Difference between revisions of "Template:VisuMZ Action Sequence Projectiles Plugin Commands"
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| Line 30: | Line 30: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile from. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 55: | Line 67: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile to. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 77: | Line 101: | ||
- Wait for projectile(s) to reach their destination before going onto | - Wait for projectile(s) to reach their destination before going onto | ||
the next command? | the next command? | ||
| + | |||
| + | Wait For Animation?: | ||
| + | - Wait for animation to finish before going to the next command? | ||
Extra Settings: | Extra Settings: | ||
| Line 97: | Line 124: | ||
- Determine how much angle the projectile spins per frame. | - Determine how much angle the projectile spins per frame. | ||
- Does not work well with "Auto Angle". | - Does not work well with "Auto Angle". | ||
| + | |||
| + | Effect Emulation: | ||
| + | |||
| + | Action Effect?: | ||
| + | - Emulate current Action Effect when projectile reaches target? | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Item Effect ID?: | ||
| + | - Emulate an Item Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Skill Effect ID?: | ||
| + | - Emulate a Skill Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Common Event ID: | ||
| + | - Plays a Once Parallel Common Event upon reaching target. | ||
| + | - Use 0 to not use. | ||
| + | - Works regardless of start/goal targets. | ||
| + | |||
| + | End Animation ID: | ||
| + | - Plays an animation when projectile reaches target. | ||
| + | - Use 0 to not use. | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles v1.09+. | ||
| + | |||
| + | Mirror Animation: | ||
| + | - Mirror the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
| + | |||
| + | Mute Animation: | ||
| + | - Mute the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
</pre> | </pre> | ||
| Line 124: | Line 188: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile from. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 149: | Line 225: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile to. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 162: | Line 250: | ||
Settings: | Settings: | ||
| − | + | Icon: | |
| − | - Determine which | + | - Determine which icon to use as a projectile. |
| + | - You may use JavaScript code. | ||
Duration: | Duration: | ||
| Line 206: | Line 295: | ||
- Determine how much angle the projectile spins per frame. | - Determine how much angle the projectile spins per frame. | ||
- Does not work well with "Auto Angle". | - Does not work well with "Auto Angle". | ||
| + | |||
| + | Effect Emulation: | ||
| + | |||
| + | Action Effect?: | ||
| + | - Emulate current Action Effect when projectile reaches target? | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Item Effect ID?: | ||
| + | - Emulate an Item Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Skill Effect ID?: | ||
| + | - Emulate a Skill Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Common Event ID: | ||
| + | - Plays a Once Parallel Common Event upon reaching target. | ||
| + | - Use 0 to not use. | ||
| + | - Works regardless of start/goal targets. | ||
| + | |||
| + | End Animation ID: | ||
| + | - Plays an animation when projectile reaches target. | ||
| + | - Use 0 to not use. | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles v1.09+. | ||
| + | |||
| + | Mirror Animation: | ||
| + | - Mirror the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
| + | |||
| + | Mute Animation: | ||
| + | - Mute the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
</pre> | </pre> | ||
| Line 233: | Line 359: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile from. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 258: | Line 396: | ||
- Create one projectile at the center of the targets? | - Create one projectile at the center of the targets? | ||
- Or create a projectile for each target? | - Or create a projectile for each target? | ||
| + | |||
| + | Target Location: | ||
| + | - Select which part of the target to send the projectile to. | ||
| + | - front head | ||
| + | - front center | ||
| + | - front base | ||
| + | - middle head | ||
| + | - middle center | ||
| + | - middle base | ||
| + | - back head | ||
| + | - back center | ||
| + | - back base | ||
Point X: | Point X: | ||
| Line 271: | Line 421: | ||
Settings: | Settings: | ||
| − | + | Picture Filename: | |
| − | - Determine which | + | - Determine which picture to use as a projectile. |
Duration: | Duration: | ||
| Line 315: | Line 465: | ||
- Determine how much angle the projectile spins per frame. | - Determine how much angle the projectile spins per frame. | ||
- Does not work well with "Auto Angle". | - Does not work well with "Auto Angle". | ||
| + | |||
| + | Effect Emulation: | ||
| + | |||
| + | Action Effect?: | ||
