Template:Battle Grid System Action Sequences
Jump to navigation
Jump to search
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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.