Difference between revisions of "Battle Core VisuStella MZ"

From Yanfly.moe Wiki
Jump to navigation Jump to search
(Action Sequence - Plugin Commands)
(Action Sequence - Plugin Commands)
Line 1,704: Line 1,704:
 
---
 
---
  
1. Insert the <Custom Action Sequence> notetag into the skill or item's
+
1. Insert the <Custom Action Sequence> notetag into the skill or item's notebox (or else this would not work as intended).
  notebox (or else this would not work as intended).
+
2. Give that skill/item a Common Event through the Effects box. The selected Common Event will contain all the Action Sequence data.
2. Give that skill/item a Common Event through the Effects box. The selected
+
3. Create the Common Event with Action Sequence Plugin Commands and/or event commands to make the skill/item do what you want it to do.
  Common Event will contain all the Action Sequence data.
 
3. Create the Common Event with Action Sequence Plugin Commands and/or event
 
  commands to make the skill/item do what you want it to do.
 
  
 
---
 
---
Line 1,727: Line 1,724:
 
---
 
---
  
 +
<pre>
 
ACSET: Setup Action Set
 
ACSET: Setup Action Set
 
- The generic start to most actions.
 
- The generic start to most actions.
Line 1,737: Line 1,735:
 
   Wait For Animation:
 
   Wait For Animation:
 
   - Use this part of the action sequence?
 
   - Use this part of the action sequence?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ACSET: All Targets Action Set
 
ACSET: All Targets Action Set
 
- Affects all targets simultaneously performing the following.
 
- Affects all targets simultaneously performing the following.
Line 1,751: Line 1,751:
 
   - Use this part of the action sequence?
 
   - Use this part of the action sequence?
 
   - Insert values for the Wait Count(s).
 
   - Insert values for the Wait Count(s).
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ACSET: Each Target Action Set
 
ACSET: Each Target Action Set
 
- Goes through each target one by one to perform the following.
 
- Goes through each target one by one to perform the following.
Line 1,765: Line 1,767:
 
   - Use this part of the action sequence?
 
   - Use this part of the action sequence?
 
   - Insert values for the Wait Count(s).
 
   - Insert values for the Wait Count(s).
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ACSET: Finish Action
 
ACSET: Finish Action
 
- The generic ending to most actions.
 
- The generic ending to most actions.
Line 1,777: Line 1,781:
 
   Wait For Movement:
 
   Wait For Movement:
 
   - Use this part of the action sequence?
 
   - Use this part of the action sequence?
 +
</pre>
  
 
---
 
---
Line 1,787: Line 1,792:
 
---
 
---
  
 +
<pre>
 
ANIM: Action Animation
 
ANIM: Action Animation
 
- Plays the animation associated with the action.
 
- Plays the animation associated with the action.
Line 1,798: Line 1,804:
 
   Wait For Animation?:
 
   Wait For Animation?:
 
   - Wait for animation to complete before performing next command?
 
   - Wait for animation to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ANIM: Attack Animation
 
ANIM: Attack Animation
 
- Plays the animation associated with the user's weapon.
 
- Plays the animation associated with the user's weapon.
Line 1,812: Line 1,820:
 
   Wait For Animation?:
 
   Wait For Animation?:
 
   - Wait for animation to complete before performing next command?
 
   - Wait for animation to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ANIM: Cast Animation
 
ANIM: Cast Animation
 
- Plays the cast animation associated with the action.
 
- Plays the cast animation associated with the action.
Line 1,826: Line 1,836:
 
   Wait For Animation?:
 
   Wait For Animation?:
 
   - Wait for animation to complete before performing next command?
 
   - Wait for animation to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ANIM: Change Battle Portrait
 
ANIM: Change Battle Portrait
 
- Changes the battle portrait of the actor (if it's an actor).
 
- Changes the battle portrait of the actor (if it's an actor).
Line 1,839: Line 1,851:
 
   Filename:
 
   Filename:
 
   - Select the file to change the actor's portrait to.
 
   - Select the file to change the actor's portrait to.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ANIM: Show Animation
 
ANIM: Show Animation
 
- Plays the a specific animation on unit(s).
 
- Plays the a specific animation on unit(s).
Line 1,856: Line 1,870:
 
   Wait For Animation?:
 
   Wait For Animation?:
 
   - Wait for animation to complete before performing next command?
 
   - Wait for animation to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ANIM: Wait For Animation
 
ANIM: Wait For Animation
 
- Causes the interpreter to wait for any animation(s) to finish.
 
- Causes the interpreter to wait for any animation(s) to finish.
 +
</pre>
  
 
---
 
---
Line 1,871: Line 1,888:
 
---
 
---
  
 +
<pre>
 
BTLOG: Add Text
 
BTLOG: Add Text
 
- Adds a new line of text into the Battle Log.
 
- Adds a new line of text into the Battle Log.
Line 1,877: Line 1,895:
 
   - Add this text into the Battle Log.
 
   - Add this text into the Battle Log.
 
   - Text codes allowed.
 
   - Text codes allowed.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Clear Battle Log
 
BTLOG: Clear Battle Log
 
- Clears all the text in the Battle Log.
 
- Clears all the text in the Battle Log.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Display Action
 
BTLOG: Display Action
 
- plays the current action in the Battle Log.
 
- plays the current action in the Battle Log.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Pop Base Line
 
BTLOG: Pop Base Line
 
- Removes the Battle Log's last added base line and  all text up to its
 
- Removes the Battle Log's last added base line and  all text up to its
 
   former location.
 
   former location.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Push Base Line
 
BTLOG: Push Base Line
 
- Adds a new base line to where the Battle Log currently is at.
 
- Adds a new base line to where the Battle Log currently is at.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Refresh Battle Log
 
BTLOG: Refresh Battle Log
 
- Refreshes the Battle Log.
 
- Refreshes the Battle Log.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: UI Show/Hide
 
BTLOG: UI Show/Hide
 
- Shows or hides the Battle UI (including the Battle Log).
 
- Shows or hides the Battle UI (including the Battle Log).
Line 1,911: Line 1,941:
 
   Show/Hide?:
 
   Show/Hide?:
 
   - Shows/hides the Battle UI.
 
   - Shows/hides the Battle UI.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Wait For Battle Log
 
BTLOG: Wait For Battle Log
 
- Causes the interpreter to wait for the Battle Log to finish.
 
- Causes the interpreter to wait for the Battle Log to finish.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
BTLOG: Wait For New Line
 
BTLOG: Wait For New Line
 
- Causes the interpreter to wait for a new line in the Battle Log.
 
- Causes the interpreter to wait for a new line in the Battle Log.
 +
</pre>
  
 
---
 
---
Line 1,931: Line 1,966:
 
---
 
---
  
 +
<pre>
 
CAMERA: Clamp ON/OFF
 
CAMERA: Clamp ON/OFF
 
- Turns battle camera clamping on/off.
 
- Turns battle camera clamping on/off.
Line 1,937: Line 1,973:
 
   Setting:
 
   Setting:
 
   - Turns camera clamping on/off.
 
   - Turns camera clamping on/off.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
CAMERA: Focus Point
 
CAMERA: Focus Point
 
- Focus the battle camera on a certain point in the screen.
 
- Focus the battle camera on a certain point in the screen.
Line 1,961: Line 1,999:
 
   Wait For Camera?
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
   - Wait for camera changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
CAMERA: Focus Target(s)
 
CAMERA: Focus Target(s)
 
- Focus the battle camera on certain battler target(s).
 
- Focus the battle camera on certain battler target(s).
Line 1,980: Line 2,020:
 
   Wait For Camera?
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
   - Wait for camera changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
CAMERA: Offset
 
CAMERA: Offset
 
- Offset the battle camera from the focus target.
 
- Offset the battle camera from the focus target.
Line 2,004: Line 2,046:
 
   Wait For Camera?
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
   - Wait for camera changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
CAMERA: Reset
 
CAMERA: Reset
 
- Reset the battle camera settings.
 
- Reset the battle camera settings.
Line 2,026: Line 2,070:
 
   Wait For Camera?
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
   - Wait for camera changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
CAMERA: Wait For Camera
 
CAMERA: Wait For Camera
 
- Waits for camera changes to complete before performing next command.
 
- Waits for camera changes to complete before performing next command.
 
- Requires VisuMZ_3_ActSeqCamera!
 
- Requires VisuMZ_3_ActSeqCamera!
 +
</pre>
  
 
---
 
---
Line 2,042: Line 2,089:
 
---
 
---
  
 +
<pre>
 
DB: Dragonbones Animation
 
DB: Dragonbones Animation
 
- Causes the unit(s) to play a Dragonbones motion animation.
 
- Causes the unit(s) to play a Dragonbones motion animation.
Line 2,051: Line 2,099:
 
   Motion Animation:
 
   Motion Animation:
 
   - What is the name of the Dragonbones motion animation you wish to play?
 
   - What is the name of the Dragonbones motion animation you wish to play?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
DB: Dragonbones Time Scale
 
DB: Dragonbones Time Scale
 
- Causes the unit(s) to change their Dragonbones time scale.
 
- Causes the unit(s) to change their Dragonbones time scale.
Line 2,063: Line 2,113:
 
   Time Scale:
 
   Time Scale:
 
   - Change the value of the Dragonbones time scale to this.
 
   - Change the value of the Dragonbones time scale to this.
 +
</pre>
  
 
---
 
---
Line 2,076: Line 2,127:
 
---
 
---
  
 +
<pre>
 
ELE: Add Elements
 
ELE: Add Elements
 
- Adds element(s) to be used when calculating damage.
 
- Adds element(s) to be used when calculating damage.
Line 2,083: Line 2,135:
 
   - Select which element ID to add onto the action.
 
   - Select which element ID to add onto the action.
 
   - Insert multiple element ID's to add multiple at once.
 
   - Insert multiple element ID's to add multiple at once.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ELE: Clear Element Changes
 
ELE: Clear Element Changes
 
- Clears all element changes made through Action Sequences.
 
- Clears all element changes made through Action Sequences.
 
- Requires VisuMZ_1_ElementStatusCore!
 
- Requires VisuMZ_1_ElementStatusCore!
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ELE: Force Elements
 
ELE: Force Elements
 
- Forces only specific element(s) when calculating damage.
 
- Forces only specific element(s) when calculating damage.
Line 2,099: Line 2,155:
 
   - Select which element ID to force in the action.
 
   - Select which element ID to force in the action.
 
   - Insert multiple element ID's to force multiple at once.
 
   - Insert multiple element ID's to force multiple at once.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ELE: Null Element
 
ELE: Null Element
 
- Forces no element to be used when calculating damage.
 
- Forces no element to be used when calculating damage.
 
- Requires VisuMZ_1_ElementStatusCore!
 
- Requires VisuMZ_1_ElementStatusCore!
 +
</pre>
  
 
---
 
---
Line 2,115: Line 2,174:
 
---
 
---
  
 +
<pre>
 
MECH: Action Effect
 
MECH: Action Effect
 
- Causes the unit(s) to take damage/healing from action and incurs any
 
- Causes the unit(s) to take damage/healing from action and incurs any
Line 2,121: Line 2,181:
 
   Targets:
 
   Targets:
 
   - Select unit(s) to receive the current action's effects.
 
   - Select unit(s) to receive the current action's effects.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Add Buff/Debuff
 
MECH: Add Buff/Debuff
 
- Adds buff(s)/debuff(s) to unit(s).
 
