Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.
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The third action sequence pack for this set includes the ability to control the camera and zooming! Use these action sequences provided by this plugin to make your actions look nice and flashy!
Action Sequences – ala Melody
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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.
CAMERA CLAMP ON
CAMERA CLAMP OFF
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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.
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Usage Example: camera clamp on
camera clamp off
CAMERA FOCUS: target, (location), (frames)
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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)
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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.
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Usage Example: camera focus: user
camera focus: target, front, 40
camera focus: enemies, center, 30
CAMERA OFFSET: DIRECTION, DISTANCE
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CAMERA OFFSET: LEFT, distance
CAMERA OFFSET: RIGHT, distance
CAMERA OFFSET: UP, distance
CAMERA OFFSET: DOWN, distance
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Offsets the camera a direction by (distance) amount.
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Usage Example: camera offset: left, 200
camera offset: right, Graphics.boxWidth / 4
camera offset: up, 300
camera offset: down, $gameVariables.value(3);
CAMERA PAN
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CAMERA PAN: LEFT, distance, (frames)
CAMERA PAN: RIGHT, distance, (frames)
CAMERA PAN: UP, distance, (frames)
CAMERA PAN: DOWN, distance, (frames)
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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.
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Usage Example: camera pan: left, 200
camera pan: up, 250
camera pan: right, 500, 60
camera pan: down: 300, 60
CAMERA SCREEN
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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)
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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.
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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)
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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.
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Usage Example: reset camera
reset camera: 30
RESET ZOOM: (frames)
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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.
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Usage Example: reset zoom
reset zoom: 30
WAIT FOR CAMERA
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Waits for the camera to finish panning before going on to the next action in the action sequence.
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Usage Example: wait for camera
WAIT FOR ZOOM
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Waits for the zoom to finish changing before going on to the next action in the action sequence.
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Usage Example: wait for zoom
ZOOM: x%, (frames)
ZOOM: x.y, (frames)
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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.
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Usage Example: zoom: 200%
zoom: 1.5, 45
Happy RPG Making!