Sequences are, for the system, little pieces of commands used at especific moments.
each sequence corresponds to an “action” of the system. and each sequence is called when an event occurs at the system, for example when you use an item.
Here you will find all the information about the Sequences used by the System.
From attacking, to using an item.
How to define a sequence
Sequences are defined in the notetags with the next code:
The commands are defined in the section, About Commands.
Default system sequences
The system has some default sequences uses ALWAYS for ALL BATTLERS.
These are needed in order to make the system as animated as possible.
Those sequences are the next:
Turn star sequence is called when the actor entered the action processing.
This is used to show the character thinking what to do, like Paper mario.
While turn start checks the begining of the process, turn ends does the opposite. it checks when the battler ends its processing.
This sequence is used in order to return the battler to their original state.
This sequence is used when an actor starts the battle.
This is shown when the battler is under normal start battle conditions, not by surprised or preemptive attacks.
When a surprise attack is realized, the actors will take this sequence, to make a dramatically entrance.
On preemptive type attacks the actors will realize this sequence.
Remeber, this for this sequences: when actors are surprised, enemies are preemptive, when actors are preemptive enemies are surprised.
This sequence is called when the actor attacks, don’t worry, you can put it on weapons too. So yes,you can define different actions for different weapons.
For enemies, well, they have theyr own animation too.
Guarding sequences are used when an actor starts to set guard.
This can be changed when an actor has any equip, so you can define different guard animations for different weapons or armor pieces.
If an actor has more than one, they’ll use all at the same time.
Counter sequences are called when the user counters the enmy. Remember, to have counter active you will need to use the command check counter.
Remember this: counter attacks CANCELS the opponent’s action.
Die sequences are called when the actor dies, and they don’t have any specificl collapse animation.
Dead sequences are called when actors enters the battle dead. This is used for better performance than “dying” when the battle starts.
When the battler is back to life, this sequence is called just to check consistency.
This sequence is called when actors wons a battle. each actor has it’s own unique victory, and yes, you can put them on any piece of equipment.
When an actor runs to protect an ally (user = substitute, target = ally to protect) this sequence is called.
remember, if you want to try this use: the “check substitute” command at te moment you want to check.
When someone was targeted by a skill and you check “check reflect” on it, and the skill can be reflected, this sequence will be called on the targeted unit.
When items does not have an “Attack” Animation, the system will look for this sequence on the battler. try to fill it to set unique styles of healing poses, or to use a “generic potion throwing action”
The skills have the same problem as items, sometimes actions cannot be defined.
In those cases you can use the “skill” animation.
Like items, skills can have generic animations even when used by a weapon.