- Adds buff(s)/debuff(s) to unit(s).
Line 2,142: Line 2,204:
 
   - Number of turns to set the parameter(s) buffs to.
 
   - Number of turns to set the parameter(s) buffs to.
 
   - You may use JavaScript code.
 
   - You may use JavaScript code.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Add State
 
MECH: Add State
 
- Adds state(s) to unit(s).
 
- Adds state(s) to unit(s).
Line 2,154: Line 2,218:
 
   - Select which state ID(s) to add to unit(s).
 
   - Select which state ID(s) to add to unit(s).
 
   - Insert multiple state ID's to add multiple at once.
 
   - Insert multiple state ID's to add multiple at once.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Armor Penetration
 
MECH: Armor Penetration
 
- Adds an extra layer of defensive penetration/reduction.
 
- Adds an extra layer of defensive penetration/reduction.
Line 2,176: Line 2,242:
 
     Flat:
 
     Flat:
 
     - Reduces a flat amount of armor by this value.
 
     - Reduces a flat amount of armor by this value.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: ATB Gauge
 
MECH: ATB Gauge
 
- Alters the ATB/TPB Gauges.
 
- Alters the ATB/TPB Gauges.
Line 2,198: Line 2,266:
 
     Interrupt?:
 
     Interrupt?:
 
     - Interrupt the ATB Gauge if it is currently casting?
 
     - Interrupt the ATB Gauge if it is currently casting?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Collapse
 
MECH: Collapse
 
- Causes the unit(s) to perform its collapse animation if the unit(s)
 
- Causes the unit(s) to perform its collapse animation if the unit(s)
Line 2,214: Line 2,284:
 
   Wait For Effect?:
 
   Wait For Effect?:
 
   - Wait for the collapse effect to complete before performing next command?
 
   - Wait for the collapse effect to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Damage Popup
 
MECH: Damage Popup
 
- Causes the unit(s) to display the current state of damage received
 
- Causes the unit(s) to display the current state of damage received
Line 2,223: Line 2,295:
 
   Targets:
 
   Targets:
 
   - Select unit(s) to prompt a damage popup.
 
   - Select unit(s) to prompt a damage popup.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Dead Label Jump
 
MECH: Dead Label Jump
 
- If the active battler is dead, jump to a specific label in the
 
- If the active battler is dead, jump to a specific label in the
Line 2,233: Line 2,307:
 
   - If the active battler is dead, jump to this specific label in the
 
   - If the active battler is dead, jump to this specific label in the
 
     common event.
 
     common event.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: HP, MP, TP
 
MECH: HP, MP, TP
 
- Alters the HP, MP, and TP values for unit(s).
 
- Alters the HP, MP, and TP values for unit(s).
Line 2,255: Line 2,331:
 
   Damage Popup?:
 
   Damage Popup?:
 
   - Display a damage popup after?
 
   - Display a damage popup after?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Immortal
 
MECH: Immortal
 
- Changes the immortal flag of targets. If immortal flag is removed and a
 
- Changes the immortal flag of targets. If immortal flag is removed and a
Line 2,268: Line 2,346:
 
   Immortal:
 
   Immortal:
 
   - Turn immortal flag for unit(s) on/off?
 
   - Turn immortal flag for unit(s) on/off?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Multipliers
 
MECH: Multipliers
 
- Changes the multipliers for the current action.
 
- Changes the multipliers for the current action.
Line 2,306: Line 2,386:
 
     Flat:
 
     Flat:
 
     - Affects chance to connect attack by this flat bonus.
 
     - Affects chance to connect attack by this flat bonus.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Remove Buff/Debuff
 
MECH: Remove Buff/Debuff
 
- Removes buff(s)/debuff(s) from unit(s).
 
- Removes buff(s)/debuff(s) from unit(s).
Line 2,321: Line 2,403:
 
   Debuff Parameters:
 
   Debuff Parameters:
 
   - Select which debuffed parameter(s) to remove.
 
   - Select which debuffed parameter(s) to remove.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Remove State
 
MECH: Remove State
 
- Remove state(s) from unit(s).
 
- Remove state(s) from unit(s).
Line 2,333: Line 2,417:
 
   - Select which state ID(s) to remove from unit(s).
 
   - Select which state ID(s) to remove from unit(s).
 
   - Insert multiple state ID's to remove multiple at once.
 
   - Insert multiple state ID's to remove multiple at once.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Text Popup
 
MECH: Text Popup
 
- Causes the unit(s) to display a text popup.
 
- Causes the unit(s) to display a text popup.
Line 2,355: Line 2,441:
 
   Flash Duration:
 
   Flash Duration:
 
   - What is the frame duration of the flash effect?
 
   - What is the frame duration of the flash effect?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MECH: Wait For Effect
 
MECH: Wait For Effect
 
- Waits for the effects to complete before performing next command.
 
- Waits for the effects to complete before performing next command.
 +
</pre>
  
 
---
 
---
Line 2,370: Line 2,459:
 
---
 
---
  
 +
<pre>
 
MOTION: Motion Type
 
MOTION: Motion Type
 
- Causes the unit(s) to play the selected motion.
 
- Causes the unit(s) to play the selected motion.
Line 2,382: Line 2,472:
 
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
 
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
 
     weapon sprite?
 
     weapon sprite?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOTION: Perform Action
 
MOTION: Perform Action
 
- Causes the unit(s) to play the proper motion based on the current action.
 
- Causes the unit(s) to play the proper motion based on the current action.
Line 2,390: Line 2,482:
 
   Targets:
 
   Targets:
 
   - Select which unit(s) to perform a motion.
 
   - Select which unit(s) to perform a motion.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOTION: Refresh Motion
 
MOTION: Refresh Motion
 
- Cancels any set motions unit(s) has to do and use their most natural
 
- Cancels any set motions unit(s) has to do and use their most natural
Line 2,399: Line 2,493:
 
   Targets:
 
   Targets:
 
   - Select which unit(s) to refresh their motion state.
 
   - Select which unit(s) to refresh their motion state.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOTION: Wait By Motion Frame
 
MOTION: Wait By Motion Frame
 
- Creates a wait equal to the number of motion frames passing.
 
- Creates a wait equal to the number of motion frames passing.
Line 2,409: Line 2,505:
 
   - Each "frame" is equal to the value found in
 
   - Each "frame" is equal to the value found in
 
     Plugin Parameters => Actors => Motion Speed
 
     Plugin Parameters => Actors => Motion Speed
 +
</pre>
  
 
---
 
---
Line 2,419: Line 2,516:
 
---
 
---
  
 +
<pre>
 
MOVE: Battle Step
 
MOVE: Battle Step
 
- Causes the unit(s) to move forward past their home position to prepare
 
- Causes the unit(s) to move forward past their home position to prepare
Line 2,428: Line 2,526:
 
   Wait For Movement?:
 
   Wait For Movement?:
 
   - Wait for movement to complete before performing next command?
 
   - Wait for movement to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Face Direction
 
MOVE: Face Direction
 
- Causes the unit(s) to face forward or backward.
 
- Causes the unit(s) to face forward or backward.
Line 2,440: Line 2,540:
 
   Direction:
 
   Direction:
 
   - Select which direction to face.
 
   - Select which direction to face.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Face Point
 
MOVE: Face Point
 
- Causes the unit(s) to face a point on the screen.
 
- Causes the unit(s) to face a point on the screen.
Line 2,459: Line 2,561:
 
   Face Away From?:
 
   Face Away From?:
 
   - Face away from the point instead?
 
   - Face away from the point instead?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Face Target(s)
 
MOVE: Face Target(s)
 
- Causes the unit(s) to face other targets on the screen.
 
- Causes the unit(s) to face other targets on the screen.
Line 2,474: Line 2,578:
 
   Face Away From?:
 
   Face Away From?:
 
   - Face away from the unit(s) instead?
 
   - Face away from the unit(s) instead?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Float
 
MOVE: Float
 
- Causes the unit(s) to float above the ground.
 
- Causes the unit(s) to float above the ground.
Line 2,497: Line 2,603:
 
   Wait For Float?:
 
   Wait For Float?:
 
   - Wait for floating to complete before performing next command?
 
   - Wait for floating to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Home Reset
 
MOVE: Home Reset
 
- Causes the unit(s) to move back to their home position(s) and face back to
 
- Causes the unit(s) to move back to their home position(s) and face back to
Line 2,509: Line 2,617:
 
   Wait For Movement?:
 
   Wait For Movement?:
 
   - Wait for movement to complete before performing next command?
 
   - Wait for movement to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Jump
 
MOVE: Jump
 
- Causes the unit(s) to jump into the air.
 
- Causes the unit(s) to jump into the air.
Line 2,528: Line 2,638:
 
   Wait For Jump?:
 
   Wait For Jump?:
 
   - Wait for jumping to complete before performing next command?
 
   - Wait for jumping to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Move Distance
 
MOVE: Move Distance
 
- Moves unit(s) by a distance from their current position(s).
 
- Moves unit(s) by a distance from their current position(s).
Line 2,569: Line 2,681:
 
   Wait For Movement?:
 
   Wait For Movement?:
 
   - Wait for movement to complete before performing next command?
 
   - Wait for movement to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Move To Point
 
MOVE: Move To Point
 
- Moves unit(s) to a designated point on the screen.
 
- Moves unit(s) to a designated point on the screen.
Line 2,613: Line 2,727:
 
   Wait For Movement?:
 
   Wait For Movement?:
 
   - Wait for movement to complete before performing next command?
 
   - Wait for movement to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Move To Target(s)
 
MOVE: Move To Target(s)
 
- Moves unit(s) to another unit(s) on the battle field.
 
- Moves unit(s) to another unit(s) on the battle field.
Line 2,669: Line 2,785:
 
   Wait For Movement?:
 
   Wait For Movement?:
 
   - Wait for movement to complete before performing next command?
 
   - Wait for movement to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Opacity
 
MOVE: Opacity
 
- Causes the unit(s) to change opacity.
 
- Causes the unit(s) to change opacity.
Line 2,692: Line 2,810:
 
   Wait For Opacity?:
 
   Wait For Opacity?:
 
   - Wait for opacity changes to complete before performing next command?
 
   - Wait for opacity changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Wait For Float
 
MOVE: Wait For Float
 
- Waits for floating to complete before performing next command.
 
- Waits for floating to complete before performing next command.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Wait For Jump
 
MOVE: Wait For Jump
 
- Waits for jumping to complete before performing next command.
 
- Waits for jumping to complete before performing next command.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Wait For Movement
 
MOVE: Wait For Movement
 
- Waits for movement to complete before performing next command.
 
- Waits for movement to complete before performing next command.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
MOVE: Wait For Opacity
 
MOVE: Wait For Opacity
 
- Waits for opacity changes to complete before performing next command.
 
- Waits for opacity changes to complete before performing next command.
 +
</pre>
  
 
---
 
---
Line 2,722: Line 2,849:
 
---
 
---
  
 +
<pre>
 
TARGET: Current Index
 
TARGET: Current Index
 
- Sets the current index to this value.
 
- Sets the current index to this value.
Line 2,733: Line 2,861:
 
   - If a target is found after the index change, jump to this label in the
 
   - If a target is found after the index change, jump to this label in the
 
     Common Event.
 
     Common Event.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
TARGET: Next Target
 
TARGET: Next Target
 
- Moves index forward by 1 to select a new current target.
 
- Moves index forward by 1 to select a new current target.
Line 2,743: Line 2,873:
 
   - If a target is found after the index change, jump to this label in the
 
   - If a target is found after the index change, jump to this label in the
 
     Common Event.
 
