Action Sequences define the animated sequence that a battle sprite/model will use when a command is executed on the battlefield. For example, an "attack" sequence would trigger when the player uses the "attack" command.
Action Sequences have two phases, activation and acting. Activation occurs instantly, while the acting part of the sequence occurs only when a command is executed.

| Name | Explanation | Type |
|---|---|---|
| Name | The name of the Action Sequence. | String |
| Interval (milliseconds) | The length to preview each Action Sequence element within the absence of a duration. | Number |
| Sample Background | The battle background to use in the preview. | Backgrounds |
| Sample Seed | The enemy formation seed to use in the preview. | Number |
| Preview Battle Overlay | Whether or not to include the battle overlay in preview. | Toggle |
| Sample Enemy Formation | The Enemy Formation to use in the preview. | Enemy Formations |
| Sample Party | The party to use in the preview. | Characters |
| Sample User | The Action Sequence user to use in the preview. | Enemies |
| Sample Targets | The Action Sequence targets to use in the preview. | Toggle |
| Activation | The activation Action Sequence. | Action Sequence Element |
| Acting | The acting Action Sequence. | Action Sequence Element |