Difference between revisions of "Template:VisuMZ Action Sequence Impact Plugin Commands"
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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
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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]
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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.
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IMPACT: Negative Inversion - Inverts all the colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! - Created by Manu Gaming! Negative?: - Enable Negative Inversion effect?
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IMPACT: Oversaturation - Oversaturates colors on the battlefield. - Requires VisuMZ_3_ActSeqImpact! Oversaturate?: - Enable Oversaturation effect?
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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!
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