     Common Event.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
TARGET: Previous Target
 
TARGET: Previous Target
 
- Moves index backward by 1 to select a new current target.
 
- Moves index backward by 1 to select a new current target.
Line 2,753: Line 2,885:
 
   - If a target is found after the index change, jump to this label in the
 
   - If a target is found after the index change, jump to this label in the
 
     Common Event.
 
     Common Event.
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
TARGET: Random Target
 
TARGET: Random Target
 
- Sets index randomly to determine new currernt target.
 
- Sets index randomly to determine new currernt target.
Line 2,766: Line 2,900:
 
   - If a target is found after the index change, jump to this label in the
 
   - If a target is found after the index change, jump to this label in the
 
     Common Event.
 
     Common Event.
 +
</pre>
  
 
---
 
---
Line 2,776: Line 2,911:
 
---
 
---
  
 +
<pre>
 
ZOOM: Reset
 
ZOOM: Reset
 
- Reset any zoom settings.
 
- Reset any zoom settings.
Line 2,789: Line 2,925:
 
   Wait For Zoom?
 
   Wait For Zoom?
 
   - Wait for zoom changes to complete before performing next command?
 
   - Wait for zoom changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ZOOM: Scale
 
ZOOM: Scale
 
- Changes the zoom scale.
 
- Changes the zoom scale.
Line 2,808: Line 2,946:
 
   Wait For Zoom?
 
   Wait For Zoom?
 
   - Wait for zoom changes to complete before performing next command?
 
   - Wait for zoom changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 +
<pre>
 
ZOOM: Wait For Zoom
 
ZOOM: Wait For Zoom
 
- Waits for zoom changes to complete before performing next command.
 
- Waits for zoom changes to complete before performing next command.
 
Requires VisuMZ_3_ActSeqCamera!
 
Requires VisuMZ_3_ActSeqCamera!
 +
</pre>
  
 
---
 
---

Revision as of 12:30, 7 August 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

  • [link Mirror]

System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

UpdatePlugins.png

Troubleshooting.jpg

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.

Click here to learn how to update plugins.

Click here for how to troubleshoot plugins if you get an error.


Masterarbeit Writer


400px 400px
400px 400px


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to become more flexible, streamlined, and support a variety of features. The updated battle engine allows for custom Action Sequences, battle layout styles, and a lot of control over the battle mechanics, too.

Features include all (but not limited to) the following:

  • Action Sequence Plugin Commands to give you full control over what happens during the course of a skill or item.
  • Animated Sideview Battler support for enemies!
  • Auto Battle options for party-wide and actor-only instances.
  • Base Troop Events to quickly streamline events for all Troop events.
  • Battle Command control to let you change which commands appear for actors.
  • Battle Layout styles to change the way the battle scene looks.
  • Casting animation support for skills.
  • Critical Hit control over the success rate formula and damage multipliers.
  • Custom target scopes added for skills and items.
  • Damage formula control, including Damage Styles.
  • Damage caps, both hard caps and soft caps.
  • Damage traits such Armor Penetration/Reduction to bypass defenses.
  • Elements & Status Menu Core support for traits.
  • Multitude of JavaScript notetags and global Plugin Parameters to let you make a variety of effects across various instances during battle.
  • Party Command window can be skipped/disabled entirely.
  • Weather effects now show in battle.
  • Streamlined Battle Log to remove redundant information and improve the flow of battle.
  • Visual HP Gauges can be displayed above the heads of actors and/or enemies with a possible requirement for enemies to be defeated at least once first in order for them to show.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.


Tier 1

This plugin is a Tier 1 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Major Changes

This plugin will overwrite some core parts of the RPG Maker MZ base code in order to ensure the Battle Core plugin will work at full capacity. The following are explanations of what has been changed.

---

Action Sequences

- Action sequences are now done either entirely by the Battle Log Window or through common events if the <Custom Action Sequence> notetag is used. In RPG Maker MZ by default, Action Sequences would be a mixture of using the Battle Log Window, the Battle Manager, and the Battle Scene, making it hard to fully grab control of the situation.

---

Action Speed

- Action speeds determine the turn order in the default battle system. The AGI of a battle unit is also taken into consideration. However, the random variance applied to the action speed system makes the turn order extremely chaotic and hard for the player to determine. Thus, the random variance aspect of it has been turned off. This can be reenabled by default through Plugin Parameters => Mechanics Settings => Allow Random Speed?

---

Animated Sideview Battler Support For Enemies

- Enemies can now use Sideview Actor sprites for themselves! They will behave like actors and can even carry their own set of weapons for physical attacks. These must be set up using notetags. More information can be found in the notetag section.

- As the sprites are normally used for actors, some changes have been made to Sprite_Actor to be able to support both actors and enemies. These changes should have minimal impact on other plugins.

---

Battle Sprite Updates

- A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have been overwritten to make the new Action Sequence system added by this plugin possible. These changes make it possible for the sprites to move anywhere on the screen, jump, float, change visibility, and more.

---

Change Battle Back in Battle

- By default, the Change Battle Back event command does not work in battle. Any settings made to it will only reflect in the following battle. Now, if the battle back event command is used during battle, it will reflect upon any new changes immediately.

---

Critical Hit - LUK Influence

- The LUK Buffs now affect the critical hit rate based off how the formula is now calculated. Each stack of a LUK Buff will double the critical hit rate and compound upon that. That means a x1 LUK Buff stack will raise it by x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK Buff Stack will raise the critical hit rate stack by x8, and so on.

- LUK also plays a role in how much damage is dealt with critical hits. The default critical hit multiplier has been reduced from x3 to x2. However, a percentage of LUK will added on (based off the user's CRI rate) onto the finalized critical damage. If the user's CRI rate is 4%, then 4% of the user LUK value will also be added onto the damage.

- This change can be altered through Plugin Parameters => Damage Settings => Critical Hits => JS: Rate Formula and JS: Damage Formula.

---

Damage Popups

- Damage popups are now formatted with + and - to determine healing and damage. MP Damage will also include "MP" at the back. This is to make it clearer what each colored variant of the damage popup means as well as help color blind players read the on-screen data properly.

---

Force Action

- Previously, Forced Actions would interrupt the middle of an event to perform an action. However, with the addition of more flexible Action Sequences, the pre-existing Force Action system would not be able to exist and would require being remade.

- Forced Actions now are instead, added to a separate queue from the action battler list. Whenever an action and/or common event is completed, then if there's a Forced Action battler queued, then the Forced Action battler will have its turn. This is the cleanest method available and avoids the most conflicts possible.

- This means if you planned to make cinematic sequences with Forced Actions, you will need to account for the queued Force Actions. However, in the case of battle cinematics, we would highly recommend that you use the newly added Action Sequence Plugin Commands instead as those give you more control than any Force Action ever could.

---

Random Scope

- The skill and item targeting scopes for Random Enemy, 2 Random Enemies, 3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true randomness.

---

Spriteset_Battle Update

- The spriteset now has extra containers to separate battlers (actors and enemies), animations, and damage. This is to make actors and enemy battler sprites more efficient to sort (if enabled), so that animations won't interfere with and cover damage sprites, and to make sure damage sprites are unaffected by screen tints in order to ensure the player will always have a clear read on the information relaying sprites.

---

Weather Displayed in Battle

- Previously, weather has not been displayed in battle. This means that any weather effects placed on the map do not transfer over to battle and causes a huge disconnect for players. The Battle Core plugin will add weather effects to match the map's weather conditions. Any changes made to weather through event commands midway through battle will also be reflected.

---

Base Troops

Base Troops can be found, declared, and modified in the Plugin Parameters => Mechanics Settings => Base Troop ID's. All of the listed Troop ID's here will have their page events replicated and placed under all other troops found in the database.

---

This means that if you have an event that runs on Turn 1 of a Base Troop, then for every troop out there, that same event will also run on Turn 1, as well. This is useful for those who wish to customize their battle system further and to reduce the amount of work needed to copy/paste said event pages into every database troop object manually.

---

Damage Styles

Damage Styles are a new feature added through the Battle Core plugin. When using certain Battle Styles, you can completely ignore typing in the whole damage formula inside the damage formula input box, and instead, insert either a power amount or a multiplier depending on the Damage Style. The plugin will then automatically calculate damage using that value factoring in ATK, DEF, MAT, MDF values.

---

Here is a list of the Damage Styles that come with this plugin by default. You can add in your own and even edit them to your liking. Or just remove them if you want.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Style          Use Formula As   PH/MA Disparity   Stat Scale   Damage Scale
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Standard       Formula          No                Varies       Varies
ArmorScaling   Formula          No                Varies       Varies
CT             Multiplier       Yes               Low          Normal
D4             Multiplier       No                High         Normal
DQ             Multiplier       No                Low          Low
FF7            Power            Yes               Low          High
FF8            Power            Yes               Medium       Normal
FF9            Power            Yes               Low          Normal
FF10           Power            Yes               Medium       High
MK             Multiplier       No                Medium       Low
MOBA           Multiplier       No                Medium       Normal
PKMN           Power            No                Low          Normal

Use the above chart to figure out which Damage Style best fits your game, if you plan on using them.

The 'Standard' style is the same as the 'Manual' formula input, except that it allows for the support of <Armor Penetration> and <Armor Reduction> notetags.

The 'Armor Scaling' style allows you to type in the base damage calculation without the need to type in any defending modifiers.

NOTE: While these are based off the damage formulas found in other games, not all of them are exact replicas. Many of them are adapted for use in RPG Maker MZ since not all RPG's use the same set of parameters and not all external multipliers function the same way as RPG Maker MZ.

---

Style: - This is what the Damage Style is.

Use Formula As: - This is what you insert into the formula box. - Formula: Type in the formula for the action just as you would normally. - Multiplier: Type in the multiplier for the action. Use float values. This means 250% is typed out as 2.50 - Power: Type in the power constant for the action. Use whole numbers. Type in something like 16 for a power constant.

PH/MA Disparity: - Is there a disparity between how Physical Attacks and Magical Attacks are calculated? - If yes, then physical attacks and magical attacks will have different formulas used. - If no, then physical attacks and magical attacks will share similar formulas for how they're calculated.

Stat Scale: - How much should stats scale throughout the game? - Low: Keep them under 100 for the best results. - Medium: Numbers work from low to mid 400's for best results. - High: The numbers really shine once they're higher.

Damage Scale: - How much does damage vary depending on small parameter changes? - Low: Very little increase from parameter changes. - Normal: Damage scales close to proportionally with parameter changes. - High: Damage can boost itself drastically with parameter changes.

---

To determine what kind of parameters are used for the Damage Styles, they will depend on two things: the action's 'Hit Type' (ie Physical Attack, Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage, Recovery, or Drain).

Certain Hit tends to use whichever value is higher: ATK or MAT, and then ignores the target's defense values. Use Certain Hits for 'True Damage'.

Use the chart below to figure out everything else:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hit Type      Damage Type   Attacker Parameter   Defender Parameter
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Physical      Damage        ATK                  DEF
Magical       Damage        MAT                  MDF
Certain Hit   Damage        Larger (ATK, MAT)    -Ignores-
Physical      Recover       DEF                  -Ignores-
Magical       Recover       MDF                  -Ignores-
Certain Hit   Recover       Larger (ATK, MAT)    -Ignores-
Physical      Drain         ATK                  DEF
Magical       Drain         MAT                  MDF
Certain Hit   Drain         Larger (ATK, MAT)    -Ignores-

These can be modified within the Plugin Parameters in the individual Damage Styles themselves.

