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Introduction簡介
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The Action Sequence Pack 1 plugin is an extension plugin for Yanfly Engine
Plugins' Battle Engine Core. This extension plugin will not work without the
main plugin.
動(dòng)作序列補(bǔ)丁包1插件是作為戰(zhàn)斗引擎核心插件的一個(gè)擴(kuò)展插件吞彤。這個(gè)擴(kuò)展插件
無法在缺少戰(zhàn)斗引擎核心插件的情況下單獨(dú)生效我衬。
This extension plugin contains the more basic functions used for customized
action sequences on a technical scale. Here, you are able to change switches,
operate variables, add states, change damage rates, and more.
這個(gè)擴(kuò)展插件包含了更多的基本功能,用來在技術(shù)層面自定義動(dòng)作序列饰恕。這樣,
你能改變開關(guān)埋嵌,操作變量破加,添加狀態(tài),改變傷害率莉恼,等等拌喉。
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Action Sequences - ala Melody動(dòng)作序列
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Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
where each individual aspect of the skill and item effects can be controlled
to a degree. These are called Action Sequences, where each command in the
action sequence causes the game to perform a distinct individual action.
戰(zhàn)斗引擎核心包含有Yanfly引擎梅洛狄的戰(zhàn)斗引擎系統(tǒng),此系統(tǒng)能在一定程度
上控制技能和道具效果的每一個(gè)方面俐银。這些被稱為動(dòng)作序列尿背,在動(dòng)作序列中的
每個(gè)指令會(huì)讓游戲去執(zhí)行特定的單個(gè)動(dòng)作。
Each skill and item consists of five different action sequences. They are as
follows:
每個(gè)技能和道具都由五個(gè)不同的動(dòng)作序列組成捶惜。如下所示:
1. Setup Actions準(zhǔn)備動(dòng)作
They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the
active battler moving forward a bit, unsheathing their weapon, etc. This step
will occur before the active battler expends their skill or item costs.
在當(dāng)前激活的戰(zhàn)斗者執(zhí)行大部分動(dòng)作及其效果之前田藐,準(zhǔn)備動(dòng)作會(huì)被執(zhí)行。通常你
所看到的就是像戰(zhàn)斗者向前移動(dòng)一點(diǎn)吱七,拔出武器汽久,等等一類的事情。這個(gè)步驟
將發(fā)生在當(dāng)前激活的戰(zhàn)斗者產(chǎn)生技能或道具消耗之前踊餐。
2. Whole Actions全體動(dòng)作
These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying
animations upon all enemies. This step occurs after skill and item costs.
這些動(dòng)作將同時(shí)影響所有目標(biāo)景醇。盡管這部分不是必須的,大部分動(dòng)作會(huì)
用這來顯示對(duì)全體敵人的動(dòng)畫吝岭。這一步發(fā)生在技能和道具消耗之后三痰。
3. Target Actions目標(biāo)動(dòng)作
This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions
that occur here will not affect other targets unless specifically ordered to
do so otherwise.
這個(gè)部分將分別影響所有的單個(gè)目標(biāo)。主要用于物理攻擊窜管,這能帶來更個(gè)
性化的傷害形式散劫。除非特意命令這樣做,否則發(fā)生于此的動(dòng)作將不會(huì)影響其
他的目標(biāo)幕帆。
4. Follow Actions伴隨動(dòng)作
This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,
start up common events, and more.
這部分將用于單體動(dòng)作執(zhí)行之后的清理工作获搏。此時(shí),它將做像移除不死狀態(tài)
失乾,啟動(dòng)公共事件常熙,等等這樣的一些事纬乍。
5. Finish Actions結(jié)束動(dòng)作
This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and
items, moving back to place, and others.
這個(gè)部分將讓激活的戰(zhàn)斗者關(guān)閉動(dòng)作序列。其內(nèi)容通常是運(yùn)行等待并
維持技能和道具執(zhí)行的最后一刻症概,返回技能釋放前的位置蕾额,等等。
Now that you know each of the five steps each action sequence goes through,
here's the tags you can insert inside of skills and items. Pay attention to
each tag name.
現(xiàn)在你知道每個(gè)動(dòng)作序列都經(jīng)過了五個(gè)步驟彼城,這是你可以在技能和項(xiàng)目里面
插入的標(biāo)簽。注意每個(gè)標(biāo)簽的名字退个。
<setup action>
action list
action list
</setup action>
<whole action>
action list
action list
</whole action>
<target action>
action list
action list
</target action>
<follow action>
action list
action list
</follow action>
<finish action>
action list
action list
</finish action>
They will do their own respective action sets. The methods to insert for the
action list can be found below in the core of the Help Manual.
