Difference between revisions of "Template:Action Sequences MZ"

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(Action Sequences - Horror Effects)
(Action Sequences - Animations)
 
(31 intermediate revisions by 2 users not shown)
Line 55: Line 55:
 
ACSET: All Targets Action Set
 
ACSET: All Targets Action Set
 
- Affects all targets simultaneously performing the following.
 
- Affects all targets simultaneously performing the following.
 +
 +
  Dual/Multi Wield?
 +
  - Add times struck based on weapon quantity equipped?
  
 
   Perform Action:
 
   Perform Action:
Line 71: Line 74:
 
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.
 +
 +
  Dual/Multi Wield?
 +
  - Add times struck based on weapon quantity equipped?
  
 
   Perform Action:
 
   Perform Action:
Line 197: Line 203:
  
 
<pre>
 
<pre>
ANIM: Cast Animation
+
ANIM: Attack Animation 2+
- Plays the cast animation associated with the action.
+
- Plays the animation associated with the user's other weapons.
 +
- Plays nothing if there is no other weapon equipped.
  
 
   Targets:
 
   Targets:
 
   - Select unit(s) to play the animation on.
 
   - Select unit(s) to play the animation on.
 +
 +
  Slot:
 +
  - Which weapon slot to get this data from?
 +
  - Main-hand weapon is weapon slot 1.
  
 
   Mirror Animation:
 
   Mirror Animation:
Line 211: Line 222:
  
 
---
 
---
 +
 +
[[File:BattleCore_Update132_Preview.png]]
  
 
<pre>
 
<pre>
ANIM: Change Battle Portrait
+
ANIM: Balloon Animation
- Changes the battle portrait of the actor (if it's an actor).
+
- Plays a balloon animation on target(s).
- Can be used outside of battle/action sequences.
 
  
 
   Targets:
 
   Targets:
 
   - Select unit(s) to play the animation on.
 
   - Select unit(s) to play the animation on.
  - Valid units can only be actors.
 
  
   Filename:
+
   Balloon Type:
   - Select the file to change the actor's portrait to.
+
   - What kind of balloon should be played on target(s)?
 +
 
 +
  Wait for Completion:
 +
  - Wait for balloon animation completion before continuing?
 
</pre>
 
</pre>
  
Line 228: Line 242:
  
 
<pre>
 
<pre>
ANIM: Show Animation
+
ANIM: Balloon Icon (Single)
- Plays the a specific animation on unit(s).
+
- Plays a balloon animation using an icon on target(s).
 +
- Requires VisuMZ_4_IconBalloons!
  
 
   Targets:
 
   Targets:
 
   - Select unit(s) to play the animation on.
 
   - Select unit(s) to play the animation on.
  
   Animation ID:
+
   Icon Index:
   - Select which animation to play on unit(s).
+
   - Insert the ID of the icon to show.
 
+
   - Tip: Right click > Insert Icon Index
   Mirror Animation:
 
  - Mirror the animation?
 
  
   Wait For Animation?:
+
   Wait for Completion:
   - Wait for animation to complete before performing next command?
+
   - Wait for balloon animation completion before continuing?
 
</pre>
 
</pre>
  
Line 247: Line 260:
  
 
<pre>
 
<pre>
ANIM: Wait For Animation
+
ANIM: Balloon Icon (Range)
- Causes the interpreter to wait for any animation(s) to finish.
+
- Plays a balloon animation an icon range on target(s).
 +
- Requires VisuMZ_4_IconBalloons!
 +
 
 +
  Targets:
 +
  - Select unit(s) to play the animation on.
 +
 
 +
  Starting Icon Index:
 +
  - Insert the ID of the icon to show.
 +
  - Tip: Right click > Insert Icon Index
 +
 
 +
  Ending Icon Index:
 +
  - Insert the ID of the icon to show.
 +
  - Tip: Right click > Insert Icon Index
 +
 
 +
  Wait for Completion:
 +
  - Wait for balloon animation completion before continuing?
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Battle Log ===
+
<pre>
 +
ANIM: Balloon Icon (Specific)
 +
- Plays a balloon animation with specific icons on target(s).
 +
- Requires VisuMZ_4_IconBalloons!
 +
 
 +
  Targets:
 +
  - Select unit(s) to play the animation on.
  
[[File:BattleCoreBattleLog.png]]
+
  Icons:
 +
  - Insert the ID(s) of the icon to show.
 +
  - Tip: Right click > Insert Icon Index
  
These Action Sequences are related to the Battle Log Window, the window
+
  Wait for Completion:
found at the top of the battle screen.
+
  - Wait for balloon animation completion before continuing?
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
BTLOG: Add Text
+
ANIM: Cast Animation
- Adds a new line of text into the Battle Log.
+
- Plays the cast animation associated with the action.
  
   Text:
+
   Targets:
   - Add this text into the Battle Log.
+
   - Select unit(s) to play the animation on.
  - Text codes allowed.
 
</pre>
 
  
---
+
  Mirror Animation:
 +
  - Mirror the animation?
  
<pre>
+
  Wait For Animation?:
BTLOG: Clear Battle Log
+
  - Wait for animation to complete before performing next command?
- Clears all the text in the Battle Log.
 
 
</pre>
 
</pre>
  
Line 281: Line 316:
  
 
<pre>
 
<pre>
BTLOG: Display Action
+
ANIM: Change Battle Portrait
- plays the current action in the Battle Log.
+
- 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.
 
</pre>
 
</pre>
  
Line 288: Line 331:
  
 
<pre>
 
<pre>
BTLOG: Pop Base Line
+
ANIM: Change Battle Portrait (JS)
- Removes the Battle Log's last added base line and  all text up to its
+
- Changes the battle portrait of the actor through JavaScript.
   former location.
+
- Can be used outside of battle/action sequences.
 +
 
 +
  JS: Actor ID:
 +
  - Enter which Actor ID to affect.
 +
  - Uses JavaScript code.
 +
 
 +
  JS: Filename:
 +
  - Enter the filename you wish to use.
 +
   - Uses JavaScript code.
 
</pre>
 
</pre>
  
Line 296: Line 347:
  
 
<pre>
 
<pre>
BTLOG: Push Base Line
+
ANIM: Guard Animation
- Adds a new base line to where the Battle Log currently is at.
+
- Plays the animation associated with the user's guard action (if any).
</pre>
+
 
 +
  Targets:
 +
  - Select unit(s) to play the animation on.
  
---
+
  Mirror Animation:
 +
  - Mirror the animation?
  
<pre>
+
  Wait For Animation?:
BTLOG: Refresh Battle Log
+
  - Wait for animation to complete before performing next command?
- Refreshes the Battle Log.
 
 
</pre>
 
</pre>
  
Line 310: Line 363:
  
 
<pre>
 
<pre>
BTLOG: UI Show/Hide
+
ANIM: Item Animation
- Shows or hides the Battle UI (including the Battle Log).
+
- Plays the animation associated with a specific item.
 +
 
 +
  Item ID:
 +
  - Which item ID will the animation come from?
 +
 
 +
  Targets:
 +
  - Select unit(s) to play the animation on.
 +
 
 +
  Mirror Animation:
 +
  - Mirror the animation?
  
   Show/Hide?:
+
   Wait For Animation?:
   - Shows/hides the Battle UI.
+
   - Wait for animation to complete before performing next command?
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:CoreEngine_PointAni.gif]]
  
 
<pre>
 
<pre>
BTLOG: Wait For Battle Log
+
ANIM: Play at Coordinate
- Causes the interpreter to wait for the Battle Log to finish.
+
- Plays an animation on the screen at a specific x, y coordinate.
</pre>
+
- Requires VisuMZ_0_CoreEngine!
  
---
+
  Animation ID:
 +
  - Plays this animation.
  
<pre>
+
  Coordinates:
BTLOG: Wait For New Line
 
- Causes the interpreter to wait for a new line in the Battle Log.
 
</pre>
 
  
---
+
    X:
 +
    Y:
 +
    - X/Y coordinate used for the animation.
 +
      You may use JavaScript code.
  
=== Action Sequences - Camera ===
+
  Mirror Animation?:
 +
  - Mirror the animation?
  
[[File:VisuMZ_ActSeqCamera_Pan.gif]]
+
  Mute Animation?:
 +
  - Mute the animation?
  
These Action Sequences are battle camera-related.
+
  Wait for Completion?:
Requires VisuMZ_3_ActSeqCamera!
+
  - Wait the animation to finish before continuing?
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
CAMERA: Clamp ON/OFF
+
ANIM: Show Animation
- Turns battle camera clamping on/off.
+
- Plays the a specific animation on unit(s).
- Requires VisuMZ_3_ActSeqCamera!
+
 
 +
  Targets:
 +
  - Select unit(s) to play the animation on.
 +
 
 +
  Animation ID:
 +
  - Select which animation to play on unit(s).
 +
 
 +
  Mirror Animation:
 +
  - Mirror the animation?
  
   Setting:
+
   Wait For Animation?:
   - Turns camera clamping on/off.
+
   - Wait for animation to complete before performing next command?
 
</pre>
 
</pre>
  
Line 354: Line 430:
  
 
<pre>
 
<pre>
CAMERA: Focus Point
+
ANIM: Show Animation JS
- Focus the battle camera on a certain point in the screen.
+
- Plays the a specific animation on unit(s).
- Requires VisuMZ_3_ActSeqCamera!
+
- Uses JavaScript to determine animation ID.
  
   X Coordinate:
+
   Targets:
   - Insert the point to focus the camera on.
+
   - Select unit(s) to play the animation on.
  - You may use JavaScript code.
 
  
   Y Coordinate:
+
   JS: Animation ID:
   - Insert the point to focus the camera on.
+
   - Select which animation to play on unit(s).
   - You may use JavaScript code.
+
   - Uses JavaScript to determine animation ID.
  
   Duration:
+
   Mirror Animation:
   - Duration in frames for camera focus change.
+
   - Mirror the animation?
  
  Camera Easing:
+
   Wait For Animation?:
  - Select which easing type you wish to apply.
+
   - Wait for animation to complete before performing next command?
  - Requires VisuMZ_0_CoreEngine.
 
 
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
 
</pre>
 
</pre>
  
Line 380: Line 451:
  
 
<pre>
 
<pre>
CAMERA: Focus Target(s)
+
ANIM: Skill Animation
- Focus the battle camera on certain battler target(s).
+
- Plays the animation associated with a specific skill.
- Requires VisuMZ_3_ActSeqCamera!
+
 
 +
  Skill ID:
 +
  - Which skill ID will the animation come from?
  
 
   Targets:
 
   Targets:
   - Select unit(s) to focus the battle camera on.
+
   - Select unit(s) to play the animation on.
  
   Duration:
+
   Mirror Animation:
   - Duration in frames for camera focus change.
+
   - Mirror the animation?
  
  Camera Easing:
+
   Wait For Animation?:
  - Select which easing type you wish to apply.
+
   - Wait for animation to complete before performing next command?
  - Requires VisuMZ_0_CoreEngine.
 
 
 
   Wait For Camera?
 
   - Wait for camera changes to complete before performing next command?
 
 
</pre>
 
</pre>
  
Line 401: Line 470:
  
 
<pre>
 
<pre>
CAMERA: Offset
+
ANIM: Wait For Animation
- Offset the battle camera from the focus target.
+
- Causes the interpreter to wait for any animation(s) to finish.
- Requires VisuMZ_3_ActSeqCamera!
+
</pre>
  
  Offset X:
+
---
  - How much to offset the camera X by.
 
  - Negative: left. Positive: right.
 
  
  Offset Y:
+
=== Action Sequences - Battle Log ===
  - How much to offset the camera Y by.
 
  - Negative: up. Positive: down.
 
  
  Duration:
+
[[File:BattleCoreBattleLog.png]]
  - Duration in frames for offset change.
 
  
  Camera Easing:
+
These Action Sequences are related to the Battle Log Window, the window
  - Select which easing type you wish to apply.
+
found at the top of the battle screen.
  - Requires VisuMZ_0_CoreEngine.
 