---

Skills and Items can use different Damage Styles from the setting you've selected in the Plugin Parameters. They can be altered to have different Damage Styles through the usage of a notetag:

<Damage Style: name>

This will use whichever style is found in the Plugin Parameters.

If "Manual" is used, then no style will be used and all calculations will be made strictly based off the formula found inside the formula box.

---

Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

HP Gauge-Related Notetags

The following notetags allow you to set whether or not HP Gauges can be displayed by enemies regardless of Plugin Parameter settings.

---

<Show HP Gauge>

- Used for: Enemy Notetags
- Will always show the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.
- This does not bypass disabling enemy HP Gauges as a whole.

---

<Hide HP Gauge>

- Used for: Enemy Notetags
- Will always hide the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.

---

Animation-Related Notetags

The following notetags allow you to set animations to play at certain instances and/or conditions.

---

<Slip Animation: x>

- Requires VisuMZ_0_CoreEngine!
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- During the phase at which the user regenerates HP, MP, or TP, this
  animation will play as long as the user is alive and visible.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Cast Animation: x>

- Used for: Skill Notetags
- Plays a battle animation at the start of the skill.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Attack Animation: x>

- Used for: Enemy Notetags
- Gives an enemy an attack animation to play for its basic attack.
- Replace 'x' with a number value representing the Animation ID to play.

---

Battleback-Related Notetags

You can apply these notetags to have some control over the battlebacks that appear in different regions of the map for random or touch encounters.

---

<Region x Battleback1: filename>
<Region x Battleback2: filename>

- Used for: Map Notetags
- If the player starts a battle while standing on 'x' region, then the
  'filename' battleback will be used.
- Replace 'x' with a number representing the region ID you wish to use.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Castle1.png' will be only inserted
  as 'Castle1' without the '.png' at the end.
- *NOTE: This will override any specified battleback settings.

---

Battle Command-Related Notetags

You can use notetags to change how the battle commands of playable characters appear in battle as well as whether or not they can be used.

---

<Seal Attack>
<Seal Guard>
<Seal Item>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Prevents specific battle commands from being able to be used.

---

<Battle Commands>
 Attack
 Skills
 SType: x
 SType: name
 All Skills
 Skill: x
 Skill: name
 Guard
 Item
 Party
 Escape
 Auto Battle
</Battle Commands>

- Used for: Class Notetags
- Changes which commands appear in the Actor Command Window in battle.
  If this notetag is not used, then the default commands determined in
  Plugin Parameters => Actor Command Window => Command List will be used.
- Add/remove/modify entries as needed.

- Attack
  - Adds the basic attack command.

- Skills
  - Displays all the skill types available to the actor.

- SType: x
- Stype: name
  - Adds in a specific skill type.
  - Replace 'x' with the ID of the skill type.
  - Replace 'name' with the name of the skill type (without text codes).

- All Skills
  - Adds all usable battle skills as individual actions.

- Skill: x
- Skill: name
  - Adds in a specific skill as a usable action.
  - Replace 'x' with the ID of the skill.
  - Replace 'name' with the name of the skill.

- Guard
  - Adds the basic guard command.

- Item
  - Adds the basic item command.

- Party
  - Requires VisuMZ_2_PartySystem.
  - Allows this actor to switch out with a different party member.

- Escape
  - Adds the escape command.

- Auto Battle
  - Adds the auto battle command.

Example:

<Battle Commands>
 Attack
 Skill: Heal
 Skills
 Guard
 Item
 Escape
</Battle Commands>

---

<Command Text: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill name text that appears to something else.
- Replace 'x' with the skill's name you want to shown in the Actor Battle
  Command window.
- Recommended Usage: Shorten skill names that are otherwise too big to fit
  inside of the Actor Battle Command window.

---

<Command Icon: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill icon that appears to something else.
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command
  window to represent the skill.

---

<Battle Portrait: filename>

- Used for: Actor
- This is used with the "Portrait" Battle Layout.
- Sets the battle portrait image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- This will override any menu images used for battle only.

---

Targeting-Related Notetags

The following notetags are related to the targeting aspect of skills and items and may adjust the scope of how certain skills/items work.

---

<Always Hit>

<Always Hit Rate: x%>

- Used for: Skill, Item Notetags
- Causes the action to always hit or to always have a hit rate of exactly
  the marked x%.
- Replace 'x' with a number value representing the hit success percentage.

---

<Repeat Hits: x>

- Used for: Skill, Item Notetags
- Changes the number of hits the action will produce.
- Replace 'x' with a number value representing the number of hits to incur.

---

<Target: x Random Any>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets can be both actors and enemies.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Enemies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only enemies.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Allies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only actors.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: All Allies But User>

- Used for: Skill, Item Notetags
- Targets all allies with the exception of the user.

---

JavaScript Notetag: Targeting-Related

---

<JS Targets>
 code
 code
 targets = [code];
</JS Targets>

- Used for: Skill, Item Notetags
- The 'targets' variable is an array that is returned to be used as a
  container for all the valid action targets.
- Replace 'code' with JavaScript code to determine valid targets.

---

Damage-Related Notetags

---

<Damage Style: name>

- Used for: Skill, Item Notetags
- Replace 'name' with a Damage Style name to change the way calculations are
  made using the damage formula input box.
- Names can be found in Plugin Parameters => Damage Settings => Style List

---

<Armor Reduction: x>
<Armor Reduction: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  reduction properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  when calculating one's own armor.
- Use the 'x' notetag variant to determine a flat reduction value.
- Use the 'x%' notetag variant to determine a percentile reduction value.

---

<Armor Penetration: x>
<Armor Penetration: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  penetration properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  properties when calculating a target's armor.
- Use the 'x' notetag variant to determine a flat penetration value.
- Use the 'x%' notetag variant to determine a percentile penetration value.

---

<Bypass Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage capped.
- If used on trait objects, this will cause the affected unit to never have
  its damage capped.

---

<Damage Cap: x>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will declare the hard damage cap to
  be the 'x' value.
- If used on trait objects, this will raise the affect unit's hard damage
  cap to 'x' value. If another trait object has a higher value, use that
  value instead.

---

<Bypass Soft Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage scaled downward to the soft cap.
- If used on trait objects, this will cause the affected unit to never have
  its damage scaled downward to the soft cap.

---

<Soft Damage Cap: +x%>
<Soft Damage Cap: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will increase/decrease the action's
  soft cap by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.
- If used on trait objects, this will raise the affect unit's soft damage
  limit by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.

---

<Unblockable>

- Used for: Skill, Item Notetags
- Using "Guard" against this skill will not reduce any damage.

---

Critical-Related Notetags

The following notetags affect skill and item critical hit rates and the critical damage multiplier.

---

<Always Critical>

- Used for: Skill, Item Notetags
- This skill/item will always land a critical hit regardless of the
  user's CRI parameter value.

---

<Set Critical Rate: x%>

- Used for: Skill, Item Notetags
- This skill/item will always have a x% change to land a critical hit
  regardless of user's CRI parameter value.
- Replace 'x' with a percerntage value representing the success rate.

---

<Modify Critical Rate: x%>
<Modify Critical Rate: +x%>
<Modify Critical Rate: -x%>

- Used for: Skill, Item Notetags
- Modifies the user's CRI parameter calculation for this skill/item.
- The 'x%' notetag variant will multiply the user's CRI parameter value
  for this skill/item.
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease
  the user's CRI parameter value for this skill/item.

---

<Modify Critical Multiplier: x%>
<Modify Critical Multiplier: +x%>
<Modify Critical Multiplier: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the damage multiplier when a critical hit lands.
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the multiplier with an
  incremenetal rate for this skill/item.

---

<Modify Critical Bonus Damage: x%>
<Modify Critical Bonus Damage: +x%>
<Modify Critical Bonus Damage: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the bonus damage added when a critical hit lands.
- The 'x%' notetag variant multiply the damage to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
  incremenetal rate for this skill/item.

---

JavaScript Notetags: Critical-Related

The following are notetags made for users with JavaScript knowledge to determine how critical hit-related aspects are calculated.

---

<JS Critical Rate>
 code
 code
 rate = code;
</JS Critical Rate>

- Used for: Skill, Item Notetags
- The 'rate' variable is the final returned amount to determine the
  critical hit success rate.
- Replace 'code' with JavaScript code to determine the final 'rate' to be
  returned as the critical hit success rate.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Critical Damage>
 code
 code
 multiplier = code;
 bonusDamage = code;
</JS Critical Damage>

- Used for: Skill, Item Notetags
- The 'multiplier' variable is returned later and used as the damage
  multiplier used to amplify the critical damage amount.
- The 'bonusDamage' variable is returned later and used as extra added
  damage for the critical damage amount.
- Replace 'code' with JavaScript code to determine how the 'multiplier' and
  'bonusDamage' variables are calculated.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

Action Sequence-Related Notetags

Action Sequences allow you full control over how a skill and/or item plays through its course. These notetags give you control over various aspects of those Action Sequences. More information is found in the Action Sequences help section.

---

<Custom Action Sequence>

- Used for: Skill, Item Notetags
- Removes all automated Action Sequence parts from the skill.
- Everything Action Sequence-related will be done by Common Events.
- Insert Common Event(s) into the skill/item's effects list to make use of
  the Custom Action Sequences.
- This will prevent common events from loading in the Item Scene and Skill
  Scene when used outside of battle.

---

<Display Icon: x>
<Display Text: string>

- Used for: Skill, Item Notetags
- When displaying the skill/item name in the Action Sequence, determine the
  icon and/or text displayed.
- Replace 'x' with a number value representing the icon ID to be displayed.
- Replace 'string' with a text value representing the displayed name.

---

Animated Sideview Battler-Related Notetags

Enemies can use Animated Sideview Actor graphics thanks to this plugin. These notetags give you control over that aspect. Some of these also affect actors in addition to enemies.

---

<Sideview Battler: filename>

<Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</Sideview Battlers>

- Used for: Enemy Notetags
- Replaces the enemy's battler graphic with an animated Sideview Actor
  graphic found in the img/sv_actors/ folder.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Sideview Battlers>

---

<Sideview Anchor: x, y>

- Used for: Actor, Enemy Notetags
- Sets the sprite anchor positions for the sideview sprite.
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
  the sideview sprite.
- By default, the x and y anchors are 0.5 and 1.0.

---

<Sideview Show Shadow>
<Sideview Hide Shadow>

- Used for: Actor, Enemy Notetags
- Sets it so the sideview battler's shadow will be visible or hidden.

---

<Sideview Collapse>
<Sideview No Collapse>

- Used for: Enemy Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
- No collapse graphic means the enemy's corpse will remain on the screen.

---

<Sideview Idle Motion: name>

<Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</Sideview Idle Motions>

- Used for: Enemy Notetags
- Changes the default idle motion for the enemy.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Idle Motions>
 walk: 25
 wait: 50
 guard
 victory
 abnormal
</Sideview Idle Motions>

---

<Sideview Size: width, height>

- Used for: Enemy Notetags
- When using a sideview battler, its weight and height will default to the
  setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
- This notetag lets you change that value to something else.
- Replace 'width' and 'height' with numbers representing how many pixels
  wide/tall the sprite will be treated as.

