YEP.5 – Action Sequence Pack 2
The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!
這個拓展包可以強制改變動作移動庄吼,跳躍,改變屏幕色調等等
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:
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.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.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.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.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.
<setup action>
action list
action list
</setup action>
<whole action>
action list
action list
</whole action>
<target action>
action list
action list
</target action>
<follow action>
action list
action list
</follow action>
<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.
Action Sequences – Action List
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
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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.
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Usage Example: attack animation: target
ENEMY EFFECT: target, effect-type
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This affects enemies only. Makes the target display either a ‘whiten’ effect or a ‘blink’ effect.
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Usage Example: enemy effect: targets, whiten
enemy effect: targets, blink
FACE target: args
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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
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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.
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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)
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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.
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Usage Example: fade out
fade in: 10
FLASH SCREEN: args
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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)
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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.
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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)
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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.
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Usage Example: float user: 200%
float enemies: 500, 30
float target: 0%, 30
HIDE BATTLE HUD
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Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using ‘show battle hud’.
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Usage Example: hide battle hud
JUMP target: (height), (frames)
JUMP target: (height%), (frames)
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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.
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Usage Example: jump user: 150%
jump target: 300, 60
MOTION type: target, (no weapon)
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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
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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.
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Usage Example: motion walk: user
motion thrust: user, no weapon
MOVE target: args
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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)
MOVE target1: target2, CENTER, (frames)
MOVE target1: target2, HEAD, (frames)
MOVE target1: target2, FRONT BASE, (frames)
MOVE target1: target2, FRONT CENTER, (frames)
MOVE target1: target2, FRONT HEAD, (frames)
MOVE target1: target2, BACK BASE, (frames)
MOVE target1: target2, BACK CENTER, (frames)
MOVE target1: target2, BACK HEAD, (frames)
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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.
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Usage Example: move user: home, 20
move target: forward, 48, 12
move enemy 1: point, 400, 300
move actor 2: front base, 20
OPACITY target: x, (frames)
OPACITY target: x%, (frames)
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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.
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Usage Example: opacity user: 50%, 30
opacity not focus: 0
SHOW BATTLE HUD
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If the battle hud was hidden using ‘hide battle hud’, use this to show the battle hud back within the player’s screen.
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Usage Example: show battle hud
SHAKE SCREEN: (power), (speed), (frames)
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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.
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Usage Example: shake screen
shake screen: 9
shake screen: 3, 9, 30
TINT SCREEN: args
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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)
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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.
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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
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Waits for all battler float changes to finish before going on to the next action in the action sequence.
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Usage Example: wait for float
WAIT FOR JUMP
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Waits for all battler jumps to finish before going on to the next action in the action sequence.
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Usage Example: wait for jump
WAIT FOR OPACITY
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Waits for all battlers to finish changing opacity before going on to the next action in the action sequence.
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Usage Example: wait for opacity