 
 
  Wait For Camera?
 
  - Wait for camera changes to complete before performing next command?
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
CAMERA: Reset
+
BTLOG: Add Text
- Reset the battle camera settings.
+
- Adds a new line of text into the Battle Log.
- Requires VisuMZ_3_ActSeqCamera!
 
  
   Reset Focus?:
+
   Text:
   - Reset the focus point?
+
   - Add this text into the Battle Log.
 +
  - Text codes allowed.
  
   Reset Offset?:
+
   Copy to Combat Log?:
   - Reset the camera offset?
+
   - Copies text to the Combat Log.
 +
  - Requires VisuMZ_4_CombatLog
  
  Duration:
+
    Combat Log Icon:
  - Duration in frames for reset change.
+
    - What icon would you like to bind to this entry?
 +
    - Requires VisuMZ_4_CombatLog
 +
</pre>
  
  Camera Easing:
+
---
  - Select which easing type you wish to apply.
 
  - Requires VisuMZ_0_CoreEngine.
 
  
  Wait For Camera?
+
<pre>
  - Wait for camera changes to complete before performing next command?
+
BTLOG: Clear Battle Log
 +
- Clears all the text in the Battle Log.
 +
</pre>
  
 
---
 
---
  
CAMERA: Wait For Camera
+
<pre>
- Waits for camera changes to complete before performing next command.
+
BTLOG: Display Action
- Requires VisuMZ_3_ActSeqCamera!
+
- plays the current action in the Battle Log.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Dragonbones ===
+
<pre>
 +
BTLOG: Pop Base Line
 +
- Removes the Battle Log's last added base line and  all text up to its
 +
  former location.
 +
</pre>
  
[[File:DragonbonesBattler.gif]]
+
---
  
These Action Sequences are Dragonbones-related.
+
<pre>
Requires VisuMZ_2_DragonbonesUnion!
+
BTLOG: Push Base Line
 +
- Adds a new base line to where the Battle Log currently is at.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
DB: Dragonbones Animation
+
BTLOG: Refresh Battle Log
- Causes the unit(s) to play a Dragonbones motion animation.
+
- Refreshes the Battle Log.
- Requires VisuMZ_2_DragonbonesUnion!
+
</pre>
 +
 
 +
---
  
  Targets:
+
<pre>
  - Select which unit(s) to perform a motion animation.
+
BTLOG: UI Show/Hide
 +
- Shows or hides the Battle UI (including the Battle Log).
  
   Motion Animation:
+
   Show/Hide?:
   - What is the name of the Dragonbones motion animation you wish to play?
+
   - Shows/hides the Battle UI.
 
</pre>
 
</pre>
  
Line 480: Line 551:
  
 
<pre>
 
<pre>
DB: Dragonbones Time Scale
+
BTLOG: Wait For Battle Log
- Causes the unit(s) to change their Dragonbones time scale.
+
- Causes the interpreter to wait for the Battle Log to finish.
- Requires VisuMZ_2_DragonbonesUnion!
+
</pre>
  
  Targets:
+
---
  - Select which unit(s) to perform a motion animation.
 
  
  Time Scale:
+
<pre>
  - Change the value of the Dragonbones time scale to this.
+
BTLOG: Wait For New Line
 +
- Causes the interpreter to wait for a new line in the Battle Log.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Elements ===
+
=== Action Sequences - Camera ===
  
[[File:Elements.png]]
+
[[File:VisuMZ_ActSeqCamera_Pan.gif]]
  
These Action Sequences can change up the element(s) used for the action's
+
These Action Sequences are battle camera-related.
damage calculation midway through an action.
+
Requires VisuMZ_3_ActSeqCamera!
 
 
They also require the VisuMZ_1_ElementStatusCore plugin to be present in
 
order for them to work.
 
  
 
---
 
---
  
 
<pre>
 
<pre>
ELE: Add Elements
+
CAMERA: Clamp ON/OFF
- Adds element(s) to be used when calculating damage.
+
- Turns battle camera clamping on/off.
- Requires VisuMZ_1_ElementStatusCore!
+
- Requires VisuMZ_3_ActSeqCamera!
  
   Elements:
+
   Setting:
   - Select which element ID to add onto the action.
+
   - Turns camera clamping on/off.
  - Insert multiple element ID's to add multiple at once.
 
 
</pre>
 
</pre>
  
Line 518: Line 585:
  
 
<pre>
 
<pre>
ELE: Clear Element Changes
+
CAMERA: Focus Point
- Clears all element changes made through Action Sequences.
+
- Focus the battle camera on a certain point in the screen.
- Requires VisuMZ_1_ElementStatusCore!
+
- 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?
 
</pre>
 
</pre>
  
Line 526: Line 611:
  
 
<pre>
 
<pre>
ELE: Force Elements
+
CAMERA: Focus Target(s)
- Forces only specific element(s) when calculating damage.
+
- Focus the battle camera on certain battler target(s).
- Requires VisuMZ_1_ElementStatusCore!
+
- Requires VisuMZ_3_ActSeqCamera!
 +
 
 +
  Targets:
 +
  - Select unit(s) to focus the battle camera on.
  
   Elements:
+
   Duration:
   - Select which element ID to force in the action.
+
   - Duration in frames for camera focus change.
  - Insert multiple element ID's to force multiple at once.
 
</pre>
 
  
---
+
  Camera Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
<pre>
+
  Wait For Camera?
ELE: Null Element
+
  - Wait for camera changes to complete before performing next command?
- Forces no element to be used when calculating damage.
 
- Requires VisuMZ_1_ElementStatusCore!
 
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Horror Effects ===
+
<pre>
 +
CAMERA: Offset
 +
- Offset the battle camera from the focus target.
 +
- Requires VisuMZ_3_ActSeqCamera!
  
These Action Sequences are Horror Effects-related.
+
  Offset X:
 +
  - How much to offset the camera X by.
 +
  - Negative: left. Positive: right.
  
Requires VisuMZ_2_HorrorEffects!
+
  Offset Y:
 +
  - How much to offset the camera Y by.
 +
  - Negative: up. Positive: down.
  
---
+
  Duration:
 +
  - Duration in frames for offset change.
  
<pre>
+
  Camera Easing:
HORROR: Clear All Filters
+
  - Select which easing type you wish to apply.
- Clear all Horror Effects filters on the target battler(s).
+
  - Requires VisuMZ_0_CoreEngine.
  
   Targets:
+
   Wait For Camera?
   - Select unit(s) to remove Horror Effects for.
+
   - Wait for camera changes to complete before performing next command?
 
</pre>
 
</pre>
  
Line 564: Line 658:
  
 
<pre>
 
<pre>
HORROR: Glitch Create
+
CAMERA: Reset
- Creates the glitch effect on the target battler(s).
+
- Reset the battle camera settings.
 +
- Requires VisuMZ_3_ActSeqCamera!
  
   Targets:
+
   Reset Focus?:
   - Select unit(s) to create the Horror Effect for.
+
   - Reset the focus point?
  
   Glitch Slices:
+
   Reset Offset?:
   - Glitch slices to be used with the target.
+
   - Reset the camera offset?
  
   Glitch Offset:
+
   Duration:
   - Default offset value.
+
   - Duration in frames for reset change.
  
   Glitch Animated?:
+
   Camera Easing:
   - Animate the glitch effect?
+
   - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
   Glitch Frequency:
+
   Wait For Camera?
   - If animated, how frequent to make the glitch effect?
+
   - Wait for camera changes to complete before performing next command?
  - Lower = often    Higher = rarer
 
 
 
  Glitch Strength:
 
  - If animated, how strong is the glitch effect?
 
  - Lower = weaker    Higher = stronger
 
</pre>
 
  
 
---
 
---
  
<pre>
+
CAMERA: Wait For Camera
HORROR: Glitch Remove
+
- Waits for camera changes to complete before performing next command.
- Removes the glitch effect on the target battler(s).
+
- Requires VisuMZ_3_ActSeqCamera!
 
 
  Targets:
 
  - Select unit(s) to remove the Horror Effect for.
 
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Action Sequences - Dragonbones ===
HORROR: Noise Create
 
- Creates the noise effect on the target battler(s).
 
  
  Targets:
+
[[File:DragonbonesBattler.gif]]
  - Select unit(s) to create the Horror Effect for.
 
  
  Noise Rate:
+
These Action Sequences are Dragonbones-related.
  - Noise rate to be used with the target.
+
Requires VisuMZ_2_DragonbonesUnion!
 
 
  Noise Animated:
 
  - Animate the noise for the target?
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
HORROR: Noise Remove
+
DB: Dragonbones Animation
- Removes the noise effect on the target battler(s).
+
- Causes the unit(s) to play a Dragonbones motion animation.
 +
- Requires VisuMZ_2_DragonbonesUnion!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to remove the Horror Effect for.
+
   - Select which unit(s) to perform a motion animation.
 +
 
 +
  Motion Animation:
 +
  - What is the name of the Dragonbones motion animation you wish to play?
 
</pre>
 
</pre>
  
Line 627: Line 711:
  
 
<pre>
 
<pre>
HORROR: TV Create
+
DB: Dragonbones Time Scale
- Creates the TV effect on the target battler(s).
+
- Causes the unit(s) to change their Dragonbones time scale.
 +
- Requires VisuMZ_2_DragonbonesUnion!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to create the Horror Effect for.
+
   - Select which unit(s) to perform a motion animation.
 +
 
 +
  Time Scale:
 +
  - Change the value of the Dragonbones time scale to this.
 +
</pre>
 +
 
 +
---
  
  TV Line Thickness:
+
=== Action Sequences - Elements ===
  - Default TV line thickness
 
  - Lower = thinner    Higher = thicker
 
  
  TV Corner Size:
+
[[File:Elements.png]]
  - Default TV line corner size
 
  - Lower = smaller    Higher = bigger
 
  
  TV Animated:
+
These Action Sequences can change up the element(s) used for the action's
  - Animate the TV?
+
damage calculation midway through an action.
  
  TV Speed:
+
They also require the VisuMZ_1_ElementStatusCore plugin to be present in
  - Speed used to animate the TV if animated
+
order for them to work.
  - Lower = slower    Higher = faster
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
HORROR: TV Remove
+
ELE: Add Elements
- Removes the TV effect on the target battler(s).
+
- Adds element(s) to be used when calculating damage.
 
+
- Requires VisuMZ_1_ElementStatusCore!
   Targets:
+
 
   - Select unit(s) to remove the Horror Effect for.
+
   Elements:
 +
   - Select which element ID to add onto the action.
 +
  - Insert multiple element ID's to add multiple at once.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Impact ===
+
<pre>
 
+
ELE: Clear Element Changes
These Action Sequences are related to creating impact.
+
- Clears all element changes made through Action Sequences.
 
+
- Requires VisuMZ_1_ElementStatusCore!
Requires VisuMZ_3_ActSeqImpact!
+
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
IMPACT: Color Break
+
ELE: Force Elements
- Breaks the colors on the screen before reassembling.
+
- Forces only specific element(s) when calculating damage.
- Requires VisuMZ_3_ActSeqImpact!
+
- Requires VisuMZ_1_ElementStatusCore!
  
   Intensity:
+
   Elements:
   - What is the intensity of the color break effect?
+
   - Select which element ID to force in the action.
 +
  - Insert multiple element ID's to force multiple at once.
 +
</pre>
  
  Duration:
+
---
  - What is the duration of the color break effect?
 
  
  Easing Type:
+
<pre>
  - Select which easing type you wish to apply.
+
ELE: Null Element
 +
- Forces no element to be used when calculating damage.
 +
- Requires VisuMZ_1_ElementStatusCore!
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Action Sequences - Grid ===
IMPACT: Motion Blur Screen
 
- Creates a motion blur on the whole screen.
 
- Requires VisuMZ_3_ActSeqImpact!
 