---

<Sideview Weapon: weapontype>

<Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</Sideview Weapons>

- Used for: Enemy Notetags
- Give your sideview enemies weapons to use.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Sideview Weapons>

---

<traitname Sideview Battler: filename>

<traitname Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</traitname Sideview Battlers>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Male Sideview Battlers>

<Female Sideview Battlers>
 Actor1_2: 25
 Actor1_4: 10
 Actor1_6
 Actor1_8
</Female Sideview Battlers>

---

<traitname Sideview Idle Motion: name>

<traitname Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</traitname Sideview Idle Motions>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique idle motions.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Examples:

<Jolly Sideview Idle Motions>
 wait: 25
 victory: 10
 walk
</Jolly Sideview Idle Motions>

<Serious Sideview Idle Motions>
 walk: 25
 guard: 10
 wait
</Jolly Sideview Idle Motions>

---

<traitname Sideview Weapon: weapontype>

<traitname Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</traitname Sideview Weapons>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique weapons.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Male Sideview Weapons>

<Female Sideview Weapons>
 Dagger: 25
 Spear: 25
 Cane
</Female Sideview Weapons>

---

Enemy-Related Notetags

---

<Battler Sprite Cannot Move>

- Used for: Enemy Notetags
- Prevents the enemy from being able to move, jump, and/or float due to
  Action Sequences. Useful for rooted enemies.

---

<Swap Enemies>
 name: weight
 name: weight
 name: weight
</Swap Enemies>

- Used for: Enemy Notetags
- Causes this enemy database object to function as a randomizer for any of
  the listed enemies inside the notetag. When the enemy is loaded into the
  battle scene, the enemy is immediately replaced with one of the enemies
  listed. The randomization is based off the 'weight' given to each of the
  enemy 'names'.
- Replace 'name' with the database enemy of the enemy you wish to replace
  the enemy with.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Swap Enemies>
 Bat: 50
 Slime: 25
 Orc
 Minotaur
</Swap Enemies>

---

JavaScript Notetags: Mechanics-Related

These JavaScript notetags allow you to run code at specific instances during battle provided that the unit has that code associated with them in a trait object (actor, class, weapon, armor, enemy, or state). How you use these is entirely up to you and will depend on your ability to understand the code used and driven for each case.

---

<JS Pre-Start Battle>
 code
 code
 code
</JS Pre-Start Battle>

<JS Post-Start Battle>
 code
 code
 code
</JS Post-Start Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of battle aimed at the function:
  BattleManager.startBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Turn>
 code
 code
 code
</JS Pre-Start Turn>

<JS Post-Start Turn>
 code
 code
 code
</JS Post-Start Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of a turn aimed at the function:
  BattleManager.startTurn()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Action>
 code
 code
 code
</JS Pre-Start Action>

<JS Post-Start Action>
 code
 code
 code
</JS Post-Start Action>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action aimed at the function:
  BattleManager.startAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Apply>
 code
 code
 code
</JS Pre-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Apply as User>
 code
 code
 code
</JS Pre-Apply as User>

<JS Pre-Apply as Target>
 code
 code
 code
</JS Pre-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage>
 code
 code
 code
</JS Pre-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage as User>
 code
 code
 code
</JS Pre-Damage as User>

<JS Pre-Damage as Target>
 code
 code
 code
</JS Pre-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage>
 code
 code
 code
</JS Post-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage as User>
 code
 code
 code
</JS Post-Damage as User>

<JS Post-Damage as Target>
 code
 code
 code
</JS Post-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply>
 code
 code
 code
</JS Post-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply as User>
 code
 code
 code
</JS Post-Apply as User>

<JS Post-Apply as Target>
 code
 code
 code
</JS Post-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.

---

<JS Pre-End Action>
 code
 code
 code
</JS Pre-End Action>

<JS Post-End Action>
 code
 code
 code
</JS Post-End Action>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action aimed at the function:
  BattleManager.endAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Turn>
 code
 code
 code
</JS Pre-End Turn>

<JS Post-End Turn>
 code
 code
 code
</JS Post-End Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of a turn aimed at the function:
  Game_Battler.prototype.onTurnEnd()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Regenerate Turn>
 code
 code
 code
</JS Pre-Regenerate Turn>

<JS Post-Regenerate Turn>
 code
 code
 code
</JS Post-Regenerate Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:
  Game_Battler.prototype.regenerateAll()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Victory>
 code
 code
 code
</JS Battle Victory>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is won aimed at the function:
  BattleManager.processVictory()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Success>
 code
 code
 code
</JS Escape Success>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping succeeds aimed at the function:
  BattleManager.onEscapeSuccess()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Failure>
 code
 code
 code
</JS Escape Failure>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping fails aimed at the function:
  BattleManager.onEscapeFailure()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Defeat>
 code
 code
 code
</JS Battle Defeat>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is lost aimed at the function:
  BattleManager.processDefeat()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Battle>
 code
 code
 code
</JS Pre-End Battle>

<JS Post-End Battle>
 code
 code
 code
</JS Post-End Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when the battle is over aimed at the function:
  BattleManager.endBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

Action Sequence - Plugin Commands

Skills and items, when used in battle, have a pre-determined series of actions to display to the player as a means of representing what's going on with the action. For some game devs, this may not be enough and they would like to get more involved with the actions themselves.

Action Sequences, added through this plugin, enable this. To give a skill or item a Custom Action Sequence, a couple of steps must be followed:

---

1. Insert the <Custom Action Sequence> notetag into the skill or item's notebox (or else this would not work as intended). 2. Give that skill/item a Common Event through the Effects box. The selected Common Event will contain all the Action Sequence data. 3. Create the Common Event with Action Sequence Plugin Commands and/or event commands to make the skill/item do what you want it to do.

---

The Plugin Commands added through the Battle Core plugin focus entirely on Action Sequences. However, despite the fact that they're made for skills and items, some of these Action Sequence Plugin Commands can still be used for regular Troop events and Common Events.

---

Action Sequence - Action Sets

Action Sequence Action Sets are groups of commonly used Action Sequence Commands put together for more efficient usage.

---

ACSET: Setup Action Set
- The generic start to most actions.

  Display Action:
  Immortal: On:
  Battle Step:
  Wait For Movement:
  Cast Animation:
  Wait For Animation:
  - Use this part of the action sequence?

---

ACSET: All Targets Action Set
- Affects all targets simultaneously performing the following.

  Perform Action:
  Wait Count:
  Action Animation:
  Wait For Animation:
  Action Effect:
  Immortal: Off:
  - Use this part of the action sequence?
  - Insert values for the Wait Count(s).

---

ACSET: Each Target Action Set
- Goes through each target one by one to perform the following.

  Perform Action:
  Wait Count:
  Action Animation:
  Wait Count:
  Action Effect:
  Immortal: Off:
  - Use this part of the action sequence?
  - Insert values for the Wait Count(s).

---

ACSET: Finish Action
- The generic ending to most actions.

  Wait For New Line:
  Wait For Effects:
  Clear Battle Log:
  Home Reset:
  Wait For Movement:
  - Use this part of the action sequence?

---

Action Sequences - Animations

These Action Sequences are related to the 'Animations' that can be found in the Animations tab of the Database.

---

ANIM: Action Animation
- Plays the animation associated with the action.

  Targets:
  - Select unit(s) to play the animation on.

  Mirror Animation:
  - Mirror the animation?

  Wait For Animation?:
  - Wait for animation to complete before performing next command?

---

ANIM: Attack Animation
- Plays the animation associated with the user's weapon.

  Targets:
  - Select unit(s) to play the animation on.

  Mirror Animation:
  - Mirror the animation?

  Wait For Animation?:
  - Wait for animation to complete before performing next command?

---

ANIM: Cast Animation
- Plays the cast animation associated with the action.

  Targets:
  - Select unit(s) to play the animation on.

  Mirror Animation:
  - Mirror the animation?

  Wait For Animation?:
  - Wait for animation to complete before performing next command?

---

ANIM: Change Battle Portrait
- Changes the battle portrait of the actor (if it's an actor).
- Can be used outside of battle/action sequences.

  Targets:
  - Select unit(s) to play the animation on.
  - Valid units can only be actors.

  Filename:
  - Select the file to change the actor's portrait to.

---

ANIM: Show Animation
- Plays the a specific animation on unit(s).

  Targets:
  - Select unit(s) to play the animation on.

  Animation ID:
  - Select which animation to play on unit(s).

  Mirror Animation:
  - Mirror the animation?

  Wait For Animation?:
  - Wait for animation to complete before performing next command?

---

ANIM: Wait For Animation
- Causes the interpreter to wait for any animation(s) to finish.

---

Action Sequences - Battle Log

These Action Sequences are related to the Battle Log Window, the window found at the top of the battle screen.

---

BTLOG: Add Text
- Adds a new line of text into the Battle Log.

  Text:
  - Add this text into the Battle Log.
  - Text codes allowed.

---

BTLOG: Clear Battle Log
- Clears all the text in the Battle Log.

---

BTLOG: Display Action
- plays the current action in the Battle Log.

---

BTLOG: Pop Base Line
- Removes the Battle Log's last added base line and  all text up to its
  former location.

---

BTLOG: Push Base Line
- Adds a new base line to where the Battle Log currently is at.

---

BTLOG: Refresh Battle Log
- Refreshes the Battle Log.

---

BTLOG: UI Show/Hide
- Shows or hides the Battle UI (including the Battle Log).

  Show/Hide?:
  - Shows/hides the Battle UI.

---

BTLOG: Wait For Battle Log
- Causes the interpreter to wait for the Battle Log to finish.

---

BTLOG: Wait For New Line
- Causes the interpreter to wait for a new line in the Battle Log.

---

Action Sequences - Camera

These Action Sequences are battle camera-related. Requires VisuMZ_3_ActSeqCamera!

---

CAMERA: Clamp ON/OFF
- Turns battle camera clamping on/off.
- Requires VisuMZ_3_ActSeqCamera!

  Setting:
  - Turns camera clamping on/off.

---

CAMERA: Focus Point
- Focus the battle camera on a certain point in the screen.
- Requires VisuMZ_3_ActSeqCamera!

  X Coordinate:
  - Insert the point to focus the camera on.
  - You may use JavaScript code.

  Y Coordinate:
  - Insert the point to focus the camera on.
  - You may use JavaScript code.

  Duration:
  - Duration in frames for camera focus change.

  Camera Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Camera?
  - Wait for camera changes to complete before performing next command?

---

CAMERA: Focus Target(s)
- Focus the battle camera on certain battler target(s).
- Requires VisuMZ_3_ActSeqCamera!

  Targets:
  - Select unit(s) to focus the battle camera on.

  Duration:
  - Duration in frames for camera focus change.

  Camera Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Camera?
  - Wait for camera changes to complete before performing next command?

---

CAMERA: Offset
- Offset the battle camera from the focus target.
- Requires VisuMZ_3_ActSeqCamera!

  Offset X:
  - How much to offset the camera X by.
  - Negative: left. Positive: right.

  Offset Y:
  - How much to offset the camera Y by.
  - Negative: up. Positive: down.

  Duration:
  - Duration in frames for offset change.

  Camera Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Camera?
  - Wait for camera changes to complete before performing next command?

---

CAMERA: Reset
- Reset the battle camera settings.
- Requires VisuMZ_3_ActSeqCamera!

  Reset Focus?:
  - Reset the focus point?

  Reset Offset?:
  - Reset the camera offset?

  Duration:
  - Duration in frames for reset change.

  Camera Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Camera?
  - Wait for camera changes to complete before performing next command?

---

CAMERA: Wait For Camera
- Waits for camera changes to complete before performing next command.
- Requires VisuMZ_3_ActSeqCamera!