他們將執(zhí)行各自的動(dòng)作集募壕。插入動(dòng)作列表的方法可以在戰(zhàn)斗核心的幫助手冊(cè)下面找到。
Furthermore, to prevent overflooding every single one of your database item's
noteboxes with action sequence lists, there's a shortcut you can take to copy
all of the setup actions, whole actions, target actions, follow actions, and
finish actions with just one line.
此外语盈,為了防止數(shù)據(jù)溢出舱馅,你的數(shù)據(jù)庫中每個(gè)道具的注釋盒都得有行動(dòng)序列,這里
你可以用一行的簡寫來拷貝整個(gè)行動(dòng)序列刀荒。
<action copy: x:y>
Replace x with "item" or "skill" to set the type for the action list code to
directly copy. The integer y is then the ID assigned for that particular
object type. For example, to copy 45th skill's action sequences, the code
would be <action copy: skill:45> for anything that will accept these action
codes. If you do use this notetag, it will take priority over any custom
that you've placed in the notebox.
把 x 替換為 "item" 或 "skill"來為復(fù)制的動(dòng)作序列設(shè)置類型代嗤。整型變量 y 是指特定對(duì)象的ID。
例如缠借,要拷貝第45號(hào)技能的動(dòng)作序列干毅,代碼就是 <action copy: skill:45> 。如果你用了這個(gè)注釋標(biāo)簽泼返,
它的優(yōu)先級(jí)高于任何其他的標(biāo)簽硝逢。
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Target Typing目標(biāo)分類
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You may notice that in some of the actions below will say "refer to target
typing" which is this section right here. Here's a quick run down on the
various targets you may select.
你可能會(huì)注意到在本節(jié)有些動(dòng)作下面寫著“參考目標(biāo)分類”。這里有一個(gè)速覽绅喉,
里面都是些你可能會(huì)用到的各種各樣的目標(biāo)
user; This will select the active battler.這將會(huì)選定激活的戰(zhàn)斗者(即技能或道具的使用者)
target, targets; These will select the active targets in question.這是指技能或道具在數(shù)據(jù)庫中默認(rèn)的目標(biāo)設(shè)置
actors, existing actors; These will select all living actors.我方隊(duì)伍中所有存活的角色
all actors; This will select all actors including dead ones.我方所有角色包括陣亡的
dead actors: This will select only dead actors.我方陣亡角色
actors not user; This will select all living actors except for the user.除了施法者之外的我方存活角色
actor x; This will select the actor in slot x.我方第X位角色
character x; This will select the specific character with actor ID x.通過ID來選擇特定的角色
enemies, existing enemies; This will select all living enemies.所有存活的敵方
all enemies; This will select all enemies, even dead.所有敵方包括已死的
dead enemies: This will select only dead enemies.所有死亡的敵方
enemies not user; This will select all enemies except for the user.除使用者之外的所有敵方
enemy x; This will select the enemy in slot x.敵方第X位角色
friends; This will select the battler's alive allies.選擇所有存活的友方
all friends; This will select the all of battler's allies, even dead.所有友方包括已死的
dead friends; This will select the battler's dead allies.所有已死的友方
friends not user; This will select the battler's allies except itself.除了自己之外的友方
friend x: This will select the battler's ally in slot x.第X位友方
opponents; This will select the battler's alive opponents.所有存活的敵方
all opponents; This will select the all of the battler's opponents.所有敵方
dead opponents; This will select the battler's dead opponents.已死的敵方
opponent x: This will select the battler's opponent in slot x.第X位敵方
all alive; Selects all living actors and enemies.所有活著的單位
all members; Selects all living and dead actors and enemies.所有單位
all dead; Selects all dead actors and enemies.所有已死的單位
all not user; This will select all living battlers except user.除自身之外所有活著的單位
focus; Selects the active battler and its targets.選中當(dāng)前施放者及其目標(biāo)
not focus; Selects everything but the active battler and its targets.選中除當(dāng)前施放者及其目標(biāo)之外的其他單位
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Action Sequences - Action List
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The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.