  
  Angle:
+
These Action Sequences are Battle Grid System-related.
  - Determine what angle to make the motion blur at.
+
Requires VisuMZ_2_BattleGridSystem!
 +
 
 +
---
  
  Intensity Rate:
+
{{Battle Grid System Action Sequences}}
  - This determines intensity rate of the motion blur.
 
  - Use a number between 0 and 1.
 
  
  Duration:
+
---
  - How many frames should the motion blur last?
 
  - What do you want to be its duration?
 
  
  Easing Type:
 
  - Select which easing type you wish to apply.
 
</pre>
 
  
---
 
  
<pre>
+
=== Action Sequences - Horror Effects ===
IMPACT: Motion Blur Target(s)
 
- Creates a motion blur on selected target(s).
 
- Requires VisuMZ_3_ActSeqImpact!
 
  
  Targets:
+
[[File:HorrorEffects_Battle.gif]]
  - Select unit(s) to create motion blur effects for.
 
  
  Angle:
+
[[File:HorrorEffects_BattleParty.gif]]
  - Determine what angle to make the motion blur at.
 
  
  Intensity Rate:
+
[[File:HorrorEffects_BattleEnemy.gif]]
  - This determines intensity rate of the motion blur.
 
  - Use a number between 0 and 1.
 
  
  Duration:
+
These Action Sequences are Horror Effects-related.
  - How many frames should the motion blur last?
 
  - What do you want to be its duration?
 
  
  Easing Type:
+
Requires VisuMZ_2_HorrorEffects!
  - Select which easing type you wish to apply.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
IMPACT: Motion Trail Create
+
HORROR: Clear All Filters
- Creates a motion trail effect for the target(s).
+
- Clear all Horror Effects filters on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to create motion trail effects for.
+
   - Select unit(s) to remove Horror Effects for.
 
 
  Delay:
 
  - How many frames to delay by when creating a motion trail?
 
  - The higher the delay, the less motion trails there are.
 
 
 
  Duration:
 
  - How many frames should the motion trail last?
 
  - What do you want to be its duration?
 
 
 
  Hue:
 
  - What do you want to be the hue for the motion trail?
 
 
 
  Starting Opacity:
 
  - What starting opacity value do you want for the motion trail?
 
  - Opacity values decrease over time.
 
 
 
  Tone:
 
  - What tone do you want for the motion trail?
 
  - Format: [Red, Green, Blue, Gray]
 
 
</pre>
 
</pre>
  
Line 764: Line 814:
  
 
<pre>
 
<pre>
IMPACT: Motion Trail Remove
+
HORROR: Glitch Create
- Removes the motion trail effect from the target(s).
+
- Creates the glitch effect on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to clear motion trail effects for.
+
   - Select unit(s) to create the Horror Effect for.
</pre>
 
  
---
+
  Glitch Slices:
 +
  - Glitch slices to be used with the target.
  
<pre>
+
  Glitch Offset:
IMPACT: Shockwave at Point
+
  - Default offset value.
- Creates a shockwave at the designated coordinates.
 
- Requires VisuMZ_3_ActSeqImpact!
 
  
   Point: X:
+
   Glitch Animated?:
  Point: Y:
+
   - Animate the glitch effect?
   - What x/y coordinate do you want to create a shockwave at?
 
  - You can use JavaScript code.
 
  
   Amplitude:
+
   Glitch Frequency:
   - What is the aplitude of the shockwave effect?
+
   - If animated, how frequent to make the glitch effect?
 +
  - Lower = often    Higher = rarer
  
   Wavelength:
+
   Glitch Strength:
   - What is the wavelength of the shockwave effect?
+
   - If animated, how strong is the glitch effect?
 
+
   - Lower = weaker    Higher = stronger
  Duration:
 
   - What is the duration of the shockwave?
 
 
</pre>
 
</pre>
  
Line 797: Line 841:
  
 
<pre>
 
<pre>
IMPACT: Shockwave from Each Target(s)
+
HORROR: Glitch Remove
- Creates a shockwave at each of the target(s) location(s).
+
- Removes the glitch effect on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to start a shockwave from.
+
   - Select unit(s) to remove the Horror Effect for.
 
 
  Target Location:
 
  - Select which part target group to start a shockwave from.
 
 
 
  Amplitude:
 
  - What is the aplitude of the shockwave effect?
 
 
 
  Wavelength:
 
  - What is the wavelength of the shockwave effect?
 
 
 
  Duration:
 
  - What is the duration of the shockwave?
 
 
</pre>
 
</pre>
  
Line 820: Line 851:
  
 
<pre>
 
<pre>
IMPACT: Shockwave from Target(s) Center
+
HORROR: Noise Create
- Creates a shockwave from the center of the target(s).
+
- Creates the noise effect on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to start a shockwave from.
+
   - Select unit(s) to create the Horror Effect for.
  
   Target Location:
+
   Noise Rate:
   - Select which part target group to start a shockwave from.
+
   - Noise rate to be used with the target.
  
   Amplitude:
+
   Noise Animated:
   - What is the aplitude of the shockwave effect?
+
   - Animate the noise for the target?
 +
</pre>
 +
 
 +
---
  
  Wavelength:
+
<pre>
  - What is the wavelength of the shockwave effect?
+
HORROR: Noise Remove
 +
- Removes the noise effect on the target battler(s).
  
   Duration:
+
   Targets:
   - What is the duration of the shockwave?
+
   - Select unit(s) to remove the Horror Effect for.
 
</pre>
 
</pre>
  
Line 843: Line 877:
  
 
<pre>
 
<pre>
IMPACT: Zoom Blur at Point
+
HORROR: TV Create
- Creates a zoom blur at the designated coordinates.
+
- Creates the TV effect on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
   Point: X:
+
   Targets:
  Point: Y:
+
   - Select unit(s) to create the Horror Effect for.
   - What x/y coordinate do you want to focus the zoom at?
 
  - You can use JavaScript code.
 
  
   Zoom Strength:
+
   TV Line Thickness:
   - What is the strength of the zoom effect?
+
   - Default TV line thickness
   - Use a number between 0 and 1.
+
   - Lower = thinner    Higher = thicker
  
   Visible Radius:
+
   TV Corner Size:
   - How much of a radius should be visible from the center?
+
   - Default TV line corner size
 +
  - Lower = smaller    Higher = bigger
  
   Duration:
+
   TV Animated:
   - What is the duration of the zoom blur?
+
   - Animate the TV?
  
   Easing Type:
+
   TV Speed:
   - Select which easing type you wish to apply.
+
   - Speed used to animate the TV if animated
 +
  - Lower = slower    Higher = faster
 
</pre>
 
</pre>
  
Line 869: Line 902:
  
 
<pre>
 
<pre>
IMPACT: Zoom Blur at Target(s) Center
+
HORROR: TV Remove
- Creates a zoom blur at the center of targets.
+
- Removes the TV effect on the target battler(s).
- Requires VisuMZ_3_ActSeqImpact!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to start a zoom blur from.
+
   - Select unit(s) to remove the Horror Effect for.
 
 
  Target Location:
 
  - Select which part target group to start a zoom blur from.
 
 
 
  Zoom Strength:
 
  - What is the strength of the zoom effect?
 
  - Use a number between 0 and 1.
 
 
 
  Visible Radius:
 
  - How much of a radius should be visible from the center?
 
 
 
  Duration:
 
  - What is the duration of the zoom blur?
 
 
 
  Easing Type:
 
  - Select which easing type you wish to apply.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
{{VisuMZ Action Sequence Impact Plugin Commands}}
  
 
=== Action Sequences - Mechanics ===
 
=== Action Sequences - Mechanics ===
Line 911: Line 929:
 
   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: Active Chain Input Disable
 +
- Disables input for Active Chain Skills at this time.
 +
- Requires VisuMZ_3_ActiveChainSkills!
 
</pre>
 
</pre>
  
Line 948: Line 974:
 
   - 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: Analyze Weakness
 +
- Reveal elemental weakness(es) from target(s).
 +
- Requires VisuMZ_3_WeaknessDisplay!
 +
 +
  Targets:
 +
  - Select unit(s) to reveal elemental weaknesses for.
 +
 +
  Reveal:
 +
  - How many elemental weaknesses do you wish to reveal?
 +
  - You may use JavaScript code.
 
</pre>
 
</pre>
  
Line 1,001: Line 1,042:
  
 
<pre>
 
<pre>
MECH: Collapse
+
MECH: Boost Points Change
- Causes the unit(s) to perform its collapse animation if the unit(s)
+
- Changes Boost Points for target(s).
  has died.
+
- Requires VisuMZ_3_BoostAction!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to process a death collapse.
+
   - Select unit(s) to alter the Boost Points for.
  
   Force Death:
+
   Alter Boost Points By:
   - Force death even if the unit has not reached 0 HP?
+
   - Alters the unit(s) Boost Points.
   - This will remove immortality.
+
   - Positive for gaining points. Negative for losing points.
 
+
</pre>
  Wait For Effect?:
 
  - Wait for the collapse effect to complete before performing next command?
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
MECH: CTB Order
+
MECH: Boost Store Data
- Alters the CTB Turn Order.
+
- Stores the number of Boosts used this action inside a variable.
- Requires VisuMZ_2_BattleSystemCTB!
+
- Requires VisuMZ_3_BoostAction!
  
   Targets:
+
   Variable ID:
   - Select unit(s) to alter the CTB Turn Order for.
+
   - Which variable do you want to store the data inside?
 
 
  Change Order By:
 
  - Changes turn order for target(s) by this amount.
 
  - Positive increases wait. Negative decreases wait.
 
 
</pre>
 
</pre>
  
Line 1,034: Line 1,068:
  
 
<pre>
 
<pre>
MECH: CTB Speed
+
MECH: Break Shield Change
- Alters the CTB Speed.
+
- Changes Break Shields for target(s) if not Break Stunned.
- Requires VisuMZ_2_BattleSystemCTB!
+
- Requires VisuMZ_4_BreakShields!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to alter the CTB Speed for.
+
   - Select unit(s) to alter the Break Shields for.
 
 
  Charge Rate:
 
  - Changes made to the CTB Speed if it is currently charging.
 
  
   Cast Rate:
+
   Alter Break Shields By:
   - Changes made to the CTB Speed if it is currently casting.
+
   - Alters the unit(s) Break Shields.
 +
  - Positive for gaining shields. Negative for losing shields.
 
</pre>
 
</pre>
  
Line 1,051: Line 1,083:
  
 
<pre>
 
<pre>
MECH: Custom Damage Formula
+
MECH: Break Shield Reset
- Changes the current action's damage formula to custom.
+
- Resets Break Shields for target(s) if not Break Stunned.
- This will assume the MANUAL damage style.
+
- Requires VisuMZ_4_BreakShields!
  
   Formula:
+
   Targets:
   - Changes the current action's damage formula to custom.
+
   - Select unit(s) to reset the Break Shields for.
  - Use 'default' to revert the damage formula.
 
 
</pre>
 
</pre>
  
Line 1,063: Line 1,094:
  
 
<pre>
 
<pre>
MECH: Damage Popup
+
MECH: BTB Brave Points
- Causes the unit(s) to display the current state of damage received
+
- Alters the target(s) Brave Points to an exact value.
  or healed.
+
- Requires VisuMZ_2_BattleSystemBTB!
 +
 
 +
  Targets:
 +
  - Select unit(s) to alter the ATB/TPB Gauges for.
  
   Targets:
+
   Alter Brave Points By:
   - Select unit(s) to prompt a damage popup.
+
   - Alters the target(s) Brave Points.
 +
  - Positive for gaining BP.
 +
  - Negative for losing BP.
 
</pre>
 
</pre>
  
Line 1,074: Line 1,110:
  
 
<pre>
 
<pre>
MECH: Dead Label Jump
+
MECH: Collapse
- If the active battler is dead, jump to a specific label in the
+
- Causes the unit(s) to perform its collapse animation if the unit(s)
   common event.
+
  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.
  