---

Action Sequences - Dragonbones

These Action Sequences are Dragonbones-related. Requires VisuMZ_2_DragonbonesUnion!

---

DB: Dragonbones Animation
- Causes the unit(s) to play a Dragonbones motion animation.
- Requires VisuMZ_2_DragonbonesUnion!

  Targets:
  - Select which unit(s) to perform a motion animation.

  Motion Animation:
  - What is the name of the Dragonbones motion animation you wish to play?

---

DB: Dragonbones Time Scale
- Causes the unit(s) to change their Dragonbones time scale.
- Requires VisuMZ_2_DragonbonesUnion!

  Targets:
  - Select which unit(s) to perform a motion animation.

  Time Scale:
  - Change the value of the Dragonbones time scale to this.

---

Action Sequences - Elements

These Action Sequences can change up the element(s) used for the action's damage calculation midway through an action.

They also require the VisuMZ_1_ElementStatusCore plugin to be present in order for them to work.

---

ELE: Add Elements
- Adds element(s) to be used when calculating damage.
- Requires VisuMZ_1_ElementStatusCore!

  Elements:
  - Select which element ID to add onto the action.
  - Insert multiple element ID's to add multiple at once.

---

ELE: Clear Element Changes
- Clears all element changes made through Action Sequences.
- Requires VisuMZ_1_ElementStatusCore!

---

ELE: Force Elements
- Forces only specific element(s) when calculating damage.
- Requires VisuMZ_1_ElementStatusCore!

  Elements:
  - Select which element ID to force in the action.
  - Insert multiple element ID's to force multiple at once.

---

ELE: Null Element
- Forces no element to be used when calculating damage.
- Requires VisuMZ_1_ElementStatusCore!

---

Action Sequences - Mechanics

These Action Sequences are related to various mechanics related to the battle system.

---

MECH: Action Effect
- Causes the unit(s) to take damage/healing from action and incurs any
  changes made such as buffs and states.

  Targets:
  - Select unit(s) to receive the current action's effects.

---

MECH: Add Buff/Debuff
- Adds buff(s)/debuff(s) to unit(s).
- Determine which parameters are affected and their durations.

  Targets:
  - Select unit(s) to receive the buff(s) and/or debuff(s).

  Buff Parameters:
  - Select which parameter(s) to buff.
  - Insert a parameter multiple times to raise its stacks.

  Debuff Parameters:
  - Select which parameter(s) to debuff.
  - Insert a parameter multiple times to raise its stacks.

  Turns:
  - Number of turns to set the parameter(s) buffs to.
  - You may use JavaScript code.

---

MECH: Add State
- Adds state(s) to unit(s).

  Targets:
  - Select unit(s) to receive the buff(s).

  States:
  - Select which state ID(s) to add to unit(s).
  - Insert multiple state ID's to add multiple at once.

---

MECH: Armor Penetration
- Adds an extra layer of defensive penetration/reduction.
- You may use JavaScript code for any of these.

  Armor/Magic Penetration:

    Rate:
    - Penetrates an extra multiplier of armor by this value.

    Flat:
    - Penetrates a flat amount of armor by this value.

  Armor/Magic Reduction:

    Rate:
    - Reduces an extra multiplier of armor by this value.

    Flat:
    - Reduces a flat amount of armor by this value.

---

MECH: ATB Gauge
- Alters the ATB/TPB Gauges.
- Requires VisuMZ_2_BattleSystemATB!

  Targets:
  - Select unit(s) to alter the ATB/TPB Gauges for.

  Charging:

    Charge Rate:
    - Changes made to the ATB Gauge if it is currently charging.

  Casting:

    Cast Rate:
    - Changes made to the ATB Gauge if it is currently casting.

    Interrupt?:
    - Interrupt the ATB Gauge if it is currently casting?

---

MECH: Collapse
- Causes the unit(s) to perform its collapse animation if the unit(s)
  has died.

  Targets:
  - Select unit(s) to process a death collapse.

  Force Death:
  - Force death even if the unit has not reached 0 HP?
  - This will remove immortality.

  Wait For Effect?:
  - Wait for the collapse effect to complete before performing next command?

---

MECH: Damage Popup
- Causes the unit(s) to display the current state of damage received
  or healed.

  Targets:
  - Select unit(s) to prompt a damage popup.

---

MECH: Dead Label Jump
- If the active battler is dead, jump to a specific label in the
  common event.

  Jump To Label:
  - If the active battler is dead, jump to this specific label in the
    common event.

---

MECH: HP, MP, TP
- Alters the HP, MP, and TP values for unit(s).
- Positive values for healing. Negative values for damage.

  Targets:
  - Select unit(s) to receive the current action's effects.

  HP, MP, TP:

    Rate:
    - Changes made to the parameter based on rate.
    - Positive values for healing. Negative values for damage.

    Flat:
    - Flat changes made to the parameter.
    - Positive values for healing. Negative values for damage.

  Damage Popup?:
  - Display a damage popup after?

---

MECH: Immortal
- Changes the immortal flag of targets. If immortal flag is removed and a
  unit would die, collapse that unit.

  Targets:
  - Alter the immortal flag of these groups. If immortal flag is removed and
    a unit would die, collapse that unit.

  Immortal:
  - Turn immortal flag for unit(s) on/off?

---

MECH: Multipliers
- Changes the multipliers for the current action.
- You may use JavaScript code for any of these.

  Critical Hit%:

    Rate:
    - Affects chance to land a critical hit by this multiplier.

    Flat:
    - Affects chance to land a critical hit by this flat bonus.

  Critical Damage

    Rate:
    - Affects critical damage by this multiplier.

    Flat:
    - Affects critical damage by this flat bonus.

  Damage/Healing

    Rate:
    - Sets the damage/healing multiplier for current action.

    Flat:
    - Sets the damage/healing bonus for current action.

  Hit Rate

    Rate:
    - Affects chance to connect attack by this multiplier.

    Flat:
    - Affects chance to connect attack by this flat bonus.

---

MECH: Remove Buff/Debuff
- Removes buff(s)/debuff(s) from unit(s).
- Determine which parameters are removed.

  Targets:
  - Select unit(s) to have the buff(s) and/or debuff(s) removed.

  Buff Parameters:
  - Select which buffed parameter(s) to remove.

  Debuff Parameters:
  - Select which debuffed parameter(s) to remove.

---

MECH: Remove State
- Remove state(s) from unit(s).

  Targets:
  - Select unit(s) to have states removed from.

  States:
  - Select which state ID(s) to remove from unit(s).
  - Insert multiple state ID's to remove multiple at once.

---

MECH: Text Popup
- Causes the unit(s) to display a text popup.

  Targets:
  - Select unit(s) to prompt a text popup.

  Text:
  - What text do you wish to display?

  Text Color:
  - Use #rrggbb for custom colors or regular numbers for text colors from
    the Window Skin.

  Flash Color:
  - Adjust the popup's flash color.
  - Format: [red, green, blue, alpha]

  Flash Duration:
  - What is the frame duration of the flash effect?

---

MECH: Wait For Effect
- Waits for the effects to complete before performing next command.

---

Action Sequences - Motion

These Action Sequences allow you the ability to control the motions of sideview sprites.

---

MOTION: Motion Type
- Causes the unit(s) to play the selected motion.

  Targets:
  - Select which unit(s) to perform a motion.

  Motion Type:
  - Play this motion for the unit(s).

  Show Weapon?:
  - If using 'attack', 'thrust', 'swing', or 'missile', display the
    weapon sprite?

---

MOTION: Perform Action
- Causes the unit(s) to play the proper motion based on the current action.

  Targets:
  - Select which unit(s) to perform a motion.

---

MOTION: Refresh Motion
- Cancels any set motions unit(s) has to do and use their most natural
  motion at the moment.

  Targets:
  - Select which unit(s) to refresh their motion state.

---

MOTION: Wait By Motion Frame
- Creates a wait equal to the number of motion frames passing.
- Time is based on Plugin Parameters => Actors => Motion Speed.

  Motion Frames to Wait?:
  - Each "frame" is equal to the value found in
    Plugin Parameters => Actors => Motion Speed

---

Action Sequences - Movement

These Action Sequences allow you the ability to control the sprites of actors and enemies in battle.

---

MOVE: Battle Step
- Causes the unit(s) to move forward past their home position to prepare
  for action.

  Targets:
  - Select which unit(s) to move.

  Wait For Movement?:
  - Wait for movement to complete before performing next command?

---

MOVE: Face Direction
- Causes the unit(s) to face forward or backward.
- Sideview-only!

  Targets:
  - Select which unit(s) to change direction.

  Direction:
  - Select which direction to face.

---

MOVE: Face Point
- Causes the unit(s) to face a point on the screen.
- Sideview-only!

  Targets:
  - Select which unit(s) to change direction.

  Point:
  - Select which point to face.
    - Home
    - Center
    - Point X, Y
      - Replace 'x' and 'y' with coordinates

  Face Away From?:
  - Face away from the point instead?

---

MOVE: Face Target(s)
- Causes the unit(s) to face other targets on the screen.
- Sideview-only!

  Targets (facing):
  - Select which unit(s) to change direction.

  Targets (destination):
  - Select which unit(s) for the turning unit(s) to face.

  Face Away From?:
  - Face away from the unit(s) instead?

---

MOVE: Float
- Causes the unit(s) to float above the ground.
- Sideview-only!

  Targets:
  - Select which unit(s) to make float.

  Desired Height:
  - Vertical distance to float upward.
  - You may use JavaScript code.

  Duration:
  - Duration in frames for total float amount.

  Float Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Float?:
  - Wait for floating to complete before performing next command?

---

MOVE: Home Reset
- Causes the unit(s) to move back to their home position(s) and face back to
  their original direction(s).

  Targets:
  - Select which unit(s) to move.

  Wait For Movement?:
  - Wait for movement to complete before performing next command?

---

MOVE: Jump
- Causes the unit(s) to jump into the air.
- Sideview-only!

  Targets:
  - Select which unit(s) to make jump.

  Desired Height:
  - Max jump height to go above the ground
  - You may use JavaScript code.

  Duration:
  - Duration in frames for total jump amount.

  Wait For Jump?:
  - Wait for jumping to complete before performing next command?

---

MOVE: Move Distance
- Moves unit(s) by a distance from their current position(s).
- Sideview-only!

  Targets:
  - Select which unit(s) to move.

  Distance Adjustment:
  - Makes adjustments to distance values to determine which direction to
    move unit(s).
    - Normal - No adjustments made
    - Horizontal - Actors adjust left, Enemies adjust right
    - Vertical - Actors adjust Up, Enemies adjust down
    - Both - Applies both Horizontal and Vertical

    Distance: X:
    - Horizontal distance to move.
    - You may use JavaScript code.

    Distance: Y:
    - Vertical distance to move.
    - You may use JavaScript code.

  Duration:
  - Duration in frames for total movement amount.

  Face Destination?:
  - Turn and face the destination?

  Movement Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Movement Motion:
  - Play this motion for the unit(s).

  Wait For Movement?:
  - Wait for movement to complete before performing next command?

---

MOVE: Move To Point
- Moves unit(s) to a designated point on the screen.
- Sideview-only! Points based off Graphics.boxWidth/Height.

  Targets:
  - Select which unit(s) to move.

  Destination Point:
  - Select which point to face.
    - Home
    - Center
    - Point X, Y
      - Replace 'x' and 'y' with coordinates

  Offset Adjustment:
  - Makes adjustments to offset values to determine which direction to
    adjust the destination by.

    Offset: X:
    - Horizontal offset to move.
    - You may use JavaScript code.

