Difference between revisions of "Template:VisuMZ Action Sequence Impact Plugin Commands"

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<noinclude>[[Category:Display templates|VisuMZ Action Sequence Impact Plugin Commands]]</noinclude>
 
<noinclude>[[Category:Display templates|VisuMZ Action Sequence Impact Plugin Commands]]</noinclude>
The following are Action Sequence Plugin Commands that have been added with
 
this plugin. These are accessible from the Battle Core plugin (not this one)
 
in order to keep all the Action Sequences in place.
 
 
Once again, these plugin commands are only accessible through the Battle
 
Core plugin and not this one! Make sure you have the most update to date
 
version of the Battle Core for them.
 
  
 
---
 
---
Line 15: Line 8:
  
 
Requires VisuMZ_3_ActSeqImpact!
 
Requires VisuMZ_3_ActSeqImpact!
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_Bizarro.png|600px]]
 +
 +
<pre>
 +
IMPACT: Bizarro Inversion
 +
- Swaps blue/red colors on the battlefield.
 +
- Requires VisuMZ_3_ActSeqImpact!
 +
 +
  Bizarro?:
 +
  - Enable Bizarro Inversion effect?
 +
</pre>
  
 
---
 
---
Line 33: Line 39:
 
   Easing Type:
 
   Easing Type:
 
   - Select which easing type you wish to apply.
 
   - Select which easing type you wish to apply.
 +
</pre>
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_Desat.png|600px]]
 +
 +
<pre>
 +
IMPACT: Desaturation
 +
- Desaturates all colors on the battlefield.
 +
- Requires VisuMZ_3_ActSeqImpact!
 +
- Created by Manu Gaming!
 +
 +
  Desaturate?:
 +
  - Enable Desaturation effect?
 
</pre>
 
</pre>
  
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   Targets:
 
   Targets:
 
   - Select unit(s) to clear motion trail effects for.
 
   - Select unit(s) to clear motion trail effects for.
 +
</pre>
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_Negative.png|600px]]
 +
 +
<pre>
 +
IMPACT: Negative Inversion
 +
- Inverts all the colors on the battlefield.
 +
- Requires VisuMZ_3_ActSeqImpact!
 +
- Created by Manu Gaming!
 +
 +
  Negative?:
 +
  - Enable Negative Inversion effect?
 +
</pre>
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_Oversat.png|600px]]
 +
 +
<pre>
 +
IMPACT: Oversaturation
 +
- Oversaturates colors on the battlefield.
 +
- Requires VisuMZ_3_ActSeqImpact!
 +
 +
  Oversaturate?:
 +
  - Enable Oversaturation effect?
 
</pre>
 
</pre>
  
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   Target Location:
 
   Target Location:
 
   - Select which part target group to start a shockwave from.
 
   - 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:
 
   Amplitude:
Line 186: Line 237:
 
   Target Location:
 
   Target Location:
 
   - Select which part target group to start a shockwave from.
 
   - 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:
 
   Amplitude:
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   Duration:
 
   Duration:
 
   - What is the duration of the shockwave?
 
   - What is the duration of the shockwave?
 +
</pre>
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_TimeSlow.gif]]
 +
 +
[[File:ActionSequenceImpact_TimeFast.gif]]
 +
 +
<pre>
 +
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.
 +
</pre>
 +
 +
---
 +
 +
[[File:ActionSequenceImpact_TimeStop.gif]]
 +
 +
<pre>
 +
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.
 
</pre>
 
</pre>
  
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   Target Location:
 
   Target Location:
 
   - Select which part target group to start a zoom blur from.
 
   - 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:
 
   Zoom Strength:
Line 250: Line 341:
 
   Easing Type:
 
   Easing Type:
 
   - Select which easing type you wish to apply.
 
   - Select which easing type you wish to apply.
 +
</pre>
 +
 +
---
 +
 +
=== Action Sequences - Inject ===
 +
 +
These Action Sequences are related to injecting sprite animations.
 +
Requires VisuMZ_3_ActSeqImpact!
 +
 +
---
 +
 +
[[File:ActSeqImpact_Inject.gif]]
 +
 +
<pre>
 +
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.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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).
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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?
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
INJECT: Wait For Injected Animation
 +
- Waits for injected animations to complete before performing next command.
 +
- Requires VisuMZ_3_ActSeqImpact!
 
</pre>
 
</pre>
  
 
---
 
---

Latest revision as of 11:52, 26 May 2022


---

Action Sequences - Impact

These Action Sequences are related to creating impact.

Requires VisuMZ_3_ActSeqImpact!

---

ActionSequenceImpact Bizarro.png

IMPACT: Bizarro Inversion
- Swaps blue/red colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Bizarro?:
  - Enable Bizarro Inversion effect?

---

ActSeqImpact ColorBreak.gif

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.

---

ActionSequenceImpact Desat.png

IMPACT: Desaturation
- Desaturates all colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Desaturate?:
  - Enable Desaturation effect?

---

ActSeqImpact MotionBlur.gif

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.

---

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.

---

ActSeqImpact MotionTrail.gif

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]

---

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.

---

ActionSequenceImpact Negative.png

IMPACT: Negative Inversion
- Inverts all the colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Negative?:
  - Enable Negative Inversion effect?

---

ActionSequenceImpact Oversat.png

IMPACT: Oversaturation
- Oversaturates colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Oversaturate?:
  - Enable Oversaturation effect?

---

ActSeqImpact Shockwave.gif

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?

---

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?

---

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?

---

ActionSequenceImpact TimeSlow.gif

ActionSequenceImpact TimeFast.gif

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.

---

ActionSequenceImpact TimeStop.gif

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.

---

ActSeqImpact ZoomBlur.gif

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.

---

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.

---

Action Sequences - Inject

These Action Sequences are related to injecting sprite animations. Requires VisuMZ_3_ActSeqImpact!

---

ActSeqImpact Inject.gif

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.

---

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).

---

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?

---

INJECT: Wait For Injected Animation
- Waits for injected animations to complete before performing next command.
- Requires VisuMZ_3_ActSeqImpact!

---