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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.

![Battles.ActionSequences](Battles.ActionSequences.png)

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