    Offset: Y:
    - Vertical offset to move.
    - You may use JavaScript code.

  Duration:
  - Duration in frames for total movement amount.

  Face Destination?:
  - Turn and face the destination?

  Movement Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Movement Motion:
  - Play this motion for the unit(s).

  Wait For Movement?:
  - Wait for movement to complete before performing next command?

---

MOVE: Move To Target(s)
- Moves unit(s) to another unit(s) on the battle field.
- Sideview-only!

  Targets (Moving):
  - Select which unit(s) to move.

  Targets (Destination):
  - Select which unit(s) to move to.

    Target Location:
    - Select which part target group to move to.
      - front head
      - front center
      - front base
      - middle head
      - middle center
      - middle base
      - back head
      - back center
      - back base

    Melee Distance:
    - The melee distance away from the target location in addition to the
      battler's width.

  Offset Adjustment:
  - Makes adjustments to offset values to determine which direction to
    adjust the destination by.

    Offset: X:
    - Horizontal offset to move.
    - You may use JavaScript code.

    Offset: Y:
    - Vertical offset to move.
    - You may use JavaScript code.

  Duration:
  - Duration in frames for total movement amount.

  Face Destination?:
  - Turn and face the destination?

  Movement Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Movement Motion:
  - Play this motion for the unit(s).

  Wait For Movement?:
  - Wait for movement to complete before performing next command?

---

MOVE: Opacity
- Causes the unit(s) to change opacity.
- Sideview-only!

  Targets:
  - Select which unit(s) to make float.

  Desired Opacity:
  - Change to this opacity value.
  - You may use JavaScript code.

  Duration:
  - Duration in frames for opacity change.

  Opacity Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Opacity?:
  - Wait for opacity changes to complete before performing next command?

---

MOVE: Wait For Float
- Waits for floating to complete before performing next command.

---

MOVE: Wait For Jump
- Waits for jumping to complete before performing next command.

---

MOVE: Wait For Movement
- Waits for movement to complete before performing next command.

---

MOVE: Wait For Opacity
- Waits for opacity changes to complete before performing next command.

---

Action Sequences - Target

If using a manual target by target Action Sequence, these commands will give you full control over its usage.

---

TARGET: Current Index
- Sets the current index to this value.
- Then decide to jump to a label (optional).

  Set Index To:
  - Sets current targeting index to this value.
  - 0 is the starting index of a target group.

  Jump To Label:
  - If a target is found after the index change, jump to this label in the
    Common Event.

---

TARGET: Next Target
- Moves index forward by 1 to select a new current target.
- Then decide to jump to a label (optional).

  Jump To Label:
  - If a target is found after the index change, jump to this label in the
    Common Event.

---

TARGET: Previous Target
- Moves index backward by 1 to select a new current target.
- Then decide to jump to a label (optional).

  Jump To Label:
  - If a target is found after the index change, jump to this label in the
    Common Event.

---

TARGET: Random Target
- Sets index randomly to determine new currernt target.
- Then decide to jump to a label (optional).

  Force Random?:
  - Index cannot be its previous index amount after random.

  Jump To Label:
  - If a target is found after the index change, jump to this label in the
    Common Event.

---

Action Sequences - Zoom

These Action Sequences are zoom-related. Requires VisuMZ_3_ActSeqCamera!

---

ZOOM: Reset
- Reset any zoom settings.
- Requires VisuMZ_3_ActSeqCamera!

  Duration:
  - Duration in frames to reset battle zoom.

  Zoom Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Zoom?
  - Wait for zoom changes to complete before performing next command?

---

ZOOM: Scale
- Changes the zoom scale.
- Requires VisuMZ_3_ActSeqCamera!

  Scale:
  - The zoom scale to change to.

  Duration:
  - Duration in frames to reset battle zoom.

  Zoom Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Zoom?
  - Wait for zoom changes to complete before performing next command?

---

ZOOM: Wait For Zoom
- Waits for zoom changes to complete before performing next command.
Requires VisuMZ_3_ActSeqCamera!

---

Plugin Parameters

Auto Battle Settings

These Plugin Parameter settings allow you to change the aspects added by this plugin that support Auto Battle and the Auto Battle commands.

Auto Battle commands can be added to the Party Command Window and/or Actor Command Window. The one used by the Party Command Window will cause the whole party to enter an Auto Battle state until stopped by a button input. The command used by the Actor Command Window, however, will cause the actor to select an action based off the Auto Battle A.I. once for the current turn instead.

---

Battle Display

 Message:
 - Message that's displayed when Auto Battle is on.

Text codes allowed. %1 - OK button, %2 - Cancel button

 OK Button:
 - Text used to represent the OK button.
 - If VisuMZ_0_CoreEngine is present, ignore this.
 Cancel Button:
 - Text used to represent the Cancel button.
 - If VisuMZ_0_CoreEngine is present, ignore this.
 Background Type:
 - Select background type for Auto Battle window.
   - 0 - Window
   - 1 - Dim
   - 2 - Transparent
 JS: X, Y, W, H:
 - Code used to determine the dimensions for this window.

---

Options

 Add Option?:
 - Add the Auto Battle options to the Options menu?
 Adjust Window Height:
 - Automatically adjust the options window height?
 Startup Name:
 - Command name of the option.
 Style Name:
 - Command name of the option.
 OFF:
 - Text displayed when Auto Battle Style is OFF.
 ON:
 - Text displayed when Auto Battle Style is ON.

---

Damage Settings

These Plugin Parameters add a variety of things to how damage is handled in battle. These range from hard damage caps to soft damage caps to how damage popups appear, how the formulas for various aspects are handled and more.

Damage Styles are also a feature added through this plugin. More information can be found in the help section above labeled 'Damage Styles'.

---

Damage Cap

 Enable Damage Cap?:
 - Put a maximum hard damage cap on how far damage can go?
 - This can be broken through the usage of notetags.
 Default Hard Cap:
 - The default hard damage cap used before applying damage.
 Enable Soft Cap?:
 - Soft caps ease in the damage values leading up to the  hard damage cap.
 - Requires hard Damage Cap enabled.
   Base Soft Cap Rate:
   - The default soft damage cap used before applying damage.
   Soft Scale Constant:
   - The default soft damage cap used before applying damage.

---

Popups

 Popup Duration:
 - Adjusts how many frames a popup stays visible.
 Newest Popups Bottom:
 - Puts the newest popups at the bottom.
 Shift X:
 - Sets how much to shift the sprites by horizontally.
 Shift Y:
 - Sets how much to shift the sprites by vertically.
 Critical Flash Color:
 - Adjust the popup's flash color.
 - Format: [red, green, blue, alpha]
 Critical Duration:
 - Adjusts how many frames a the flash lasts.

---

Formulas

 JS: Overall Formula:
 - The overall formula used when calculating damage.
 JS: Variance Formula:
 - The formula used when damage variance.
 JS: Guard Formula:
 - The formula used when damage is guarded.

---

Critical Hits

 JS: Rate Formula:
 - The formula used to calculate Critical Hit Rates.
 JS: Damage Formula:
 - The formula used to calculate Critical Hit Damage modification.

---

Damage Styles

 Default Style:
 - Which Damage Style do you want to set as default?
 - Use 'Manual' to not use any styles at all.
   - The 'Manual' style will not support <Armor Penetration> notetags.
   - The 'Manual' style will not support <Armor Reduction> notetags.
 Style List:
 - A list of the damage styles available.
 - These are used to calculate base damage.
   Name:
   - Name of this Damage Style.
   -Used for notetags and such.
   JS: Formula:
   - The base formula for this Damage Style.
   Items & Equips Core:
     HP Damage:
     MP Damage:
     HP Recovery:
     MP Recovery:
     HP Drain:
     MP Drain:
     - Vocabulary used for this data entry.
     JS: Damage Display:
     - Code used the data displayed for this category.

---

Mechanics Settings

Some of the base settings for the various mechanics found in the battle system can be altered here in these Plugin Parameters. Most of these will involve JavaScript code and require you to have to good understanding of how the RPG Maker MZ code works before tampering with it.

---

Action Speed

 Allow Random Speed?:
 - Allow speed to be randomized base off the user's AGI?
 JS: Calculate:
 - Code used to calculate action speed.

---

Base Troop

 Base Troop ID's:
 - Select the Troop ID(s) to duplicate page events from for all
   other troops.
 - More information can be found in the dedicated Help section above.

---

Escape

 JS: Calc Escape Ratio:
 - Code used to calculate the escape success ratio.
 JS: Calc Escape Raise:
 - Code used to calculate how much the escape success ratio raises upon
   each failure.

---

JS: Battle-Related

 JS: Pre-Start Battle:
 - Target function: BattleManager.startBattle()
 - JavaScript code occurs before function is run.
 JS: Post-Start Battle:
 - Target function: BattleManager.startBattle()
 - JavaScript code occurs after function is run.
 JS: Battle Victory:
 - Target function: BattleManager.processVictory()
 - JavaScript code occurs before function is run.
 JS: Escape Success:
 - Target function: BattleManager.onEscapeSuccess()
 - JavaScript code occurs before function is run.
 JS: Escape Failure:
 - Target function: BattleManager.onEscapeFailure()
 - JavaScript code occurs before function is run.
 JS: Battle Defeat:
 - Target function: BattleManager.processDefeat()
 - JavaScript code occurs before function is run.
 JS: Pre-End Battle:
 - Target function: BattleManager.endBattle()
 - JavaScript code occurs before function is run.
 JS: Post-End Battle:
 - Target function: BattleManager.endBattle()
 - JavaScript code occurs after function is run.

---

JS: Turn-Related

 JS: Pre-Start Turn:
 - Target function: BattleManager.startTurn()
 - JavaScript code occurs before function is run.
 JS: Post-Start Turn:
 - Target function: BattleManager.startTurn()
 - JavaScript code occurs after function is run.
 JS: Pre-End Turn:
 - Target function: Game_Battler.prototype.onTurnEnd()
 - JavaScript code occurs before function is run.
 JS: Post-End Turn:
 - Target function: Game_Battler.prototype.onTurnEnd()
 - JavaScript code occurs after function is run.
 JS: Pre-Regenerate:
 - Target function: Game_Battler.prototype.regenerateAll()
 - JavaScript code occurs before function is run.
 JS: Post-Regenerate:
 - Target function: Game_Battler.prototype.regenerateAll()
 - JavaScript code occurs after function is run.

---

JS: Action-Related

 JS: Pre-Start Action:
 - Target function: BattleManager.startAction()
 - JavaScript code occurs before function is run.
 JS: Post-Start Action:
 - Target function: BattleManager.startAction()
 - JavaScript code occurs after function is run.
 JS: Pre-Apply:
 - Target function: Game_Action.prototype.apply()
 - JavaScript code occurs before function is run.
 JS: Pre-Damage:
 - Target function: Game_Action.prototype.executeDamage()
 - JavaScript code occurs before function is run.
 JS: Post-Damage:
 - Target function: Game_Action.prototype.executeDamage()
 - JavaScript code occurs after function is run.
 JS: Post-Apply:
 - Target function: Game_Action.prototype.apply()
 - JavaScript code occurs after function is run.
 JS: Pre-End Action:
 - Target function: BattleManager.endAction()
 - JavaScript code occurs before function is run.
 JS: Post-End Action:
 - DescriTarget function: BattleManager.endAction()
 - JavaScript code occurs after function is run.