   Jump To Label:
+
   Wait For Effect?:
   - If the active battler is dead, jump to this specific label in the
+
   - Wait for the collapse effect to complete before performing next command?
    common event.
 
 
</pre>
 
</pre>
  
Line 1,086: Line 1,128:
  
 
<pre>
 
<pre>
MECH: HP, MP, TP
+
MECH: CTB Order
- Alters the HP, MP, and TP values for unit(s).
+
- Alters the CTB Turn Order.
- Positive values for healing. Negative values for damage.
+
- Requires VisuMZ_2_BattleSystemCTB!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to receive the current action's effects.
+
   - Select unit(s) to alter the CTB Turn Order for.
  
   HP, MP, TP:
+
   Change Order By:
 
+
  - Changes turn order for target(s) by this amount.
    Rate:
+
  - Positive increases wait. Negative decreases wait.
    - 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?
 
 
</pre>
 
</pre>
  
Line 1,110: Line 1,143:
  
 
<pre>
 
<pre>
MECH: Immortal
+
MECH: CTB Speed
- Changes the immortal flag of targets. If immortal flag is removed and a
+
- Alters the CTB Speed.
  unit would die, collapse that unit.
+
- Requires VisuMZ_2_BattleSystemCTB!
  
 
   Targets:
 
   Targets:
   - Alter the immortal flag of these groups. If immortal flag is removed and
+
   - Select unit(s) to alter the CTB Speed for.
    a unit would die, collapse that unit.
+
 
 +
  Charge Rate:
 +
  - Changes made to the CTB Speed if it is currently charging.
  
   Immortal:
+
   Cast Rate:
   - Turn immortal flag for unit(s) on/off?
+
   - Changes made to the CTB Speed if it is currently casting.
 
</pre>
 
</pre>
  
Line 1,125: Line 1,160:
  
 
<pre>
 
<pre>
MECH: Multipliers
+
MECH: Custom Damage Formula
- Changes the multipliers for the current action.
+
- Changes the current action's damage formula to custom.
- You may use JavaScript code for any of these.
+
- This will assume the MANUAL damage style.
  
   Critical Hit%:
+
   Formula:
 +
  - Changes the current action's damage formula to custom.
 +
  - Use 'default' to revert the damage formula.
 +
</pre>
  
    Rate:
+
---
    - Affects chance to land a critical hit by this multiplier.
 
  
    Flat:
+
<pre>
    - Affects chance to land a critical hit by this flat bonus.
+
MECH: Damage Popup
 +
- Causes the unit(s) to display the current state of damage received
 +
  or healed.
  
   Critical Damage
+
   Targets:
 +
  - Select unit(s) to prompt a damage popup.
 +
</pre>
  
    Rate:
+
---
    - Affects critical damage by this multiplier.
 
  
    Flat:
+
<pre>
    - Affects critical damage by this flat bonus.
+
MECH: Emulate Attack Effect
 +
- Emulate an "Action Effect" but using a the user's attack skill instead of
 +
  the current action.
 +
- Essentially lets you perform the mechanics of another action without
 +
  having to use another action or needing to pay that action's costs.
  
   Damage/Healing
+
   User(s):
 +
  - Select unit(s) to perform the action's effects.
  
    Rate:
+
  Targets:
    - Sets the damage/healing multiplier for current action.
+
  - Select unit(s) to receive the current action's effects.
 +
</pre>
  
    Flat:
+
---
    - Sets the damage/healing bonus for current action.
 
  
   Hit Rate
+
<pre>
 +
MECH: Emulate Guard Effect
 +
- Emulate an "Action Effect" but using a the user's guard skill instead of
 +
   the current action.
 +
- Essentially lets you perform the mechanics of another action without
 +
  having to use another action or needing to pay that action's costs.
  
    Rate:
+
  User(s):
    - Affects chance to connect attack by this multiplier.
+
  - Select unit(s) to perform the action's effects.
  
    Flat:
+
  Targets:
    - Affects chance to connect attack by this flat bonus.
+
  - Select unit(s) to receive the current action's effects.
 
</pre>
 
</pre>
  
Line 1,165: Line 1,215:
  
 
<pre>
 
<pre>
MECH: Remove Buff/Debuff
+
MECH: Emulate Item Effect
- Removes buff(s)/debuff(s) from unit(s).
+
- Emulate an "Action Effect" but using a specific item instead of the
- Determine which parameters are removed.
+
  current action.
 +
- Essentially lets you perform the mechanics of another action without
 +
  having to use another action or needing to pay that action's costs.
  
   Targets:
+
   Item ID:
   - Select unit(s) to have the buff(s) and/or debuff(s) removed.
+
   - Which item ID will be emulated?
  
   Buff Parameters:
+
   User(s):
   - Select which buffed parameter(s) to remove.
+
   - Select unit(s) to perform the action's effects.
  
   Debuff Parameters:
+
   Targets:
   - Select which debuffed parameter(s) to remove.
+
   - Select unit(s) to receive the current action's effects.
 
</pre>
 
</pre>
  
Line 1,182: Line 1,234:
  
 
<pre>
 
<pre>
MECH: Remove State
+
MECH: Emulate Skill Cost
- Remove state(s) from unit(s).
+
- Pick a skill for target(s) to emulate paying the cost of.
 +
- Lets you cause characters to perform paying the costs of a specific skill
 +
  without needing to actually use them.
 +
- This will include Skill Cooldowns and Limited Skill Uses.
  
   Targets:
+
   Skill ID:
   - Select unit(s) to have states removed from.
+
   - Which skill ID will have its cost paid for?
 +
  - Use 0 for current action's skill.
  
   States:
+
   User(s):
   - Select which state ID(s) to remove from unit(s).
+
   - Select unit(s) to perform the action's effects.
  - Insert multiple state ID's to remove multiple at once.
 
 
</pre>
 
</pre>
  
Line 1,196: Line 1,251:
  
 
<pre>
 
<pre>
MECH: Text Popup
+
MECH: Emulate Skill Effect
- Causes the unit(s) to display a text popup.
+
- Emulate an "Action Effect" but using a specific skill instead of the
 +
  current action.
 +
- Essentially lets you perform the mechanics of another action without
 +
  having to use another action or needing to pay that action's costs.
 +
 
 +
  Skill ID:
 +
  - Which skill ID will be emulated?
 +
 
 +
  User(s):
 +
  - Select unit(s) to perform the action's effects.
  
 
   Targets:
 
   Targets:
   - Select unit(s) to prompt a text popup.
+
   - Select unit(s) to receive the current action's effects.
 +
</pre>
  
  Text:
+
---
  - What text do you wish to display?
 
  
  Text Color:
+
<pre>
  - Use #rrggbb for custom colors or regular numbers for text colors from
+
MECH: Enemy Escape
    the Window Skin.
+
- Causes the enemy unit(s) to escape.
  
   Flash Color:
+
   Targets:
   - Adjust the popup's flash color.
+
   - Select unit(s) to escape.
  - Format: [red, green, blue, alpha]
 
 
 
  Flash Duration:
 
  - What is the frame duration of the flash effect?
 
 
</pre>
 
</pre>
  
Line 1,220: Line 1,280:
  
 
<pre>
 
<pre>
MECH: Variable Popup
+
MECH: Dead Label Jump
- Causes the unit(s) to display a popup using the data stored inside
+
- If the active battler is dead, jump to a specific label in the
   a variable.
+
   common event.
  
   Targets:
+
   Jump To Label:
   - Select unit(s) to prompt a text popup.
+
   - If the active battler is dead, jump to this specific label in the
 +
    common event.
 +
</pre>
  
  Variable:
+
---
  - Get data from which variable to display as a popup?
 
  
  Digit Grouping:
+
<pre>
  - Use digit grouping to separate numbers?
+
MECH: ETB Energy Count
  - Requires VisuMZ_0_CoreEngine!
+
- Alters the subject team's available Energy Count.
 
+
- Requires VisuMZ_2_BattleSystemETB!
  Text Color:
 
  - Use #rrggbb for custom colors or regular numbers for text colors from
 
    the Window Skin.
 
  
   Flash Color:
+
   Energy Count:
   - Adjust the popup's flash color.
+
   - Alters the subject team's available Energy Count.
   - Format: [red, green, blue, alpha]
+
   - Positive for gaining energy. Negative for losing energy.
 
 
  Flash Duration:
 
  - What is the frame duration of the flash effect?
 
 
</pre>
 
</pre>
  
Line 1,249: Line 1,304:
  
 
<pre>
 
<pre>
MECH: Wait For Effect
+
MECH: FTB Action Count
- Waits for the effects to complete before performing next command.
+
- Alters the subject team's available Action Count.
 +
- Requires VisuMZ_2_BattleSystemFTB!
 +
 
 +
  Action Count:
 +
  - Alters the subject team's available Action Count.
 +
  - Positive for gaining actions. Negative for losing actions.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Motion ===
+
<pre>
 +
MECH: HP, MP, TP
 +
- Alters the HP, MP, and TP values for unit(s).
 +
- Positive values for healing. Negative values for damage.
  
[[File:BattleCoreActSeqSet.gif]]
+
  Targets:
 +
  - Select unit(s) to receive the current action's effects.
  
These Action Sequences allow you the ability to control the motions of
+
  HP, MP, TP:
sideview sprites.
 
  
---
+
    Rate:
 +
    - Changes made to the parameter based on rate.
 +
    - Positive values for healing. Negative values for damage.
  
<pre>
+
    Flat:
MOTION: Clear Freeze Frame
+
    - Flat changes made to the parameter.
- Clears any freeze frames from the unit(s).
+
    - Positive values for healing. Negative values for damage.
  
   Targets:
+
   Damage Popup?:
   - Select which unit(s) to clear freeze frames for.
+
   - Display a damage popup after?
 
</pre>
 
</pre>
  
Line 1,275: Line 1,340:
  
 
<pre>
 
<pre>
MOTION: Freeze Motion Frame
+
MECH: Immortal
- Forces a freeze frame instantly at the selected motion.
+
- Changes the immortal flag of targets. If immortal flag is removed and a
- Automatically clears with a new motion.
+
  unit would die, collapse that unit.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to freeze motions for.
+
   - Alter the immortal flag of these groups. If immortal flag is removed and
 +
    a unit would die, collapse that unit.
  
   Motion Type:
+
   Immortal:
   - Freeze this motion for the unit(s).
+
   - Turn immortal flag for unit(s) on/off?
 
 
  Frame Index:
 
  - Which frame do you want to freeze the motion on?
 
  - Frame index values start at 0.
 
 
 
  Show Weapon?:
 
  - If using 'attack', 'thrust', 'swing', or 'missile', display the
 
    weapon sprite?
 
 
</pre>
 
</pre>
  
Line 1,297: Line 1,355:
  
 
<pre>
 
<pre>
MOTION: Motion Type
+
MECH: Multipliers
- Causes the unit(s) to play the selected motion.
+
- Changes the multipliers for the current action.
 +
- You may use JavaScript code for any of these.
  
   Targets:
+
   Critical Hit%:
  - Select which unit(s) to perform a motion.
 
  
  Motion Type:
+
    Rate:
  - Play this motion for the unit(s).
+
    - Affects chance to land a critical hit by this multiplier.
  
  Show Weapon?:
+
    Flat:
  - If using 'attack', 'thrust', 'swing', or 'missile', display the
+
    - Affects chance to land a critical hit by this flat bonus.
    weapon sprite?
 
</pre>
 
  
---
+
  Critical Damage
  
<pre>
+
    Rate:
MOTION: Perform Action
+
    - Affects critical damage by this multiplier.
- Causes the unit(s) to play the proper motion based on the current action.
 
  
  Targets:
+
    Flat:
  - Select which unit(s) to perform a motion.
+
    - Affects critical damage by this flat bonus.
</pre>
 
  
---
+
  Damage/Healing
  
<pre>
+
    Rate:
MOTION: Refresh Motion
+
    - Sets the damage/healing multiplier for current action.
- Cancels any set motions unit(s) has to do and use their most natural
 
  motion at the moment.
 
