Template:Battle Grid System Action Sequences

From Yanfly.moe Wiki
Jump to navigation Jump to search

BattleGridSystem SelectNode.gif

GRID: Action Animation at Node
- Plays action animation at target node.
- Requires VisuMZ_2_BattleGridSystem!

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit's Node do you want to play an animation on?

    Rank:
    - Input the number representing the Rank of the Node you want to play an
      animation on.

    Flank:
    - Input the number representing the Flank of the Node you want to play
      an animation on.

  Offset X:
  - Offsets the animation x position.
  - Negative: left. Positive: right.

  Offset Y:
  - Offsets the animation y position.
  - Negative: up. Positive: down.

---

BattleGridSystem NodePassives.gif

GRID: Add Passive State(s) to Node
- Adds Passive State(s) at target node.
- Requires VisuMZ_2_BattleGridSystem!

  State ID(s):
  - Select which State ID(s) to add as a Passive State.

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit do you want to add the Passive State Node effect for?

    Rank:
    - Input the number representing the Rank of the Node you want to add a
      Passive State(s) to.

    Flank:
    - Input the number representing the Flank of the Node you want to add a
      Passive State(s) to.

---

BattleGridSystem NodeTraps.gif

GRID: Add Trigger to Node
- Adds Trigger to target node.
- Target node cannot have battler.
- Each node can only contain ONE trigger!
- Otherwise, newly placed triggers will overwrite the old ones.
- Requires VisuMZ_2_BattleGridSystem!

  Skill ID:
  - Select which Skill ID(s) to add as the trigger.

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit do you want to add the Trigger Node effect for?

    Rank:
    - Input the number representing the Rank of the Node you want to add a
      Trigger to.

    Flank:
    - Input the number representing the Flank of the Node you want to add a
      Trigger to.

---

BattleGridSystem SelectNode.gif

GRID: Animation ID at Node
- Plays specific animation ID at target node.

  Animation ID:
  - Play this animation at target node.

    Mirror?:
    - Mirror this animation?

    Mute?:
    - Mute this animation?

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit's Node do you want to play an animation on?

    Rank:
    - Input the number representing the Rank of the Node you want to play an
      animation on.

    Flank:
    - Input the number representing the Flank of the Node you want to play
      an animation on.

  Offset X:
  - Offsets the animation x position.
  - Negative: left. Positive: right.

  Offset Y:
  - Offsets the animation y position.
  - Negative: up. Positive: down.

---

BattleGridSystem SelectNode.gif

GRID: Animation JS at Node
- Uses JS to calculate which animation to play at target node.

  JS: Animation ID:
  - Calculate which animation to play on unit(s).
  - Uses JavaScript to determine animation ID.

    Mirror?:
    - Mirror this animation?

    Mute?:
    - Mute this animation?

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit's Node do you want to play an animation on?

    Rank:
    - Input the number representing the Rank of the Node you want to play an
      animation on.

    Flank:
    - Input the number representing the Flank of the Node you want to play
      an animation on.

  Offset X:
  - Offsets the animation x position.
  - Negative: left. Positive: right.

  Offset Y:
  - Offsets the animation y position.
  - Negative: up. Positive: down.

---

BattleGridSystem SelectNode.gif

GRID: Animation Type at Node
- Plays certain animation type at target node.
- Requires VisuMZ_2_BattleGridSystem!

  Type:
  - What is the animation type you would like to play?
    - Attack
    - Guard
    - Item
    - Skill

    Slot (Attack Type):
    - Which weapon slot to get this data from?
    - Main-hand weapon is weapon slot 1.

    Item ID (Item Type):
    - Which item ID will the animation come from?

    Skill ID (Skill Type):
    - Which skill ID will the animation come from?

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit's Node do you want to play an animation on?

    Rank:
    - Input the number representing the Rank of the Node you want to play an
      animation on.

    Flank:
    - Input the number representing the Flank of the Node you want to play
      an animation on.

  Offset X:
  - Offsets the animation x position.
  - Negative: left. Positive: right.

  Offset Y:
  - Offsets the animation y position.
  - Negative: up. Positive: down.

---

BattleGridSystem Knockback.gif

GRID: Move Target(s) In Direction
- Moves target(s) in a specific direction to other Nodes.
- Requires VisuMZ_2_BattleGridSystem!
- This will bypass the "once per action" condition used for both the
  <rule Move User Node direction: x> & <rule Move Target Node direction: x>
  notetags as this is not a notetag effect.

  Targets:
  - Select unit(s) to move.

  Movement Type:
  - Select the Movement type rulings.
  - See VisuMZ_2_BattleGridSystem help file for details.

    Direction:
    - Select the movement direction.

    Distance:
    - The number of nodes to be moved.
    - You may use JavaScript code.

  Duration:
  - Input the number representing the frames used to move.

  Silent Change?:
  - Silent: Discreet changes shown. More apparent later.
  - Visual: Instant changes shown.

---

BattleGridSystem Knockback.gif

GRID: Pull To Target Node
- Pulls battlers towards target node.
- Requires VisuMZ_2_BattleGridSystem!

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>

    Unit:
    - Which unit do you want to pull on?

    Rank:
    - Input the number representing the Rank of the Node you want to
      pull to.

    Flank:
    - Input the number representing the Flank of the Node you want to
      pull to.

  Strength:
  - Input the strength level of the pull.

  Duration:
  - Input the number representing the frames used to move.

---

BattleGridSystem Knockback.gif

GRID: Push From Target Node
- Pushes battlers away from target node.
- Requires VisuMZ_2_BattleGridSystem!

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>

    Unit:
    - Which unit do you want to push from?

    Rank:
    - Input the number representing the Rank of the Node you want to
      push from.

    Flank:
    - Input the number representing the Flank of the Node you want to
      push from.

  Strength:
  - Input the strength level of the push.

  Duration:
  - Input the number representing the frames used to move.

---

BattleGridSystem NodePassives.gif

GRID: Remove All Passive States from Node
- Removes all Passive State effects at target node.
- Requires VisuMZ_2_BattleGridSystem!

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit do you want to clear the Node for?

    Rank:
    - Input the number representing the Rank of the Node you want to clear
      Passive States from.

    Flank:
    - Input the number representing the Flank of the Node you want to clear
      Passive States from.

---

BattleGridSystem NodePassives.gif

GRID: Remove Passive State(s) from Node
- Remove Passive State(s) at target node.
- Requires VisuMZ_2_BattleGridSystem!

  State ID(s):
  - Select which State ID(s) to remove as a Passive State.

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit do you want to remove the Passive State Node effect for?

    Rank:
    - Input the number representing the Rank of the Node you want to remove
      a Passive State(s) from.

    Flank:
    - Input the number representing the Flank of the Node you want to remove
      a Passive State(s) from.

---

BattleGridSystem NodeTraps.gif

GRID: Remove Trigger from Node
- Removes Trigger at target node.
- Requires VisuMZ_2_BattleGridSystem!

  Action-Selected Node?:
  - Use Action-Selected Node Coordinates if possible?
  - Requires "Empty" or "Any" for <Target: x Grid Node>
  - If the no action is in effect or the action doesn't use that target
    structure, use the node coordinates below:

    Unit:
    - Which unit do you want to clear Triggers for?

    Rank:
    - Input the number representing the Rank of the Node you want to clear
      Triggers from.

    Flank:
    - Input the number representing the Flank of the Node you want to clear
      Triggers from.