Difference between revisions of "Action Sequence Pack 1 (YEP)"
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Revision as of 18:14, 25 June 2019
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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System
This is a plugin created for RPG Maker MV.
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Required Plugins
The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
Extension Plugins
The following plugins are Extension Plugins that require this plugin as its Parent Plugin.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
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. 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.
Action Sequences - ala Melody
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. Each skill and item consists of five different action sequences. They are as follows: 1. Setup Actions 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. 2. Whole Actions 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. 3. Target Actions 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. 4. Follow Actions 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. 5. Finish Actions 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. 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. 1. <setup action> 5. <finish action> action list action list action list action list </setup action> </finish action> 2. <whole action> 3. <target action> 4. <follow action> action list action list action list action list action list action list </whole action> </target action> </follow 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. 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. <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.
Target Typing
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. user; This will select the active battler. target, targets; These will select the active targets in question. actors, existing actors; These will select all living actors. all actors; This will select all actors including dead ones. dead actors: This will select only dead actors. actors not user; This will select all living actors except for the user. actor x; This will select the actor in slot x. character x; This will select the specific character with actor ID x. enemies, existing enemies; This will select all living enemies. all enemies; This will select all enemies, even dead. dead enemies: This will select only dead enemies. enemies not user; This will select all enemies except for the user. enemy x; This will select the enemy in slot x. friends; This will select the battler's alive allies. all friends; This will select the all of battler's allies, even dead. dead friends; This will select the battler's dead allies. friends not user; This will select the battler's allies except itself. friend x: This will select the battler's ally in slot x. opponents; This will select the battler's alive opponents. all opponents; This will select the all of the battler's opponents. dead opponents; This will select the battler's dead opponents. opponent x: This will select the battler's opponent in slot x. all alive; Selects all living actors and enemies. all members; Selects all living and dead actors and enemies. all dead; Selects all dead actors and enemies. all not user; This will select all living battlers except user. focus; Selects the active battler and its targets. not focus; Selects everything but the active battler and its targets.
Action Sequences
These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.
Action Sequences - ala Melody
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.
Each skill and item consists of five different action sequences. They are as follows:
- 1. Setup Actions
- 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.
- 2. Whole Actions
- 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.
- 3. Target Actions
- 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.
- 4. Follow Actions
- 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.
- 5. Finish Actions
- 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.
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.
1. <setup action> action list action list </setup action> 2. <whole action> action list action list </whole action> 3. <target action> action list action list </target action> 4. <follow action> action list action list </follow action> 5. <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.
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.
<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.
Target Typing
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.
user | This will select the active battler. |
target, targets | These will select the active targets in question. |
actors, existing actors | These will select all living actors. |
all actors | This will select all actors including dead ones. |
dead actors | This will select only dead actors. |
actors not user | This will select all living actors except for the user. |
actor x | This will select the actor in slot x. |
character x | This will select the specific character with actor ID x. |
enemies, existing enemies | This will select all living enemies. |
all enemies | This will select all enemies, even dead. |
dead enemies | This will select only dead enemies. |
enemies not user | This will select all enemies except for the user. |
enemy x | This will select the enemy in slot x. |
friends | This will select the battler's alive allies. |
all friends | This will select the all of battler's allies, even dead. |
dead friends | This will select the battler's dead allies. |
friends not user | This will select the battler's allies except itself. |
friend x | This will select the battler's ally in slot x. |
opponents | This will select the battler's alive opponents. |
all opponents | This will select the all of the battler's opponents. |
dead opponents | This will select the battler's dead opponents. |
opponent x | This will select the battler's opponent in slot x. |
all alive | Selects all living actors and enemies. |
all members | Selects all living and dead actors and enemies. |
all dead | Selects all dead actors and enemies. |
all not user | This will select all living battlers except user. |
focus | Selects the active battler and its targets. |
not focus | Selects everything but the active battler and its targets. |
prev target | Requires Action Sequence Impact.
During <Target Actions>, this will get the previous target in the targets list. |
next target | Requires Action Sequence Impact.
During <Target Actions>, this will get the next target in the targets list. |
$UnisonMemberX | Requires Unison Attack.
Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag. |
$UnisonMembers | Requires Unison Attack.
Returns all of the participating Unison Skill members. |
Action Sequence List
The following is a list of Action Sequences provided by this plugin.
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. ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action animation action animation: target action animation: user, mirror ============================================================================= ============================================================================= 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). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action common event ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: action effect ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: add atk debuff: user, 3, show add def debuff: target, 8 ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: animation 5: user animation 6: target, mirror ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: animation 5: user animation 6: target, mirror ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: bgs: stop bgs: memorize bgs: memory bgs: City bgs: Darkness, 80, 100, 0 ============================================================================= ============================================================================= BREAK ACTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: break action ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: cast animation ============================================================================= ============================================================================= CLEAR BATTLE LOG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Clears all the messages at the top of the screen. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: clear battle log ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: death break ============================================================================= ============================================================================= DISPLAY ACTION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Displays the action's name at the top of the battle log. It will remain there until the battle log is cleared. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: display action ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: immortal: targets true ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: hp +500: user hp -variable 5: target hp +25%: target hp -variable 7: user ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform action ============================================================================= ============================================================================= PERFORM FINISH - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes actor to move back to its home spot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform finish ============================================================================= ============================================================================= PERFORM START - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Causes actor to move forward from its home spot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: perform start ============================================================================= ============================================================================= REFRESH STATUS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Refreshes the status window in the middle of an action sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: refresh status ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= WAIT FOR EFFECT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all effects to finish playing before continuing on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for effect ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= 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 ============================================================================= ============================================================================= WAIT FOR POPUPS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waits for all popups to finish playing before going on to the next action. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Usage Example: wait for popups =============================================================================
Changelog
Version 1.13: - Bypass the isDevToolsOpen() error when bad code is inserted into a script call or custom Lunatic Mode code segment due to updating to MV 1.6.1. Version 1.12: - Updated for RPG Maker MV version 1.5.0. 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!