  
   Targets:
+
    Flat:
  - Select which unit(s) to refresh their motion state.
+
    - 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.
 
</pre>
 
</pre>
  
Line 1,335: Line 1,395:
  
 
<pre>
 
<pre>
MOTION: Wait By Motion Frame
+
MECH: Once Parallel
- Creates a wait equal to the number of motion frames passing.
+
- Plays a Common Event parallel to the battle event once without repeating
- Time is based on Plugin Parameters => Actors => Motion Speed.
+
  itself when done.
  
   Motion Frames to Wait?:
+
   Common Event ID:
   - Each "frame" is equal to the value found in
+
   - The ID of the parallel Common Event to play.
    Plugin Parameters => Actors => Motion Speed
+
  - Does NOT repeat itself when finished.
 +
  - When exiting battle scene, all Once Parallels are cleared.
 +
  - Once Parallels are not retained upon reentering the scene.
 +
  - Once Parallels are not stored in memory and cannot be saved.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Movement ===
+
<pre>
 +
MECH: OTB Order
 +
- Alters the OTB Turn Order. Best used with single targets.
 +
- Requires VisuMZ_2_BattleSystemOTB!
 +
 
 +
  Targets:
 +
  - Select unit(s) to alter the OTB Turn Order for.
 +
 
 +
  Current Turn By:
 +
  - Changes turn order for target(s) by this amount.
 +
  - Positive increases wait. Negative decreases wait.
  
[[File:BattleCoreActSeqSet.gif]]
+
  Next Turn By:
 +
  - Changes turn order for target(s) by this amount.
 +
  - Positive increases wait. Negative decreases wait.
  
These Action Sequences allow you the ability to control the sprites of
+
  Follow Turn By:
actors and enemies in battle.
+
  - Changes turn order for target(s) by this amount.
 +
  - Positive increases wait. Negative decreases wait.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
MOVE: Battle Step
+
MECH: PTB Alter Cost
- Causes the unit(s) to move forward past their home position to prepare
+
- Alters the action's cost settings.
   for action.
+
- Requires VisuMZ_2_BattleSystemPTB!
 +
 
 +
  Override?:
 +
   - Overrides any 'permanent' settings for Changeability?
 +
 
 +
  Alter Changeability:
 +
  - Allow the cost type and value to be changeable?
  
   Targets:
+
   Alter Cost Type:
   - Select which unit(s) to move.
+
   - Change the cost type to this scenario.
 +
  - Use 'Unchanged' for no changes.
  
   Wait For Movement?:
+
   Alter Cost Value:
   - Wait for movement to complete before performing next command?
+
   - What is the default action cost for this scenario?
 
</pre>
 
</pre>
  
Line 1,370: Line 1,454:
  
 
<pre>
 
<pre>
MOVE: Face Direction
+
MECH: PTB Conversion
- Causes the unit(s) to face forward or backward.
+
- Converts full actions into half actions.
- Sideview-only!
+
- Requires VisuMZ_2_BattleSystemPTB!
  
   Targets:
+
   Conversion Count:
   - Select which unit(s) to change direction.
+
   - Converts full actions into half actions.
 
+
   - If not enough, consume half actions.
  Direction:
 
   - Select which direction to face.
 
 
</pre>
 
</pre>
  
Line 1,384: Line 1,466:
  
 
<pre>
 
<pre>
MOVE: Face Point
+
MECH: PTB Full/Half Action(s)
- Causes the unit(s) to face a point on the screen.
+
- Alters the subject team's available Full/Half Actions.
- Sideview-only!
+
- Requires VisuMZ_2_BattleSystemPTB!
  
   Targets:
+
   Full Actions:
   - Select which unit(s) to change direction.
+
   - Alters the subject team's available Full Actions.
 +
  - Positive for gaining. Negative for losing.
  
   Point:
+
   Half Actions:
   - Select which point to face.
+
   - Alters the subject team's available Half Actions.
    - Home
+
   - Positive for gaining. Negative for losing.
    - Center
 
    - Point X, Y
 
      - Replace 'x' and 'y' with coordinates
 
 
 
  Face Away From?:
 
   - Face away from the point instead?
 
 
</pre>
 
</pre>
  
Line 1,405: Line 1,482:
  
 
<pre>
 
<pre>
MOVE: Face Target(s)
+
MECH: Remove Buff/Debuff
- Causes the unit(s) to face other targets on the screen.
+
- Removes buff(s)/debuff(s) from unit(s).
- Sideview-only!
+
- Determine which parameters are removed.
  
   Targets (facing):
+
   Targets:
   - Select which unit(s) to change direction.
+
   - Select unit(s) to have the buff(s) and/or debuff(s) removed.
  
   Targets (destination):
+
   Buff Parameters:
   - Select which unit(s) for the turning unit(s) to face.
+
   - Select which buffed parameter(s) to remove.
  
   Face Away From?:
+
   Debuff Parameters:
   - Face away from the unit(s) instead?
+
   - Select which debuffed parameter(s) to remove.
 
</pre>
 
</pre>
  
Line 1,422: Line 1,499:
  
 
<pre>
 
<pre>
MOVE: Float
+
MECH: Remove State
- Causes the unit(s) to float above the ground.
+
- Remove state(s) from unit(s).
- Sideview-only!
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to make float.
+
   - Select unit(s) to have states removed from.
  
   Desired Height:
+
   States:
  - Vertical distance to float upward.
+
   - Select which state ID(s) to remove from unit(s).
  - You may use JavaScript code.
+
   - Insert multiple state ID's to remove multiple at once.
 
 
  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?
 
 
</pre>
 
</pre>
  
Line 1,447: Line 1,513:
  
 
<pre>
 
<pre>
MOVE: Home Reset
+
MECH: State Turns Change By
- Causes the unit(s) to move back to their home position(s) and face back to
+
- Changes target(s) state turns by an amount.
  their original direction(s).
+
- Requires VisuMZ_1_SkillsStatesCore!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select unit(s) to affect state turns for.
 +
 
 +
  State ID:
 +
  - What is the ID of the state you wish to change turns for?
 +
  - Only works on states that can have turns.
 +
 
 +
  Change Turns By:
 +
  - How many turns should the state be changed to?
 +
  - You may use JavaScript code.
  
   Wait For Movement?:
+
   Auto-Add State?:
   - Wait for movement to complete before performing next command?
+
   - Automatically adds state if actor(s) does not have it applied?
 
</pre>
 
</pre>
  
Line 1,461: Line 1,535:
  
 
<pre>
 
<pre>
MOVE: Jump
+
MECH: State Turns Change To
- Causes the unit(s) to jump into the air.
+
- Changes target(s) state turns to a specific value.
- Sideview-only!
+
- Requires VisuMZ_1_SkillsStatesCore!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to make jump.
+
   - Select unit(s) to affect state turns for.
 +
 
 +
  State ID:
 +
  - What is the ID of the state you wish to change turns for?
 +
  - Only works on states that can have turns.
  
   Desired Height:
+
   Change Turns To:
   - Max jump height to go above the ground
+
   - How many turns should the state be changed to?
 
   - You may use JavaScript code.
 
   - You may use JavaScript code.
  
   Duration:
+
   Auto-Add State?:
  - Duration in frames for total jump amount.
+
   - Automatically adds state if target(s) does not have it applied?
 
+
</pre>
  Wait For Jump?:
 
   - Wait for jumping to complete before performing next command?
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
MOVE: Move Distance
+
MECH: STB Exploit Effect
- Moves unit(s) by a distance from their current position(s).
+
- Utilize the STB Exploitation mechanics!
- Sideview-only!
+
- Requires VisuMZ_2_BattleSystemSTB!
  
   Targets:
+
   Target(s) Exploited?:
   - Select which unit(s) to move.
+
   - Exploit the below targets?
  
  Distance Adjustment:
+
    Targets:
  - Makes adjustments to distance values to determine which direction to
+
    - Select unit(s) to become exploited.
    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:
+
     Force Exploitation:
    - Horizontal distance to move.
+
     - Force the exploited status?
     - You may use JavaScript code.
 
  
    Distance: Y:
+
  User Exploiter?:
    - Vertical distance to move.
+
  - Allow the user to become the exploiter?
    - You may use JavaScript code.
 
  
  Duration:
+
    Force Exploitation:
  - Duration in frames for total movement amount.
+
    - Force the exploiter status?
 +
</pre>
  
  Face Destination?:
+
---
  - Turn and face the destination?
 
  
   Movement Easing:
+
<pre>
   - Select which easing type you wish to apply.
+
MECH: STB Extra Action
   - Requires VisuMZ_0_CoreEngine.
+
- Adds an extra action for the currently active battler.
 +
- Requires VisuMZ_2_BattleSystemSTB!
 +
 
 +
   Extra Actions:
 +
   - How many extra actions should the active battler gain?
 +
   - You may use JavaScript code.
 +
</pre>
 +
 
 +
---
  
  Movement Motion:
+
<pre>
  - Play this motion for the unit(s).
+
MECH: STB Remove Excess Actions
 +
- Removes excess actions from the active battler.
 +
- Requires VisuMZ_2_BattleSystemSTB!
  
   Wait For Movement?:
+
   Remove Actions:
   - Wait for movement to complete before performing next command?
+
   - How many actions to remove from the active battler?
 +
  - You may use JavaScript code.
 
</pre>
 
</pre>
  
Line 1,525: Line 1,604:
  
 
<pre>
 
<pre>
MOVE: Move To Point
+
MECH: Swap Weapon
- Moves unit(s) to a designated point on the screen.
+
- Causes the unit(s) to swap their weapon for another.
- Sideview-only! Points based off Graphics.boxWidth/Height.
+
- Requires VisuMZ_2_WeaponSwapSystem!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select unit(s) to swap weapons for.
  
   Destination Point:
+
   Weapon Type ID:
   - Select which point to face.
+
   - Which weapon type to swap to?
    - Home
+
  - This is NOT the weapon's ID.
    - Center
+
  - It's the weapon TYPE.
    - Point X, Y
+
</pre>
      - Replace 'x' and 'y' with coordinates
 
  
  Offset Adjustment:
+
---
  - Makes adjustments to offset values to determine which direction to
 
    adjust the destination by.
 
  
    Offset: X:
+
<pre>
    - Horizontal offset to move.
+
MECH: Text Popup
    - You may use JavaScript code.
+
- Causes the unit(s) to display a text popup.
  
    Offset: Y:
+
  Targets:
    - Vertical offset to move.
+
  - Select unit(s) to prompt a text popup.
    - You may use JavaScript code.
 
  
   Duration:
+
   Text:
   - Duration in frames for total movement amount.
+
   - What text do you wish to display?
  
   Face Destination?:
+
   Text Color:
   - Turn and face the destination?
+
   - Use #rrggbb for custom colors or regular numbers for text colors from
 +
    the Window Skin.
  
   Movement Easing:
+
   Flash Color:
   - Select which easing type you wish to apply.
+
   - Adjust the popup's flash color.
   - Requires VisuMZ_0_CoreEngine.
+
   - Format: [red, green, blue, alpha]
  
   Movement Motion:
+
   Flash Duration:
   - Play this motion for the unit(s).
+
   - What is the frame duration of the flash effect?
 +
</pre>
  
  Wait For Movement?:
+
---
  - Wait for movement to complete before performing next command?
 
</pre>
 
  
---
+
<pre>
 +
MECH: Variable Popup
 +
- Causes the unit(s) to display a popup using the data stored inside
 +
  a variable.
  
<pre>
+
  Targets:
MOVE: Move To Target(s)
+
  - Select unit(s) to prompt a text popup.
- Moves unit(s) to another unit(s) on the battle field.
 
- Sideview-only!
 
  
   Targets (Moving):
+
   Variable:
   - Select which unit(s) to move.
+
   - Get data from which variable to display as a popup?
  