---

Battle Layout Settings

The Battle Layout Settings Plugin Parameter gives you control over the look, style, and appearance of certain UI elements. These range from the way the Battle Status Window presents its information to the way certain windows like the Party Command Window and Actor Command Window appear.

---

Battle Layout Style - The style used for the battle layout.

 Default:
 - Shows actor faces in Battle Status.
 List:
 - Lists actors in Battle Status.
 XP:
 - Shows actor battlers in a stretched Battle Status.
 Portrait:
 - Shows portraits in a stretched Battle Status.
 Border:
 - Displays windows around the screen border.

---

List Style

 Show Faces:
 - Shows faces in List Style?

---

XP Style

 Command Lines:
 - Number of action lines in the Actor Command Window for the XP Style.
 Sprite Height:
 - Default sprite height used when if the sprite's height has not been
   determined yet.
 Sprite Base Location:
 - Determine where the sprite is located on the Battle Status Window.
   - Above Name - Sprite is located above the name.
   - Bottom - Sprite is located at the bottom of the window.
   - Centered - Sprite is centered in the window.
   - Top - Sprite is located at the top of the window.

---

Portrait Style

 Show Portraits?:
 - Requires VisuMZ_1_MainMenuCore.
 - Shows the actor's portrait instead of a face.
 Portrait Scaling:
 - If portraits are used, scale them by this much.

---

Border Style

 Columns:
 - The total number of columns for Skill & Item Windows in the battle scene
 Show Portraits?:
 - Requires VisuMZ_1_MainMenuCore.
 - Shows the actor's portrait at the edge of the screen.
 Portrait Scaling:
 - If portraits are used, scale them by this much.

---

Skill & Item Windows

 Middle Layout:
 - Shows the Skill & Item Windows in mid-screen?
 Columns:
 - The total number of columns for Skill & Item Windows in the battle scene

---

Battle Log Settings

These Plugin Parameters give you control over how the Battle Log Window, the window shown at the top of the screen in the battle layout, appears, its various properties, and which text will be displayed.

The majority of the text has been disabled by default with this plugin to make the flow of battle progress faster.

---

General

 Back Color:
 - Use #rrggbb for a hex color.
 Max Lines:
 - Maximum number of lines to be displayed.
 Message Wait:
 - Number of frames for a usual message wait.
 Text Align:
 - Text alignment for the Window_BattleLog.

---

Start Turn

 Show Start Turn?:
 - Display turn changes at the start of the turn?
 Start Turn Message:
 - Message displayed at turn start.
 - %1 - Turn Count
 Start Turn Wait:
 - Number of frames to wait after a turn started.

---

Display Action

 Show Centered Action?:
 - Display a centered text of the action name?
 Show Skill Message 1?:
 - Display the 1st skill message?
 Show Skill Message 2?:
 - Display the 2nd skill message?
 Show Item Message?:
 - Display the item use message?

---

Action Changes

 Show Counter?:
 - Display counter text?
 Show Reflect?:
 - Display magic reflection text?
 Show Substitute?:
 - Display substitute text?

---

Action Results

 Show No Effect?:
 - Display no effect text?
 Show Critical?:
 - Display critical text?
 Show Miss/Evasion?:
 - Display miss/evasion text?
 Show HP Damage?:
 - Display HP Damage text?
 Show MP Damage?:
 - Display MP Damage text?
 Show TP Damage?:
 - Display TP Damage text?

---

Display States

 Show Added States?:
 - Display added states text?
 Show Removed States?:
 - Display removed states text?
 Show Current States?:
 - Display the currently affected state text?
 Show Added Buffs?:
 - Display added buffs text?
 Show Added Debuffs?:
 - Display added debuffs text?
 Show Removed Buffs?:
 - Display removed de/buffs text?

---

Party Command Window

These Plugin Parameters allow you control over how the Party Command Window operates in the battle scene. You can turn disable it from appearing or make it so that it doesn't

---

Command Window

 Style:
 - How do you wish to draw commands in the Party Command Window?
 - Text Only: Display only the text.
 - Icon Only: Display only the icon.
 - Icon + Text: Display the icon first, then the text.
 - Auto: Determine which is better to use based on the size of the cell.
 Text Align:
 - Text alignment for the Party Command Window.
 Fight Icon:
 - The icon used for the Fight command.
 Add Auto Battle?:
 - Add the "Auto Battle" command to the Command Window?
   Auto Battle Icon:
   - The icon used for the Auto Battle command.
   Auto Battle Text:
   - The text used for the Auto Battle command.
 Add Options?:
 - Add the "Options" command to the Command Window?
   Options Icon:
   - The icon used for the Options command.
   Active TPB Message:
   - Message that will be displayed when selecting options during the
     middle of an action.
 Escape Icon:
 - The icon used for the Escape command.

---

Access

 Skip Party Command:
 - DTB: Skip Party Command selection on turn start.
 - TPB: Skip Party Command selection at battle start.
 Disable Party Command:
 - Disable the Party Command Window entirely?

---

Help Window

 Fight:
 - Text displayed when selecting a skill type.
 - %1 - Skill Type Name
 Auto Battle:
 - Text displayed when selecting the Auto Battle command.
 Options:
 - Text displayed when selecting the Options command.
 Escape:
 - Text displayed when selecting the escape command.

---

Actor Command Window

These Plugin Parameters allow you to change various aspects regarding the Actor Command Window and how it operates in the battle scene. This ranges from how it appears to the default battle commands given to all players without a custom <Battle Commands> notetag.

---

Command Window

 Style:
 - How do you wish to draw commands in the Actor Command Window?
 - Text Only: Display only the text.
 - Icon Only: Display only the icon.
 - Icon + Text: Display the icon first, then the text.
 - Auto: Determine which is better to use based on the size of the cell.
 Text Align:
 - Text alignment for the Actor Command Window.
 Item Icon:
 - The icon used for the Item command.
 Normal SType Icon:
 - Icon used for normal skill types that aren't assigned any icons.
 - Ignore if VisuMZ_1_SkillsStatesCore is installed.
 Magic SType Icon:
 - Icon used for magic skill types that aren't assigned any icons.
 - Ignore if VisuMZ_1_SkillsStatesCore is installed.

---

Battle Commands

 Command List:
 - List of battle commands that appear by default if the <Battle Commands>
   notetag isn't present.
   - Attack
     - Adds the basic attack command.
   - Skills
     - Displays all the skill types available to the actor.
   - SType: x
   - Stype: name
     - Adds in a specific skill type.
     - Replace 'x' with the ID of the skill type.
     - Replace 'name' with the name of the skill type (without text codes).
   - All Skills
     - Adds all usable battle skills as individual actions.
   - Skill: x
   - Skill: name
     - Adds in a specific skill as a usable action.
     - Replace 'x' with the ID of the skill.
     - Replace 'name' with the name of the skill.
   - Guard
     - Adds the basic guard command.
   - Item
     - Adds the basic item command.
   - Escape
     - Adds the escape command.
   - Auto Battle
     - Adds the auto battle command.

---

Help Window

 Skill Types:
 - Text displayed when selecting a skill type.
 - %1 - Skill Type Name
 Items:
 - Text displayed when selecting the item command.
 Escape:
 - Text displayed when selecting the escape command.
 Auto Battle:
 - Text displayed when selecting the Auto Battle command.

---

Actor Battler Settings

These Plugin Parameter settings adjust how the sideview battlers behave for the actor sprites. Some of these settings are shared with enemies if they use sideview battler graphics.

---

Flinch

 Flinch Distance X:
 - The normal X distance when flinching.
 Flinch Distance Y:
 - The normal Y distance when flinching.
 Flinch Duration:
 - The number of frames for a flinch to complete.
 Parameter:
 - Description
 Parameter:
 - Description

---

Sideview Battlers

 Anchor: X:
 - Default X anchor for Sideview Battlers.
 Anchor: Y:
 - Default Y anchor for Sideview Battlers.
 Motion Speed:
 - The number of frames in between each motion.
 Shadow Visible:
 - Show or hide the shadow for Sideview Battlers.

---

Enemy Battler Settings

These Plugin Parameter settings adjust how enemies appear visually in the battle scene. Some of these settings will override the settings used for actors if used as sideview battlers. Other settings include changing up the default attack animation for enemies, how the enemy select window functions, and more.

---

Visual

 Attack Animation:
 - Default attack animation used for enemies.
 - Use <Attack Animation: x> for custom animations.
 Emerge Text:
 - Show or hide the 'Enemy emerges!' text at the start of battle.

---

Select Window

 FV: Right Priority:
 - If using frontview, auto select the enemy furthest right.
 SV: Right Priority:
 - If using sideview, auto select the enemy furthest right.
 Name: Font Size:
 - Font size used for enemy names.

---

Sideview Battlers

 Allow Collapse:
 - Causes defeated enemies with SV Battler graphics to "fade away"
   when defeated?
 Anchor: X:
 - Default X anchor for Sideview Battlers.
 Anchor: Y:
 - Default Y anchor for Sideview Battlers.
 Motion: Idle:
 - Sets default idle animation used by Sideview Battlers.
 Shadow Visible:
 - Show or hide the shadow for Sideview Battlers.
 Size: Width:
 - Default width for enemies that use Sideview Battlers.
 Size: Height:
 - Default height for enemies that use Sideview Battlers.
 Weapon Type:
 - Sets default weapon type used by Sideview Battlers.
 - Use 0 for Bare Hands.

---

HP Gauge Settings

Settings that adjust the visual HP Gauge displayed in battle.

---

Show Gauges For

 Actors:
 - Show HP Gauges over the actor sprites' heads?
 - Requires SV Actors to be visible.
 Enemies:
 - Show HP Gauges over the enemy sprites' heads?
 - Can be bypassed with <Hide HP Gauge> notetag.
   Requires Defeat?:
   - Requires defeating the enemy once to show HP Gauge?
   - Can be bypassed with <Show HP Gauge> notetag.
     Battle Test Bypass?:
     - Bypass the defeat requirement in battle test?

---

Settings

 Anchor X:
 Anchor Y:
 - Where do you want the HP Gauge sprite's anchor X/Y to be?
 Scale:
 - How large/small do you want the HP Gauge to be scaled?
 Offset X:
 Offset Y:
 - How many pixels to offset the HP Gauge's X/Y by?

---

Options

 Add Option?:
 - Add the 'Show HP Gauge' option to the Options menu?
 Adjust Window Height:
 - Automatically adjust the options window height?
 Option Name:
 - Command name of the option.

---

Action Sequence Settings

Action Sequence Plugin Parameters allow you to decide if you want automatic Action Sequences to be used for physical attacks, the default casting animations used, how counters and reflects appear visually, and what the default stepping distances are.

---

Automatic Sequences

 Melee Single Target:
 - Allow this auto sequence for physical, single target actions?
 Melee Multi Target:
 - Allow this auto sequence for physical, multi-target actions?

---

Cast Animations

 Certain Hit:
 - Cast animation for Certain Hit skills.
 Physical:
 - Cast animation for Physical skills.
 Magical:
 - Cast animation for Magical skills.

---

Counter/Reflect

 Counter Back:
 - Play back the attack animation used?
 Reflect Animation:
 - Animation played when an action is reflected.
 Reflect Back:
 - Play back the attack animation used?

---

Stepping

 Melee Distance:
 - Minimum distance in pixels for Movement Action Sequences.
 Step Distance X:
 - The normal X distance when stepping forward.
 Step Distance Y:
 - The normal Y distance when stepping forward.
 Step Duration:
 - The number of frames for a stepping action to complete.

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

  • Version 1.00
    • Plugin released!