以下內(nèi)容包含了你能在五個(gè)動(dòng)作序列中使用的一系列動(dòng)作渠鸽。每一個(gè)動(dòng)作都有
一個(gè)唯一的功能并且每個(gè)動(dòng)作都要使用正確的格式來確保正常運(yùn)行。
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ACTION ANIMATION: (target), (mirror)
Plays the animation assigned to the skill/item. The animation will
automatically select the skill's/item's assigned targets. If 'target' is
used, it will specify a target to play the animation on. If 'mirror' is
used, it will mirror the animation.
播放技能/項(xiàng)目指定的動(dòng)畫柴罐。動(dòng)畫將自動(dòng)選擇技能/項(xiàng)目所指定的目標(biāo)徽缚。
如果使用了target參數(shù),它將指定一個(gè)播放動(dòng)畫的目標(biāo)革屠。如果使用了
mirror參數(shù)凿试,他將播放指定的動(dòng)畫(鏡像)。
Usage Example: 用法舉例
action animation
action animation: target
action animation: user, mirror
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ACTION COMMON EVENT
Plays the common event found within the skill's/item's traits list. This
will only play the last common event on the list, following the game
engine's original process. Nothing else will continue on the action list
until the common event is finished (unless it is a forced action, in which
case, it will wait until the action is complete first).
執(zhí)行在技能/項(xiàng)目的注釋列表中的公共事件屠阻。這只會(huì)執(zhí)行列表中最近一個(gè)
公共事件红省,隨著游戲的原始進(jìn)程。動(dòng)作列表中其他的動(dòng)作不會(huì)繼續(xù)執(zhí)行除
非公共時(shí)間執(zhí)行完畢(除非這是一個(gè)強(qiáng)制動(dòng)作国觉,否則它得先等到公共事件
執(zhí)行完畢后才能執(zhí)行)
Usage Example:
action common event
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ACTION EFFECT: target
Causes the target(s) to take damage/healing from the skill/item and
incurs any changes made to the target(s) such as buffs and states.
使目標(biāo)承受來自技能或道具的傷害/治療效果并且給目標(biāo)套上增益減益狀態(tài)吧恃。
Usage Example:
action effect
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ADD stat BUFF: target, (turns), (show)
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
target, it will buff the target by that many turns. Include 'show' and it
will show the target getting the buff applied in the battle log.
給目標(biāo)添加某某增益。把stat換成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'麻诀。
如果目標(biāo)參數(shù)后面你加了一個(gè)數(shù)字痕寓,這個(gè)數(shù)字代表buff的持續(xù)回合數(shù)傲醉。包含'show',
它將顯示在戰(zhàn)斗日志中呻率。
Usage Example:
add atk buff: user, 3, show
add def buff: target, 8
===========================================================================
===========================================================================
ADD stat DEBUFF: target, (turns), (show)
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
the target, it will debuff the target by that many turns. Include 'show' and
it will show the target getting the debuff applied in the battle log.
給目標(biāo)添加某某減益硬毕。把stat換成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'。
如果目標(biāo)參數(shù)后面你加了一個(gè)數(shù)字礼仗,這個(gè)數(shù)字代表buff的持續(xù)回合數(shù)吐咳。包含'show',
它將顯示在戰(zhàn)斗日志中元践。
Usage Example:
add atk debuff: user, 3, show
add def debuff: target, 8
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===========================================================================
ADD STATE X: target, (show)
ADD STATE X, Y, Z: target (show)
Affects the target with X state (including Y and Z if used in that format).
If 'show' is included, it will display any state related messages.
給目標(biāo)添加某某號(hào)狀態(tài)韭脊。包含'show',相關(guān)消息將被顯示单旁。
Usage Example:
add state 5: target
add state 6, 7, 8: user, show
=============================================================================
=============================================================================
ANIMATION X: target, (mirror)
Plays animation X on target. 'Mirror' will cause the animation to appear
mirrored. Keep in mind that animations played on actors will automatically
be mirrored and setting the mirror option will reverse it and have it appear
unmirrored.
在目標(biāo)位置播放第X號(hào)動(dòng)畫沪羔。'Mirror' 將會(huì)讓動(dòng)畫鏡像顯示。注意對(duì)角色播放的動(dòng)畫將自動(dòng)鏡像化象浑,此時(shí)設(shè)置mirror選項(xiàng)將反轉(zhuǎn)它蔫饰,不鏡像顯示。
Usage Example:
animation 5: user
animation 6: target, mirror
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=============================================================================
ANIMATION WAIT: X
Waits x animaiton frames. Each frame for an animation does not last one game
frame, but instead, several. To make life easier, you can use this to have
the game wait x frames played for the animation.