   Targets (Destination):
+
   Digit Grouping:
   - Select which unit(s) to move to.
+
   - Use digit grouping to separate numbers?
 +
  - Requires VisuMZ_0_CoreEngine!
  
    Target Location:
+
  Text Color:
     - Select which part target group to move to.
+
  - Use #rrggbb for custom colors or regular numbers for text colors from
      - front head
+
     the Window Skin.
      - front center
 
      - front base
 
      - middle head
 
      - middle center
 
      - middle base
 
      - back head
 
      - back center
 
      - back base
 
  
    Melee Distance:
+
  Flash Color:
    - The melee distance away from the target location in addition to the
+
  - Adjust the popup's flash color.
      battler's width.
+
  - Format: [red, green, blue, alpha]
  
   Offset Adjustment:
+
   Flash Duration:
   - Makes adjustments to offset values to determine which direction to
+
   - What is the frame duration of the flash effect?
    adjust the destination by.
+
</pre>
  
    Offset: X:
+
---
    - Horizontal offset to move.
 
    - You may use JavaScript code.
 
  
    Offset: Y:
+
<pre>
    - Vertical offset to move.
+
MECH: Wait For Effect
    - You may use JavaScript code.
+
- Waits for the effects to complete before performing next command.
 +
</pre>
  
  Duration:
+
---
  - Duration in frames for total movement amount.
+
 
 +
=== Action Sequences - Motion ===
 +
 
 +
[[File:BattleCoreActSeqSet.gif]]
  
  Face Destination?:
+
These Action Sequences allow you the ability to control the motions of
  - Turn and face the destination?
+
sideview sprites.
  
  Movement Easing:
+
---
  - Select which easing type you wish to apply.
 
  - Requires VisuMZ_0_CoreEngine.
 
  
  Movement Motion:
+
<pre>
  - Play this motion for the unit(s).
+
MOTION: Clear Freeze Frame
 +
- Clears any freeze frames from the unit(s).
  
   Wait For Movement?:
+
   Targets:
   - Wait for movement to complete before performing next command?
+
   - Select which unit(s) to clear freeze frames for.
 
</pre>
 
</pre>
  
Line 1,629: Line 1,699:
  
 
<pre>
 
<pre>
MOVE: Opacity
+
MOTION: Freeze Motion Frame
- Causes the unit(s) to change opacity.
+
- Forces a freeze frame instantly at the selected motion.
- Sideview-only!
+
- Automatically clears with a new motion.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change opacity.
+
   - Select which unit(s) to freeze motions for.
  
   Desired Opacity:
+
   Motion Type:
   - Change to this opacity value.
+
   - Freeze this motion for the unit(s).
  - You may use JavaScript code.
 
  
   Duration:
+
   Frame Index:
   - Duration in frames for opacity change.
+
   - Which frame do you want to freeze the motion on?
 +
  - Frame index values start at 0.
  
   Opacity Easing:
+
   Show Weapon?:
   - Select which easing type you wish to apply.
+
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
  - Requires VisuMZ_0_CoreEngine.
+
    weapon sprite?
 
 
  Wait For Opacity?:
 
  - Wait for opacity changes to complete before performing next command?
 
 
</pre>
 
</pre>
  
 
---
 
---
 
[[File:ActSeqGrowShrink.gif]]
 
  
 
<pre>
 
<pre>
MOVE: Scale/Grow/Shrink
+
MOTION: Motion Type
- Causes the unit(s) to scale, grow, or shrink?.
+
- Causes the unit(s) to play the selected motion.
- Sideview-only!
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change the scale of.
+
   - Select which unit(s) to perform a motion.
  
   Scale X:
+
   Motion Type:
  Scale Y:
+
   - Play this motion for the unit(s).
  - What target scale value do you want?
 
   - 1.0 is normal size.
 
  
   Duration:
+
   Show Weapon?:
   - Duration in frames to scale for.
+
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
 
+
    weapon sprite?
  Scale Easing:
 
  - Select which easing type you wish to apply.
 
  - Requires VisuMZ_0_CoreEngine.
 
 
 
  Wait For Scale?:
 
  - Wait for scaling to complete before performing next command?
 
 
</pre>
 
</pre>
  
 
---
 
---
 
[[File:ActSeqSkew.gif]]
 
  
 
<pre>
 
<pre>
MOVE: Skew/Distort
+
MOTION: Perform Action
- Causes the unit(s) to skew.
+
- Causes the unit(s) to play the proper motion based on the current action.
- Sideview-only!
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to skew.
+
   - Select which unit(s) to perform a motion.
 +
</pre>
  
  Skew X:
+
---
  Skew Y:
 
  - What variance to skew?
 
  - Use small values for the best results.
 
  
  Duration:
+
<pre>
  - Duration in frames to skew for.
+
MOTION: Refresh Motion
 +
- Cancels any set motions unit(s) has to do and use their most natural
 +
  motion at the moment.
  
   Skew Easing:
+
   Targets:
   - Select which easing type you wish to apply.
+
   - Select which unit(s) to refresh their motion state.
  - Requires VisuMZ_0_CoreEngine.
 
 
 
  Wait For Skew?:
 
  - Wait for skew to complete before performing next command?
 
 
</pre>
 
</pre>
  
 
---
 
---
 
[[File:ActSeqSpin.gif]]
 
  
 
<pre>
 
<pre>
MOVE: Spin/Rotate
+
MOTION: Wait By Motion Frame
- Causes the unit(s) to spin.
+
- Creates a wait equal to the number of motion frames passing.
- Sideview-only!
+
- Time is based on Plugin Parameters => Actors => Motion Speed.
  
   Targets:
+
   Motion Frames to Wait?:
   - Select which unit(s) to spin.
+
   - Each "frame" is equal to the value found in
 +
    Plugin Parameters => Actors => Motion Speed
 +
</pre>
  
  Angle:
+
---
  - How many degrees to spin?
 
  
  Duration:
+
=== Action Sequences - Movement ===
  - Duration in frames to spin for.
 
  
  Spin Easing:
+
[[File:BattleCoreActSeqSet.gif]]
  - Select which easing type you wish to apply.
 
  - Requires VisuMZ_0_CoreEngine.
 
  
  Revert Angle on Finish:
+
These Action Sequences allow you the ability to control the sprites of
  - Upon finishing the spin, revert the angle back to 0.
+
actors and enemies in battle.
 
 
  Wait For Spin?:
 
  - Wait for spin to complete before performing next command?
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
MOVE: Wait For Float
+
MOVE: Battle Step
- Waits for floating to complete before performing next command.
+
- 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?
 
</pre>
 
</pre>
  
Line 1,746: Line 1,794:
  
 
<pre>
 
<pre>
MOVE: Wait For Jump
+
MOVE: Change Home By Distance
- Waits for jumping to complete before performing next command.
+
- Change unit(s)'s home position by a distance from their current home
</pre>
+
  position(s).
 +
- Sideview-only!
  
---
+
  Targets:
 +
  - Select which unit(s) to change home position(s) for.
  
<pre>
+
  Distance Adjustment:
MOVE: Wait For Movement
+
  - Makes adjustments to distance values to determine which direction to
- Waits for movement to complete before performing next command.
+
    change by.
</pre>
+
    - 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.
  
<pre>
+
    Distance: Y:
MOVE: Wait For Opacity
+
    - Vertical distance to move.
- Waits for opacity changes to complete before performing next command.
+
    - You may use JavaScript code.
</pre>
 
  
---
+
  Duration:
 +
  - Duration in frames for total change amount.
  
<pre>
+
  Face Destination?:
MOVE: Wait For Scale
+
  - Turn and face the destination?
- Waits for scaling to complete before performing next command.
+
 
</pre>
+
  Movement Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
---
+
  Movement Motion:
 +
  - Play this motion for the unit(s).
  
<pre>
+
  Wait For Movement?:
MOVE: Wait For Skew
+
  - Wait for movement to complete before performing next command?
- Waits for skewing to complete before performing next command.
 
 
</pre>
 
</pre>
  
Line 1,781: Line 1,838:
  
 
<pre>
 
<pre>
MOVE: Wait For Spin
+
MOVE: Change Home To JS Coordinates
- Waits for spinning to complete before performing next command.
+
- Change home position(s) to specified JS Coordinates.
</pre>
+
- Sideview-only! Uses JavaScript!
  
---
+
  Targets:
 +
  - Select which unit(s) to change home position(s) for.
  
=== Action Sequences - Skew (Camera) ===
+
  JS: Coordinates:
 +
  - Code used to determine the coordinates for the target(s)'s new home
 +
    position.
  
[[File:VisuMZ_ActSeqCamera_Skew.gif]]
+
  Offset Adjustment:
 +
  - Makes adjustments to offset values to determine which direction to
 +
    adjust the destination by.
  
These action sequences allow you to have control over the camera skew.
+
    Offset: X:
Requires VisuMZ_3_ActSeqCamera!
+
    - Horizontal offset to move.
 +
    - You may use JavaScript code.
  
---
+
    Offset: Y:
 +
    - Vertical offset to move.
 +
    - You may use JavaScript code.
  
<pre>
+
  Duration:
SKEW: Change Skew
+
  - Duration in frames for total change amount.
- Changes the camera skew.
 
- Requires VisuMZ_3_ActSeqCamera!
 
  
   Skew X:
+
   Face Destination?:
   - Change the camera skew X to this value.
+
   - Turn and face the destination?
  
   Skew Y:
+
   Movement Easing:
  - Change the camera skew Y to this value.
 
 
 
  Duration:
 
  - Duration in frames to change camera skew.
 
 
 
  Skew Easing:
 
 
   - Select which easing type you wish to apply.
 
   - Select which easing type you wish to apply.
 
   - Requires VisuMZ_0_CoreEngine.
 
   - Requires VisuMZ_0_CoreEngine.
  
   Wait For Skew?:
+
  Movement Motion:
   - Wait for skew changes to complete before performing next command?
+
  - Play this motion for the unit(s).
 +
 
 +
   Wait For Movement?:
 +
   - Wait for movement to complete before performing next command?
 
</pre>
 
</pre>
  
Line 1,821: Line 1,881:
  
 
<pre>
 
<pre>
SKEW: Reset Skew
+
MOVE: Change Home To Point
- Reset any skew settings.
+
- Change home position(s) to a target point on the screen.
- Requires VisuMZ_3_ActSeqCamera!
+
- Sideview-only! Points based off Graphics.boxWidth/Height.
 +
 
 +
  Targets:
 +
  - Select which unit(s) to change home position(s) for.
 +
 
 +
  Destination Point:
 +
  - Select which point to face.
 +
    - 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:
   - Duration in frames to reset camera skew.
+
   - Duration in frames for total change amount.
 +
 
 +
  Face Destination?:
 +
  - Turn and face the destination?
  
   Skew Easing:
+
   Movement Easing:
 
   - Select which easing type you wish to apply.
 
   - Select which easing type you wish to apply.
 
   - Requires VisuMZ_0_CoreEngine.
 
   - Requires VisuMZ_0_CoreEngine.
  
   Wait For Skew?:
+
  Movement Motion:
   - Wait for skew changes to complete before performing next command?
+
  - Play this motion for the unit(s).
 +
 
 +
   Wait For Movement?:
 +
   - Wait for movement to complete before performing next command?
 
</pre>
 
</pre>
  
Line 1,839: Line 1,926:
  
 
<pre>
 
<pre>
SKEW: Wait For Skew
+
MOVE: Change Home To Target(s)
- Waits for skew changes to complete before performing next command.
+
- Moves unit(s) to another unit(s) on the battle field.
- Requires VisuMZ_3_ActSeqCamera!
+
- Sideview-only!
</pre>
 
  
---
+
  Targets (Moving):
 +
  - Select which unit(s) to change home position(s) for.
  
=== Action Sequences - Target ===
+
  Targets (Destination):
 +
  - Select which unit(s) to change home position to.
  
