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.

Properties¶
The sequence's own fields — its name, and the interval that sets how far apart the timeline's steps sit. Every one of them is listed under Properties further down this page.
Sample Setup¶
Who and what the preview uses — a backdrop, an enemy formation, a party, and which of them acts and is targeted. These only drive the preview; they are not part of the sequence.
Preview¶
The sequence played against the sample setup, so the choreography can be judged without starting a battle. The buttons below it run and stop playback.
Activation / Acting¶
Two separate timelines. Activation plays the moment the action is queued — a windup or charge. Acting plays when the action resolves on its turn, and is where most of the choreography lives.
Timeline¶
The sequence itself, laid out in time. Each element — an animation, a movement, a camera shift, a sound, or the moment damage lands — sits at its own start time, and they fire in order as the sequence plays. Click one to edit it below.
Selected Element¶
The element picked out on the timeline above. Its fields change to suit the kind of element — here a Battle Pose, with the pose to strike and who it applies to.
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 |