等待X動(dòng)畫幀愉豺。一個(gè)動(dòng)畫的每一幀不是持續(xù)一個(gè)畫面幀篓吁,而是幾個(gè)畫面幀。
方便起見粒氧,你能用這個(gè)命令讓游戲等待幾幀來播放動(dòng)畫越除。
Usage Example:
animation wait:10
animation wait:60
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BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
Changes the current background music at hand. 'Stop' will stop any BGM from
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
memorized BGM if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGM instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
改變當(dāng)前背景音樂。
Usage Example:
bgm: stop
bgm: memorize
bgm: memory
bgm: Battle7
bgm: Theme2, 80, 100, 0
=============================================================================
=============================================================================
BGS: STOP
BGS: MEMORIZE
BGS: MEMORY
BGS: filename, (volume), (pitch), (pan)
Changes the current background sound at hand. 'Stop' will stop any BGS from
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
memorized BGS if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGS instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
改變當(dāng)前背景音效外盯。
Usage Example:
bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0
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=============================================================================
BREAK ACTION
This will force the remainder of the action sequences for the part of the
skill/item to shut down and be skipped.
這將會(huì)強(qiáng)制關(guān)閉跳過剩余的動(dòng)作序列摘盆。
Usage Example:
break action
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CAST ANIMATION
Plays an animation on the skill's user. Will not occur if the action is
an item or the user's default normal attack.
(技能吟唱?jiǎng)赢嫞┰诩寄苁褂谜呱厦娌シ乓粋€(gè)動(dòng)畫。使用道具或普攻饱苟,這條命令不會(huì)生效孩擂。
Usage Example:
cast animation
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CLEAR BATTLE LOG
Clears all the messages at the top of the screen.
清空屏幕頂端的戰(zhàn)斗日志
Usage Example:
clear battle log
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CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
Changes Game Switch X to on, off, toggle (switching between on/off), or
to whatever value the switch y is.
操作開關(guān)
Usage Example:
change switch 1: on
change switch 2..4: off
change switch 5 to 8: toggle
change switch 9: switch 5
=============================================================================
=============================================================================
CHANGE VARIABLE X = Y
CHANGE VARIABLE X += Y
CHANGE VARIABLE X -= Y
CHANGE VARIABLE X *= Y
CHANGE VARIABLE X /= Y
CHANGE VARIABLE X %= Y
Changes variable X in the middle of the action sequence to be modified
by value Y. Y can be either an integer or a piece of code.
在動(dòng)作序列的中通過變量Y修改變量X。 Y可以是一個(gè)整數(shù)箱熬,也可以是一行代碼类垦。
Usage Example:
change variable 1 = 2
change variable 3 += 4
change variable 5 -= 6
change variable 7 *= 8
change variable 9 /= 10
change variable 11 %= 12
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=============================================================================
COLLAPSE: target, (force)
If the target is to be dead at this point, this will be the point in the
action sequence where you can promt the game to kill the target as long
as the target has 0 HP. If you want to force the death of the target,
include the 'force' command after the targets.
目標(biāo)即死
Usage Example:
collapse: user
collapse: target, force
=============================================================================
=============================================================================
COMMON EVENT: X
Plays common event X at that point in the action sequence. Nothing else
will continue until the common event is finished (unless it is a forced
action, in which case, it will wait until the action is complete first).
執(zhí)行X號(hào)公共事件。
Usage Example:
common event: 1
=============================================================================
=============================================================================
DEATH BREAK
If a user were to die for any reason during the middle of the skill
(either via counter attack or reflection), this will force the remainder
of the action sequences for the part of the skill/item to shut down and
be skipped.
如果在技能施放期間(無論是由于反擊還是反射)一個(gè)使用者要死了城须,
這條命令將會(huì)強(qiáng)制關(guān)閉跳過剩余的動(dòng)作序列蚤认。
Usage Example:
death break
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=============================================================================
DISPLAY ACTION
Displays the action's name at the top of the battle log. It will remain
there until the battle log is cleared.
在戰(zhàn)斗日志中顯示動(dòng)作的名字,它將保留到戰(zhàn)斗日志被清空糕伐。
Usage Example:
display action
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=============================================================================
EVAL: code
For those who'd like to do something that the current Battle Engine doesn't
support, you can use an eval function to have a piece of code occur. Users
beware, for those unfamiliar with JavaScript should avoid handling this
action sequence command.
