Action Sequences
Action Sequences¶
Action Sequences are reusable visual choreographies that play when a battle action — a skill, item use, basic attack, or any other battle command — is performed. They control what the user and targets do on screen during the action: the animations they play, how they move, the camera shifts, the sound effects, the on-screen visual effects, and when damage and other results are actually applied to the targets.
An Action Sequence is built from a timeline of elements, each with its own starting time, that fire in order during playback. The same Action Sequence can be reused by any number of skills or items, so a single sequence such as "melee strike" or "cast a spell" can drive the visuals for an entire family of battle actions.
Note: An Action Sequence runs in two phases. The Activation Sequence plays the moment the action is queued — typically a windup, charge, or "ready" pose — and the Acting Sequence plays when the action actually resolves and applies its results. Splitting these two phases lets the windup happen immediately when a battler decides on an action, while the resolution waits for its turn in the battle's execution order.
Properties¶
System¶
| Name | Explanation | Type |
|---|---|---|
| Acting Sequence | The timeline played when the battle action resolves on its turn, where the bulk of the choreography lives. | Action Sequence Element |
| Activation Sequence | The timeline played the instant the battle action is queued, before its turn comes up — typically a windup, charge, or "ready" reaction. | Action Sequence Element |
| Name | The name of the action sequence. Used to identify it in the editor and database. | String |