTION WALK: target MOTION STANDBY: target MOTION CHANT: target MOTION GUARD: target MOTION DAMAGE: target MOTION EVADE: target MOTION ATTACK: target MOTION THRUST: target MOTION SWING: target MOTION MISSILE: target MOTION SKILL: target MOTION SPELL: target MOTION ITEM: target MOTION ESCAPE: target MOTION VICTORY: target MOTION DYING: target MOTION ABNORMAL: target MOTION SLEEP: target MOTION DEAD: target - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform 'attack', the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target's weapon if the target has one. If 'no weapon' is used after the target, no weapons will be displayed. This effect will only work with the Thrust, Swing, and Missile motions. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: motion walk: user motion thrust: user, no weapon ============================================================================= ============================================================================= MOVE target: args - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MOVE target1: HOME, (frames) MOVE target1: RETURN, (frames) MOVE target1: FORWARD, (distance), (frames) MOVE target1: BACKWARD, (distance), (frames) MOVE target1: POINT, x coordinate, y coordinate, (frames) MOVE target1: target2, BASE, (frames), (offset) MOVE target1: target2, CENTER, (frames), (offset) MOVE target1: target2, HEAD, (frames), (offset) MOVE target1: target2, FRONT BASE, (frames), (offset) MOVE target1: target2, FRONT CENTER, (frames), (offset) MOVE target1: target2, FRONT HEAD, (frames), (offset) MOVE target1: target2, BACK BASE, (frames), (offset) MOVE target1: target2, BACK CENTER, (frames), (offset) MOVE target1: target2, BACK HEAD, (frames), (offset) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This is a move command. Arguments can be used in the above formats. This action sequence command will move target1 to any of those locations listed in the arguments. If it's towards target2, you must include what location relative to target2 for target1 to travel to. Note: Moving only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You may be curious about the optional (offset) argument there for some of the entries. You can insert any of the below arguments in place of (offset): offset x +100 offset x -200 offset y +300 offset y -400 This will allow you to offset the distance to the destination by a flat amount. Positive numbers would indicate forward while negative numbers will indicate backward. auto offset x +500 auto offset x -600 However, if you use either of the above, depending on if the user is an actor or enemy and depending on the target (if there is one) is an actor or an enemy, it will move them into position accordingly. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: move user: home, 20 move target: forward, 48, 12 move enemy 1: point, 400, 300 move enemy 2: point, 500, 250, offset x -50, offset y -50 move actor 3: target, front base, 20 move user: target, front base, 20, auto offset x -100 ============================================================================= ============================================================================= OPACITY target: x, (frames) OPACITY target: x%, (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you use 'frames', that will be the frame duration for the change in opacity for the target. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: opacity user: 50%, 30 opacity not focus: 0 ============================================================================= ============================================================================= SHOW BATTLE HUD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the battle hud was hidden using 'hide battle hud', use this to show the battle hud back within the player's screen. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: show battle hud ============================================================================= ============================================================================= SHAKE SCREEN: (power), (speed), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9, and the frames to alter the duration of the screen shaking. If those values are omitted, they will default to 5 power, 5 speed, and 60 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: shake screen shake screen: 9 shake screen: 3, 9, 30 ============================================================================= ============================================================================= TINT SCREEN: args - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TINT SCREEN: NORMAL, (frames) TINT SCREEN: DARK, (frames) TINT SCREEN: SEPIA, (frames) TINT SCREEN: SUNSET, (frames) TINT SCREEN: NIGHT, (frames) TINT SCREEN: (red), (green), (blue), (gray), (frames) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia', 'sunset', or 'night' the screen will be be given a premade tint. If not, then the arguments for red, green, blue, and gray values must be inputted for the tint. Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255. If frames are used, that will be the duration for which the screen will change to the tint. If omitted, the default amount of frames used will be 60 frames. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: tint screen: normal tint screen: sepia, 30 tint screen: 68, -34, -34, 0 tint screen: 68, -68, 0, 68, 45 ============================================================================= ============================================================================= WAIT FOR FLOAT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all battler float changes to finish before going on to the next action in the action sequence. Note: Floating only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for float ============================================================================= ============================================================================= WAIT FOR JUMP - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all battler jumps to finish before going on to the next action in the action sequence. Note: Jumping only works with Sideview. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for jump ============================================================================= ============================================================================= WAIT FOR OPACITY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all battlers to finish changing opacity before going on to the next action in the action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for opacity =============================================================================
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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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
============================================================================= 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (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, Remove Icon
============================================================================= 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
============================================================================= 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
============================================================================= 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
============================================================================= 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 =============================================================================
Improved Battlebacks
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. ============================================================================= 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 =============================================================================
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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.