為了實(shí)現(xiàn)一些當(dāng)前戰(zhàn)斗引擎不支持的效果砰琢,你可以使用eval功能運(yùn)行
一行代碼。注意,不熟悉JavaScript的人應(yīng)當(dāng)避免使用這條命令陪汽。
Usage Example:
eval: $gameParty.loseItem($dataItems[3], 10)
=============================================================================
=============================================================================
GAIN ITEM X: Y
LOSE ITEM X: Y
GAIN WEAPON X: Y
LOSE WEAPON X: Y
GAIN ARMOR X: Y
LOSE ARMOR X: Y
Your party will gain/lose item x, weapon x, or armor x in the amount of
y. If you choose to omit y, it will default to 1.
你的團(tuán)隊(duì)將獲得/失去數(shù)量為y的道具x,武器x,防具x训唱。如果你選擇省略y,y將默認(rèn)為1。
Usage Example:
gain item 1: 20
lose weapon 2
gain armor 3: 50
=============================================================================
=============================================================================
GOLD +x
GOLD -x
Your party will gain/lose gold in the middle of battle by x amount.
Usage Example:
gold +2000
gold -500
=============================================================================
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IF ... ELSE STATEMENTS
For those familiar with programming, you can use if...else statements to
perform different actions based on different conditions. Use 'if' to
specify a block of code to be executed, if a specified condition is true.
Use 'else' to specify a block of code to be executed, if the same
condition is false. Use 'else if' to specify a new condition to test, if
the first condition is false. Use 'end' to specify where the conditions
are to end.
這和編程有點(diǎn)像挚冤,你能用if...else語句來執(zhí)行基于不同條件的不同動(dòng)作况增。
Usage Example:
if $gameSwitches.value(1)
action effect
else if $gameSwitches.value(2)
action effect
action effect
else
action effect
action effect
action effect
end
*Note: You do not have to indent the code in between to work. It just
looks better that way in your action sequences.
注意別在注釋框里縮進(jìn)代碼,這只是為了好看训挡。
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IMMORTAL: targets, true/false
Sets the targets to a state of immortality so that they don't die in the
middle of an attack. This is to ensure every action effect goes through.
給目標(biāo)套上不死狀態(tài)來防止他們?cè)诠魟?dòng)畫播放中死亡澳骤。這個(gè)能確保每個(gè)動(dòng)作效果都被執(zhí)行。
Usage Example:
immortal: targets true
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HP +X: target, (show)
HP -X: target, (show)
HP +X%: target, (show)
HP -X%: target, (show)
HP +VARIABLE X: target, (show)
HP -VARIABLE X: target, (show)
HP +VARIABLE X%: target, (show)
HP -VARIABLE X%: target, (show)
Target(s) gains HP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
目標(biāo)獲得等同于X值的血量舍哄。帶上show能顯示傷害數(shù)字宴凉。
Usage Example:
hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user
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ME: STOP
ME: filename, (volume), (pitch), (pan)
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
playing. If you choose a filename (without the filename extensions), the
game will play that ME instead. Using this option opens up access to the
volume, pitch, and pan control, all of which are optional to use. If no
values are inputed for volume, pitch, and pan, the game will use the
settings in this plugin's parameters.
Usage Example:
me: stop
me: Victory1
me: Darkness, 80, 100, 0
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MOTION WAIT: target
Makes the game wait 12 frames if the target(s) performing the action is an
actor. If the target(s) is not an actor, no waiting will be done.
Usage Example:
motion wait: user
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MP +X: target, (show)
MP -X: target, (show)
MP +X%: target, (show)
MP -X%: target, (show)
MP +VARIABLE X: target, (show)
MP -VARIABLE X: target, (show)
MP +VARIABLE X%: target, (show)
MP -VARIABLE X%: target, (show)
Target(s) gains MP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
Usage Example:
mp +500: user
mp -variable 5: target
mp +25%: target
mp -variable 7: user
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PERFORM ACTION
Causes actors to step forward and swing their weapon, thrust it, however
the motion that is determined will be automatically done by the game.
是使角色向前移動(dòng)并揮舞武器,然而這是固定動(dòng)作將被游戲自動(dòng)執(zhí)行表悬。
Usage Example:
perform action
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PERFORM FINISH
Causes actor to move back to its home spot.
Usage Example:
perform finish
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PERFORM START
Causes actor to move forward from its home spot.