| + | - Emulate current Action Effect when projectile reaches target? | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Item Effect ID?: | ||
| + | - Emulate an Item Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Skill Effect ID?: | ||
| + | - Emulate a Skill Effect when projectile reaches target? | ||
| + | - Use 0 to not use. | ||
| + | - Only works with start and goal targets. | ||
| + | |||
| + | Common Event ID: | ||
| + | - Plays a Once Parallel Common Event upon reaching target. | ||
| + | - Use 0 to not use. | ||
| + | - Works regardless of start/goal targets. | ||
| + | |||
| + | End Animation ID: | ||
| + | - Plays an animation when projectile reaches target. | ||
| + | - Use 0 to not use. | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles v1.09+. | ||
| + | |||
| + | Mirror Animation: | ||
| + | - Mirror the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
| + | |||
| + | Mute Animation: | ||
| + | - Mute the effect animation? | ||
| + | - Requires VisuMZ_1_BattleCore v1.86+. | ||
| + | - Requires VisuMZ_3_ActSeqProjectiles version 1.09+. | ||
</pre> | </pre> | ||
--- | --- | ||
Latest revision as of 14:58, 14 January 2025
Action Sequences - Projectiles
Create projectiles on the screen and fire them off at a target. Requires VisuMZ_3_ActSeqProjectiles!
---
PROJECTILE: Animation
- Create an animation projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!
Coordinates:
Start Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should start from.
- Target - Start from battler target(s)
- Point - Start from a point on the screen
Target(s):
- Select which unit(s) to start the projectile from.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile from.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to start the projectile at.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Goal Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should go to.
- Target - Goal is battler target(s)
- Point - Goal is a point on the screen
Target(s):
- Select which unit(s) for projectile to go to.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile to.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to send the projectile to.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Settings:
Animation ID:
- Determine which animation to use as a projectile.
Duration:
- Duration for the projectile(s) to travel.
Wait For Projectile?:
- Wait for projectile(s) to reach their destination before going onto
the next command?
Wait For Animation?:
- Wait for animation to finish before going to the next command?
Extra Settings:
- Add extra settings to the projectile?
Auto Angle?:
- Automatically angle the projectile to tilt the direction
it's moving?
Angle Offset:
- Alter the projectile's tilt by this many degrees.
Arc Peak:
- This is the height of the project's trajectory arc in pixels.
Easing:
- Select which easing type to apply to the projectile's trajectory.
Spin Speed:
- Determine how much angle the projectile spins per frame.
- Does not work well with "Auto Angle".
Effect Emulation:
Action Effect?:
- Emulate current Action Effect when projectile reaches target?
- Only works with start and goal targets.
Item Effect ID?:
- Emulate an Item Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Skill Effect ID?:
- Emulate a Skill Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Common Event ID:
- Plays a Once Parallel Common Event upon reaching target.
- Use 0 to not use.
- Works regardless of start/goal targets.
End Animation ID:
- Plays an animation when projectile reaches target.
- Use 0 to not use.
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles v1.09+.
Mirror Animation:
- Mirror the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
Mute Animation:
- Mute the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
---
PROJECTILE: Icon
- Create an icon projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!
Coordinates:
Start Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should start from.
- Target - Start from battler target(s)
- Point - Start from a point on the screen
Target(s):
- Select which unit(s) to start the projectile from.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile from.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to start the projectile at.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Goal Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should go to.
- Target - Goal is battler target(s)
- Point - Goal is a point on the screen
Target(s):
- Select which unit(s) for projectile to go to.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile to.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to send the projectile to.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Settings:
Icon:
- Determine which icon to use as a projectile.
- You may use JavaScript code.
Duration:
- Duration for the projectile(s) to travel.
Wait For Projectile?:
- Wait for projectile(s) to reach their destination before going onto
the next command?
Extra Settings:
- Add extra settings to the projectile?