[[File:BattleCoreActSeq.png|400px]]
+
    Target Location:
 +
    - Select which part target group to change home position to.
 +
      - front head
 +
      - front center
 +
      - front base
 +
      - middle head
 +
      - middle center
 +
      - middle base
 +
      - back head
 +
      - back center
 +
      - back base
  
If using a manual target by target Action Sequence, these commands will give
+
    Melee Distance:
you full control over its usage.
+
    - 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.
  
<pre>
+
    Offset: X:
TARGET: Current Index
+
    - Horizontal offset to move.
- Sets the current index to this value.
+
    - You may use JavaScript code.
- Then decide to jump to a label (optional).
 
  
  Set Index To:
+
    Offset: Y:
  - Sets current targeting index to this value.
+
    - Vertical offset to move.
  - 0 is the starting index of a target group.
+
    - You may use JavaScript code.
  
   Jump To Label:
+
   Duration:
   - If a target is found after the index change, jump to this label in the
+
   - Duration in frames for total change amount.
    Common Event.
 
</pre>
 
  
---
+
  Face Destination?:
 +
  - Turn and face the destination?
  
<pre>
+
  Movement Easing:
TARGET: Next Target
+
  - Select which easing type you wish to apply.
- Moves index forward by 1 to select a new current target.
+
  - Requires VisuMZ_0_CoreEngine.
- Then decide to jump to a label (optional).
+
 
 +
  Movement Motion:
 +
  - Play this motion for the unit(s).
  
   Jump To Label:
+
   Wait For Movement?:
   - If a target is found after the index change, jump to this label in the
+
   - Wait for movement to complete before performing next command?
    Common Event.
 
 
</pre>
 
</pre>
  
Line 1,884: Line 1,984:
  
 
<pre>
 
<pre>
TARGET: Previous Target
+
MOVE: Face Direction
- Moves index backward by 1 to select a new current target.
+
- Causes the unit(s) to face forward or backward.
- Then decide to jump to a label (optional).
+
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to change direction.
  
   Jump To Label:
+
   Direction:
   - If a target is found after the index change, jump to this label in the
+
   - Select which direction to face.
    Common Event.
 
 
</pre>
 
</pre>
  
Line 1,896: Line 1,998:
  
 
<pre>
 
<pre>
TARGET: Random Target
+
MOVE: Face JS Coordinates
- Sets index randomly to determine new currernt target.
+
- Causes the unit(s) to face specified JS Coordinates.
- Then decide to jump to a label (optional).
+
- Sideview-only! Uses JavaScript!
  
   Force Random?:
+
   Targets:
   - Index cannot be its previous index amount after random.
+
  - Select which unit(s) to change direction.
 +
 
 +
  JS: Coordinates:
 +
  - Code used to determine the coordinates for the target(s) to face
 +
    towards.
 +
 
 +
  Face Away From?:
 +
   - Face away from the point instead?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
  
   Jump To Label:
+
---
   - If a target is found after the index change, jump to this label in the
+
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Move To JS Coordinates
 +
- Moves unit(s) to specified JS Coordinates.
 +
- Sideview-only! Uses JavaScript!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to move.
 +
 
 +
  JS: Coordinates:
 +
  - Code used to determine the coordinates for the target(s) to move to.
 +
 
 +
  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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
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?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Opacity
 +
- Causes the unit(s) to change opacity.
 +
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to change opacity.
 +
 
 +
  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?
 +
</pre>
 +
 
 +
---
 +
 
 +
[[File:ActSeqGrowShrink.gif]]
 +
 
 +
<pre>
 +
MOVE: Scale/Grow/Shrink
 +
- Causes the unit(s) to scale, grow, or shrink?.
 +
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to change the scale of.
 +
 
 +
  Scale X:
 +
  Scale Y:
 +
  - What target scale value do you want?
 +
  - 1.0 is normal size.
 +
 
 +
  Duration:
 +
  - Duration in frames to scale for.
 +
 
 +
  Scale Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Wait For Scale?:
 +
  - Wait for scaling to complete before performing next command?
 +
</pre>
 +
 
 +
---
 +
 
 +
[[File:ActSeqSkew.gif]]
 +
 
 +
<pre>
 +
MOVE: Skew/Distort
 +
- Causes the unit(s) to skew.
 +
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to skew.
 +
 
 +
  Skew X:
 +
  Skew Y:
 +
  - What variance to skew?
 +
  - Use small values for the best results.
 +
 
 +
  Duration:
 +
  - Duration in frames to skew for.
 +
 
 +
  Skew Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Wait For Skew?:
 +
  - Wait for skew to complete before performing next command?
 +
</pre>
 +
 
 +
---
 +
 
 +
[[File:ActSeqSpin.gif]]
 +
 
 +
<pre>
 +
MOVE: Spin/Rotate
 +
- Causes the unit(s) to spin.
 +
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to spin.
 +
 
 +
  Angle:
 +
  - How many degrees to spin?
 +
 
 +
  Duration:
 +
  - Duration in frames to spin for.
 +
 
 +
  Spin Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Revert Angle on Finish:
 +
  - Upon finishing the spin, revert the angle back to 0.
 +
 
 +
  Wait For Spin?:
 +
  - Wait for spin to complete before performing next command?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Float
 +
- Waits for floating to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Jump
 +
- Waits for jumping to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Movement
 +
- Waits for movement to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Opacity
 +
- Waits for opacity changes to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Scale
 +
- Waits for scaling to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Skew
 +
- Waits for skewing to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
MOVE: Wait For Spin
 +
- Waits for spinning to complete before performing next command.
 +
</pre>
 +
 
 +
---
 +
 
 +
{{VisuMZ Action Sequence Projectiles Plugin Commands}}
 +
 
 +
=== Action Sequences - Skew (Camera) ===
 +
 
 +
[[File:VisuMZ_ActSeqCamera_Skew.gif]]
 +
 
 +
These action sequences allow you to have control over the camera skew.
 +
Requires VisuMZ_3_ActSeqCamera!
 +
 
 +
---
 +
 
 +
<pre>
 +
SKEW: Change Skew
 +
- Changes the camera skew.
 +
- Requires VisuMZ_3_ActSeqCamera!
 +
 
 +
  Skew X:
 +
  - Change the camera skew X to this value.
 +
 
 +
  Skew Y:
 +
  - Change the camera skew Y to this value.
 +
 
 +
  Duration:
 +
  - Duration in frames to change camera skew.
 +
 
 +
  Skew Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Wait For Skew?:
 +
  - Wait for skew changes to complete before performing next command?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
SKEW: Reset Skew
 +
- Reset any skew settings.
 +
- Requires VisuMZ_3_ActSeqCamera!
 +
 
 +
  Duration:
 +
  - Duration in frames to reset camera skew.
 +
 
 +
  Skew Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Wait For Skew?:
 +
  - Wait for skew changes to complete before performing next command?
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
SKEW: Wait For Skew
 +
- Waits for skew changes to complete before performing next command.
 +
- Requires VisuMZ_3_ActSeqCamera!
 +
</pre>
 +
 
 +
---
 +
 
 +
=== Action Sequences - Target ===
 +
 
 +
[[File:BattleCoreTargetActSeq.png]]
 +
 
 +
If using a manual target by target Action Sequence, these commands will give
 +
you full control over its usage.
 +
 
 +
Refer to the image above for reference on how this works.
 +
 
 +
---
 +
 
 +
<pre>
 +
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.
 
     Common Event.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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.
 +
</pre>
 +
 +
---
 +
 +
=== Action Sequences - Voice ===
 +
 +
[[File:VisuMZ.131.jpg|600px]]
 +
 +
---
 +
 +
<pre>
 +
VOICE: Common Line
 +
- Plays a common voice line from target battler(s).
 +
- Requires VisuMZ_3_BattleVoices!
 +
 +
  Speaker Target(s):
 +
  - Select unit(s) to play voice lines from.
 +
 +
  Voice Line:
 +
  - What voice line do you wish to play?
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
VOICE: Play Special Line
 +
- Plays a special voice line from target battler(s).
 +
- Requires VisuMZ_3_BattleVoices!
 +
 +
  Speaker Target(s):
 +
  - Select unit(s) to play voice lines from.
 +
 +
  Voice Line Type:
 +
  - What voice line type do you wish to play?
 +
    - Action Name
 +
    - Chant Line
 +
    - Item Name
 +
    - Skill Name
 +
    - Spell Name
 +
    - Unique Lines
 +
 +
  Name / Letter:
 +
  - What voice letter/name do you want to play?
 +
</pre>
 +
 +
---
 +
 +
=== Action Sequences - Weapon ===
 +
 +
[[File:BattleCore_DualWield.gif]]
 +
 +
Allows for finer control over Dual/Multi Wielding actors.
 +
 +
Only works for Actors.
 +
 +
---
 +
 +
<pre>
 +
WEAPON: Clear Weapon Slot
 +
- Clears the active weapon slot (making others valid again).
 +
- Only works for Actors.
 +
 +
  Targets:
 +
  - Select unit(s) to clear the active weapon slot for.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
WEAPON: Next Weapon Slot
 +
- Goes to next active weapon slot (making others invalid).
 +
- If next slot is weaponless, don't label jump.
 +
 +
  Targets:
 +
  - Select unit(s) to change the next active weapon slot for.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
WEAPON: Set Weapon Slot
 +
- Sets the active weapon slot (making others invalid).
 +
- Only works for Actors.
 +
 +
  Targets:
 +
  - Select unit(s) to change the active weapon slot for.
 +
 +
  Weapon Slot ID:
 +
  - Select weapon slot to make active (making others invalid).
 +
  - Use 0 to clear and normalize. You may use JavaScript code.
 
</pre>
 
</pre>
  

Latest revision as of 17:28, 17 September 2024


BattleCoreActSeq.png

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:

---

BattleCorePentaSlash.gif

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

BattleCoreActSeqSet.gif

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.

  Dual/Multi Wield?
  - Add times struck based on weapon quantity equipped?

  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.

  Dual/Multi Wield?
  - Add times struck based on weapon quantity equipped?

  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.

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

---

Action Sequences - Angle (Camera)

VisuMZ ActSeqCamera Angle.gif

These action sequences allow you to have control over the camera angle. Requires VisuMZ_3_ActSeqCamera!

---

ANGLE: Change Angle
- Changes the camera angle.
- Requires VisuMZ_3_ActSeqCamera!

  Angle:
  - Change the camera angle to this many degrees.

  Duration:
  - Duration in frames to change camera angle.

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

  Wait For Angle?:
  - Wait for angle changes to complete before performing next command?

---

ANGLE: Reset Angle
- Reset any angle settings.
- Requires VisuMZ_3_ActSeqCamera!

  Duration:
  - Duration in frames to reset camera angle.

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

  Wait For Angle?:
  - Wait for angle changes to complete before performing next command?

---

ANGLE: Wait For Angle
- Waits for angle changes to complete before performing next command.
- Requires VisuMZ_3_ActSeqCamera!

---

Action Sequences - Animations

BattleCoreCastAni.gif

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: Attack Animation 2+
- Plays the animation associated with the user's other weapons.
- Plays nothing if there is no other weapon equipped.

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

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

  Mirror Animation:
  - Mirror the animation?

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

---

BattleCore Update132 Preview.png

ANIM: Balloon Animation
- Plays a balloon animation on target(s).

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

  Balloon Type:
  - What kind of balloon should be played on target(s)?

  Wait for Completion:
  - Wait for balloon animation completion before continuing?

---

ANIM: Balloon Icon (Single)
- Plays a balloon animation using an icon on target(s).
- Requires VisuMZ_4_IconBalloons!

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

  Icon Index:
  - Insert the ID of the icon to show.
  - Tip: Right click > Insert Icon Index

  Wait for Completion:
  - Wait for balloon animation completion before continuing?

---

ANIM: Balloon Icon (Range)
- Plays a balloon animation an icon range on target(s).
- Requires VisuMZ_4_IconBalloons!

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

  Starting Icon Index:
  - Insert the ID of the icon to show.
  - Tip: Right click > Insert Icon Index

  Ending Icon Index:
  - Insert the ID of the icon to show.
  - Tip: Right click > Insert Icon Index

  Wait for Completion:
  - Wait for balloon animation completion before continuing?

