【汉化】YEP.5 – Action Sequence Pack 2

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!

这个拓展包可以强制改变动作移动,跳跃,改变屏幕色调等等

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:

  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.

<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
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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)
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)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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)
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
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

Happy RPG Making!

最后编辑于
©著作权归作者所有,转载或内容合作请联系作者
  • 序言:七十年代末,一起剥皮案震惊了整个滨河市,随后出现的几起案子,更是在滨河造成了极大的恐慌,老刑警刘岩,带你破解...
    沈念sama阅读 201,924评论 5 474
  • 序言:滨河连续发生了三起死亡事件,死亡现场离奇诡异,居然都是意外死亡,警方通过查阅死者的电脑和手机,发现死者居然都...
    沈念sama阅读 84,781评论 2 378
  • 文/潘晓璐 我一进店门,熙熙楼的掌柜王于贵愁眉苦脸地迎上来,“玉大人,你说我怎么就摊上这事。” “怎么了?”我有些...
    开封第一讲书人阅读 148,813评论 0 335
  • 文/不坏的土叔 我叫张陵,是天一观的道长。 经常有香客问我,道长,这世上最难降的妖魔是什么? 我笑而不...
    开封第一讲书人阅读 54,264评论 1 272
  • 正文 为了忘掉前任,我火速办了婚礼,结果婚礼上,老公的妹妹穿的比我还像新娘。我一直安慰自己,他们只是感情好,可当我...
    茶点故事阅读 63,273评论 5 363
  • 文/花漫 我一把揭开白布。 她就那样静静地躺着,像睡着了一般。 火红的嫁衣衬着肌肤如雪。 梳的纹丝不乱的头发上,一...
    开封第一讲书人阅读 48,383评论 1 281
  • 那天,我揣着相机与录音,去河边找鬼。 笑死,一个胖子当着我的面吹牛,可吹牛的内容都是我干的。 我是一名探鬼主播,决...
    沈念sama阅读 37,800评论 3 393
  • 文/苍兰香墨 我猛地睁开眼,长吁一口气:“原来是场噩梦啊……” “哼!你这毒妇竟也来了?” 一声冷哼从身侧响起,我...
    开封第一讲书人阅读 36,482评论 0 256
  • 序言:老挝万荣一对情侣失踪,失踪者是张志新(化名)和其女友刘颖,没想到半个月后,有当地人在树林里发现了一具尸体,经...
    沈念sama阅读 40,673评论 1 295
  • 正文 独居荒郊野岭守林人离奇死亡,尸身上长有42处带血的脓包…… 初始之章·张勋 以下内容为张勋视角 年9月15日...
    茶点故事阅读 35,497评论 2 318
  • 正文 我和宋清朗相恋三年,在试婚纱的时候发现自己被绿了。 大学时的朋友给我发了我未婚夫和他白月光在一起吃饭的照片。...
    茶点故事阅读 37,545评论 1 329
  • 序言:一个原本活蹦乱跳的男人离奇死亡,死状恐怖,灵堂内的尸体忽然破棺而出,到底是诈尸还是另有隐情,我是刑警宁泽,带...
    沈念sama阅读 33,240评论 4 318
  • 正文 年R本政府宣布,位于F岛的核电站,受9级特大地震影响,放射性物质发生泄漏。R本人自食恶果不足惜,却给世界环境...
    茶点故事阅读 38,802评论 3 304
  • 文/蒙蒙 一、第九天 我趴在偏房一处隐蔽的房顶上张望。 院中可真热闹,春花似锦、人声如沸。这庄子的主人今日做“春日...
    开封第一讲书人阅读 29,866评论 0 19
  • 文/苍兰香墨 我抬头看了看天上的太阳。三九已至,却和暖如春,着一层夹袄步出监牢的瞬间,已是汗流浃背。 一阵脚步声响...
    开封第一讲书人阅读 31,101评论 1 258
  • 我被黑心中介骗来泰国打工, 没想到刚下飞机就差点儿被人妖公主榨干…… 1. 我叫王不留,地道东北人。 一个月前我还...
    沈念sama阅读 42,673评论 2 348
  • 正文 我出身青楼,却偏偏与公主长得像,于是被迫代替她去往敌国和亲。 传闻我的和亲对象是个残疾皇子,可洞房花烛夜当晚...
    茶点故事阅读 42,245评论 2 341

推荐阅读更多精彩内容