Usage Example:
perform start
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REFRESH STATUS
Refreshes the status window in the middle of an action sequence.
刷新狀態(tài)窗口
Usage Example:
refresh status
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REMOVE stat BUFF: target, (show)
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will show the
target getting the buff removed in the battle log.
Usage Example:
remove atk buff: user, show
remove def buff: target
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REMOVE stat DEBUFF: target, (show)
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will
show the target getting the debuff removed in the battle log.
Usage Example:
remove atk debuff: user, show
remove def debuff: target
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REMOVE STATE X: target (show)
REMOVE STATE X, Y, Z: target (show)
Removes X state (including Y and Z if used in that format) from target.
If 'show' is included, it will display any state related messages.
Usage Example:
remove state 5: target
remove state 6, 7, 8: user, show
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SE: filename, (volume), (pitch), (pan)
SE: PLAY OK
SE: PLAY CURSOR
SE: PLAY CANCEL
SE: PLAY BUZZER
SE: PLAY EQUIP
SE: PLAY SAVE
SE: PLAY LOAD
SE: PLAY BATTLE START
SE: PLAY ESCAPE
SE: PLAY ENEMY ATTACK
SE: PLAY ENEMY DAMAGE
SE: PLAY ENEMY COLLAPSE
SE: PLAY BOSS COLLAPSE 1
SE: PLAY BOSS COLLAPSE 2
SE: PLAY ACTOR DAMAGE
SE: PLAY ACTOR COLLAPSE
SE: PLAY RECOVERY
SE: PLAY MISS
SE: PLAY EVASION
SE: PLAY MAGIC EVASION
SE: PLAY REFLECTION
SE: PLAY SHOP
SE: PLAY USE ITEM
SE: PLAY USE SKILL
Causes the battle to play a Sound Effect. If you choose a filename (without
the filename extensions), the game will play that ME instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters. Using the action
sequences with 'play x' in them will cause the game to play a system sound
set within RPG Maker's database.
Usage Example:
se: play enemy attack
se: Ice1
se: Laser2, 80, 100, 0
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TP +X: target, (show)
TP -X: target, (show)
TP +X%: target, (show)
TP -X%: target, (show)
TP +VARIABLE X: target, (show)
TP -VARIABLE X: target, (show)
TP +VARIABLE X%: target, (show)
TP -VARIABLE X%: target, (show)
Target(s) gains TP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed. For
TP to actually show popups, another plugin is needed to display TP popups.
Usage Example:
tp +500: user
tp -variable 5: target
tp +25%: target
tp -variable 7: user
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WAIT: frames
Makes the game wait a certain amount of frames before going on to the
next action in the action sequence.
Usage Example:
wait: 60
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WAIT FOR ANIMATION
Waits for all animations to finish before going on to the next action in
the action sequence.
Usage Example:
wait for animation
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WAIT FOR EFFECT
Waits for all effects to finish playing before continuing on.
Usage Example:
wait for effect
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WAIT FOR MOVEMENT
Waits for all battler movements to finish before going on to the next
action in the action sequence.
Usage Example:
wait for movement
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WAIT FOR NEW LINE
Waits for a new line to appear in the log window before going on to the
next action in the action sequence.
Usage Example:
wait for new line
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WAIT FOR POPUPS
Waits for all popups to finish playing before going on to the next action.
Usage Example:
wait for popups
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Changelog
============================================================================
Version 1.11:
- Lunatic Mode fail safes added.
Version 1.10a:
- Changed the 'Change Variable' action sequence to read more effectively.
- Documentation update for 'Action Common Event' and 'Common Event' to
indicate that they will not work immediately if used as a forced action
since another event is already running.
Version 1.09:
- Fixed a bug that didn't allow for HP and MP buff/debuff removal.
Version 1.08:
- Added 'Break Action' action sequence effect to completely cancel out all
of the remaining action effects.
Version 1.07:
- Fixed a bug with the forcing a Collapse action sequence.
Version 1.06:
- If using the Add State action sequence to add the Death state, it will
remove immortality settings.
Version 1.05:
- Optimized status window to refresh at a minimum.
Version 1.04:
- Updated help file to include Character X for target typing.
Version 1.03:
- Fixed a bug that didn't make the sounds played work properly (again).
Version 1.02:
- Fixed a bug that didn't make the sounds played work properly.
Version 1.01:
- Fixed a small bug that didn't allow Change Variable to work properly with
evaluated strings.
Version 1.00:
- Finished plugin!