Auto Angle?:
- Automatically angle the projectile to tilt the direction
it's moving?
Angle Offset:
- Alter the projectile's tilt by this many degrees.
Arc Peak:
- This is the height of the project's trajectory arc in pixels.
Blend Mode:
- What kind of blend mode do you wish to apply to the projectile?
- Normal
- Additive
- Multiply
- Screen
Easing:
- Select which easing type to apply to the projectile's trajectory.
Hue:
- Adjust the hue of the projectile.
- Insert a number between 0 and 360.
Scale:
- Adjust the size scaling of the projectile.
- Use decimals for exact control.
Spin Speed:
- Determine how much angle the projectile spins per frame.
- Does not work well with "Auto Angle".
Effect Emulation:
Action Effect?:
- Emulate current Action Effect when projectile reaches target?
- Only works with start and goal targets.
Item Effect ID?:
- Emulate an Item Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Skill Effect ID?:
- Emulate a Skill Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Common Event ID:
- Plays a Once Parallel Common Event upon reaching target.
- Use 0 to not use.
- Works regardless of start/goal targets.
End Animation ID:
- Plays an animation when projectile reaches target.
- Use 0 to not use.
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles v1.09+.
Mirror Animation:
- Mirror the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
Mute Animation:
- Mute the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
---
PROJECTILE: Picture
- Create a picture projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!
Coordinates:
Start Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should start from.
- Target - Start from battler target(s)
- Point - Start from a point on the screen
Target(s):
- Select which unit(s) to start the projectile from.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile from.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to start the projectile at.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Goal Location:
- Settings to determine where the projectile(s) start from.
Type:
- Select where the projectile should go to.
- Target - Goal is battler target(s)
- Point - Goal is a point on the screen
Target(s):
- Select which unit(s) for projectile to go to.
Centralize:
- Create one projectile at the center of the targets?
- Or create a projectile for each target?
Target Location:
- Select which part of the target to send the projectile to.
- front head
- front center
- front base
- middle head
- middle center
- middle base
- back head
- back center
- back base
Point X:
Point Y:
- Insert the X/Y coordinate to send the projectile to.
- You may use JavaScript code.
Offset X:
Offset Y:
- Insert how many pixels to offset the X/Y coordinate by.
- You may use JavaScript code.
Settings:
Picture Filename:
- Determine which picture to use as a projectile.
Duration:
- Duration for the projectile(s) to travel.
Wait For Projectile?:
- Wait for projectile(s) to reach their destination before going onto
the next command?
Extra Settings:
- Add extra settings to the projectile?
Auto Angle?:
- Automatically angle the projectile to tilt the direction
it's moving?
Angle Offset:
- Alter the projectile's tilt by this many degrees.
Arc Peak:
- This is the height of the project's trajectory arc in pixels.
Blend Mode:
- What kind of blend mode do you wish to apply to the projectile?
- Normal
- Additive
- Multiply
- Screen
Easing:
- Select which easing type to apply to the projectile's trajectory.
Hue:
- Adjust the hue of the projectile.
- Insert a number between 0 and 360.
Scale:
- Adjust the size scaling of the projectile.
- Use decimals for exact control.
Spin Speed:
- Determine how much angle the projectile spins per frame.
- Does not work well with "Auto Angle".
Effect Emulation:
Action Effect?:
- Emulate current Action Effect when projectile reaches target?
- Only works with start and goal targets.
Item Effect ID?:
- Emulate an Item Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Skill Effect ID?:
- Emulate a Skill Effect when projectile reaches target?
- Use 0 to not use.
- Only works with start and goal targets.
Common Event ID:
- Plays a Once Parallel Common Event upon reaching target.
- Use 0 to not use.
- Works regardless of start/goal targets.
End Animation ID:
- Plays an animation when projectile reaches target.
- Use 0 to not use.
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles v1.09+.
Mirror Animation:
- Mirror the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
Mute Animation:
- Mute the effect animation?
- Requires VisuMZ_1_BattleCore v1.86+.
- Requires VisuMZ_3_ActSeqProjectiles version 1.09+.
---

