Difference between revisions of "Template:VisuMZ Action Sequence Impact Plugin Commands"
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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 26: | 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> | ||
Line 118: | Line 145: | ||
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> | ||
Line 196: | Line 250: | ||
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> | ||
Line 255: | 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!
---
IMPACT: Bizarro Inversion - Swaps blue/red colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! Bizarro?: - Enable Bizarro Inversion effect?
---
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.
---
IMPACT: Desaturation - Desaturates all colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Desaturate?: - Enable Desaturation effect?
---
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.
---
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.
---
IMPACT: Negative Inversion - Inverts all the colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Negative?: - Enable Negative Inversion effect?
---
IMPACT: Oversaturation - Oversaturates colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! Oversaturate?: - Enable Oversaturation effect?
---
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?
---
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.
---
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.
---
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!
---
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!
---