---

ANIM: Balloon Icon (Specific)
- Plays a balloon animation with specific icons on target(s).
- Requires VisuMZ_4_IconBalloons!

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

  Icons:
  - Insert the ID(s) of the icon to show.
  - Tip: Right click > Insert Icon Index

  Wait for Completion:
  - Wait for balloon animation completion before continuing?

---

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: Change Battle Portrait (JS)
- Changes the battle portrait of the actor through JavaScript.
- Can be used outside of battle/action sequences.

  JS: Actor ID:
  - Enter which Actor ID to affect.
  - Uses JavaScript code.

  JS: Filename:
  - Enter the filename you wish to use.
  - Uses JavaScript code.

---

ANIM: Guard Animation
- Plays the animation associated with the user's guard action (if any).

  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: Item Animation
- Plays the animation associated with a specific item.

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

  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?

---

CoreEngine PointAni.gif

ANIM: Play at Coordinate
- Plays an animation on the screen at a specific x, y coordinate.
- Requires VisuMZ_0_CoreEngine!

  Animation ID:
  - Plays this animation.

  Coordinates:

    X:
    Y:
    - X/Y coordinate used for the animation.
      You may use JavaScript code.

  Mirror Animation?:
  - Mirror the animation?

  Mute Animation?:
  - Mute the animation?

  Wait for Completion?:
  - Wait the animation to finish before continuing?

---

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: Show Animation JS
- Plays the a specific animation on unit(s).
- Uses JavaScript to determine animation ID.

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

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

  Mirror Animation:
  - Mirror the animation?

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

---

ANIM: Skill Animation
- Plays the animation associated with a specific skill.

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

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

---

Action Sequences - Battle Log

BattleCoreBattleLog.png

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.

  Copy to Combat Log?:
  - Copies text to the Combat Log.
  - Requires VisuMZ_4_CombatLog

    Combat Log Icon:
    - What icon would you like to bind to this entry?
    - Requires VisuMZ_4_CombatLog

---

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

VisuMZ ActSeqCamera Pan.gif

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

DragonbonesBattler.gif

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

Elements.png

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 - Grid

These Action Sequences are Battle Grid System-related. Requires VisuMZ_2_BattleGridSystem!

---

BattleGridSystem SelectNode.gif

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

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

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

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

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

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

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

---

BattleGridSystem NodePassives.gif

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

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

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

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

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

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

---

BattleGridSystem NodeTraps.gif

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

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

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

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

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

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

---

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

  JS: Skill ID:
  - Use JavaScript to determine what skill ID to add to this node.

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

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

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

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

---

BattleGridSystem SelectNode.gif

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

  Animation ID:
  - Play this animation at target node.

    Mirror?:
    - Mirror this animation?

    Mute?:
    - Mute this animation?

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

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

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

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

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

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

---

BattleGridSystem SelectNode.gif

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

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

    Mirror?:
    - Mirror this animation?

    Mute?:
    - Mute this animation?

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

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

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

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

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

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

---

BattleGridSystem SelectNode.gif

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

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

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

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

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

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

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

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

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

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

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

---

BattleGridSystem Knockback.gif

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

  Targets:
  - Select unit(s) to move.

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

    Direction:
    - Select the movement direction.

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

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

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

---

BattleGridSystem Knockback.gif

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

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

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

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

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

  Strength:
  - Input the strength level of the pull.

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

---

BattleGridSystem Knockback.gif

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

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

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

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

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

  Strength:
  - Input the strength level of the push.

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

---

BattleGridSystem NodePassives.gif

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

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

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

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

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

---

BattleGridSystem NodePassives.gif

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

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

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

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

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

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

---

BattleGridSystem NodeTraps.gif

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

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

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

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

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

---


Action Sequences - Horror Effects

HorrorEffects Battle.gif

HorrorEffects BattleParty.gif

HorrorEffects BattleEnemy.gif

These Action Sequences are Horror Effects-related.

Requires VisuMZ_2_HorrorEffects!

---

HORROR: Clear All Filters
- Clear all Horror Effects filters on the target battler(s).

  Targets:
  - Select unit(s) to remove Horror Effects for.

---

HORROR: Glitch Create
- Creates the glitch effect on the target battler(s).

  Targets:
  - Select unit(s) to create the Horror Effect for.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

HORROR: Glitch Remove
- Removes the glitch effect on the target battler(s).

  Targets:
  - Select unit(s) to remove the Horror Effect for.

---

HORROR: Noise Create
- Creates the noise effect on the target battler(s).

  Targets:
  - Select unit(s) to create the Horror Effect for.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

HORROR: Noise Remove
- Removes the noise effect on the target battler(s).

  Targets:
  - Select unit(s) to remove the Horror Effect for.

---

HORROR: TV Create
- Creates the TV effect on the target battler(s).

  Targets:
  - Select unit(s) to create the Horror Effect for.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

HORROR: TV Remove
- Removes the TV effect on the target battler(s).

  Targets:
  - Select unit(s) to remove the Horror Effect for.

---


---

Action Sequences - Impact

These Action Sequences are related to creating impact.

Requires VisuMZ_3_ActSeqImpact!

---

ActionSequenceImpact Bizarro.png

IMPACT: Bizarro Inversion
- Swaps blue/red colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Bizarro?:
  - Enable Bizarro Inversion effect?

---

ActSeqImpact ColorBreak.gif

IMPACT: Color Break
- Breaks the colors on the screen before reassembling.
- Requires VisuMZ_3_ActSeqImpact!

  Intensity:
  - What is the intensity of the color break effect?

  Duration:
  - What is the duration of the color break effect?

  Easing Type:
  - Select which easing type you wish to apply.

---

ActionSequenceImpact Desat.png

IMPACT: Desaturation
- Desaturates all colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Desaturate?:
  - Enable Desaturation effect?

---

ActSeqImpact MotionBlur.gif

IMPACT: Motion Blur Screen
- Creates a motion blur on the whole screen.
- Requires VisuMZ_3_ActSeqImpact!

  Angle:
  - Determine what angle to make the motion blur at.

  Intensity Rate:
  - This determines intensity rate of the motion blur.
  - Use a number between 0 and 1.

  Duration:
  - How many frames should the motion blur last?
  - What do you want to be its duration?

  Easing Type:
  - Select which easing type you wish to apply.

---

IMPACT: Motion Blur Target(s)
- Creates a motion blur on selected target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to create motion blur effects for.

  Angle:
  - Determine what angle to make the motion blur at.

  Intensity Rate:
  - This determines intensity rate of the motion blur.
  - Use a number between 0 and 1.

  Duration:
  - How many frames should the motion blur last?
  - What do you want to be its duration?

  Easing Type:
  - Select which easing type you wish to apply.

---

ActSeqImpact MotionTrail.gif

IMPACT: Motion Trail Create
- Creates a motion trail effect for the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to create motion trail effects for.

  Delay:
  - How many frames to delay by when creating a motion trail?
  - The higher the delay, the less motion trails there are.

  Duration:
  - How many frames should the motion trail last?
  - What do you want to be its duration?

  Hue:
  - What do you want to be the hue for the motion trail?

  Starting Opacity:
  - What starting opacity value do you want for the motion trail?
  - Opacity values decrease over time.

  Tone:
  - What tone do you want for the motion trail?
  - Format: [Red, Green, Blue, Gray]

---

IMPACT: Motion Trail Remove
- Removes the motion trail effect from the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to clear motion trail effects for.

---

ActionSequenceImpact Negative.png

IMPACT: Negative Inversion
- Inverts all the colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Negative?:
  - Enable Negative Inversion effect?

---

ActionSequenceImpact Oversat.png

IMPACT: Oversaturation
- Oversaturates colors on the battlefield.
- Requires VisuMZ_3_ActSeqImpact!

  Oversaturate?:
  - Enable Oversaturation effect?

---

ActSeqImpact Shockwave.gif

IMPACT: Shockwave at Point
- Creates a shockwave at the designated coordinates.
- Requires VisuMZ_3_ActSeqImpact!

  Point: X:
  Point: Y:
  - What x/y coordinate do you want to create a shockwave at?
  - You can use JavaScript code.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

IMPACT: Shockwave from Each Target(s)
- Creates a shockwave at each of the target(s) location(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a shockwave from.

  Target Location:
  - Select which part target group to start a shockwave from.

    Offset X:
    Offset Y:
    - How much to offset the shockwave X/Y point by.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

IMPACT: Shockwave from Target(s) Center
- Creates a shockwave from the center of the target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a shockwave from.

  Target Location:
  - Select which part target group to start a shockwave from.

    Offset X:
    Offset Y:
    - How much to offset the shockwave X/Y point by.

  Amplitude:
  - What is the aplitude of the shockwave effect?

  Wavelength:
  - What is the wavelength of the shockwave effect?

  Duration:
  - What is the duration of the shockwave?

---

ActionSequenceImpact TimeSlow.gif

ActionSequenceImpact TimeFast.gif

IMPACT: Time Scale
- Adjust time to go faster or slower!
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Scale:
  - Adjusts how fast/slow time goes.
  - 1.00 is normal. Lower is slower. Higher is faster.

---

ActionSequenceImpact TimeStop.gif

IMPACT: Time Stop
- Stops time for a set amount of milliseconds.
- Requires VisuMZ_3_ActSeqImpact!
- Created by Manu Gaming!

  Milliseconds:
  - How many milliseconds should time stop for?
  - 1000 milliseconds = 1 second.

---

ActSeqImpact ZoomBlur.gif

IMPACT: Zoom Blur at Point
- Creates a zoom blur at the designated coordinates.
- Requires VisuMZ_3_ActSeqImpact!

  Point: X:
  Point: Y:
  - What x/y coordinate do you want to focus the zoom at?
  - You can use JavaScript code.

  Zoom Strength:
  - What is the strength of the zoom effect?
  - Use a number between 0 and 1.

  Visible Radius:
  - How much of a radius should be visible from the center?

  Duration:
  - What is the duration of the zoom blur?

  Easing Type:
  - Select which easing type you wish to apply.

---

IMPACT: Zoom Blur at Target(s) Center
- Creates a zoom blur at the center of targets.
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to start a zoom blur from.

  Target Location:
  - Select which part target group to start a zoom blur from.

    Offset X:
    Offset Y:
    - How much to offset the zoom blur X/Y point by.

  Zoom Strength:
  - What is the strength of the zoom effect?
  - Use a number between 0 and 1.

  Visible Radius:
  - How much of a radius should be visible from the center?

  Duration:
  - What is the duration of the zoom blur?

  Easing Type:
  - Select which easing type you wish to apply.

---

Action Sequences - Inject

These Action Sequences are related to injecting sprite animations. Requires VisuMZ_3_ActSeqImpact!

---

ActSeqImpact Inject.gif

INJECT: Animation Begin
- Injects and plays a whole spritesheet animation.
- The spritesheet animation will play over the battler until it is finished.
- The battler's original sprite will be invisible until finished.
- Requires VisuMZ_3_ActSeqImpact!

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

  Filename:
  - Select the animation spritesheet file.
  - Located in the /img/sv_actors/ folder.

    Horizontal Cells:
    - How many horizontal cells (or columns) are there?

    Vertical Cells:
    - How many vertical cells (or rows) are there?

    Frame Delay:
    - How many frames are played inbetween cells?

    Smooth Bitmap?:
    - Smooth the spritesheet graphic?

  Offset:

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

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

---

INJECT: Animation End
- Stops and ends any injected animations on target(s).
- Any inject animation will be prematurely terminated.
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to stop injected animation(s).

---

INJECT: Animation Pause/Resume
- Pauses/resumes any injected animations on target(s).
- Requires VisuMZ_3_ActSeqImpact!

  Targets:
  - Select unit(s) to pause/resume injected animation(s).

  Pause?:
  - Pause the injected animation?

---

INJECT: Wait For Injected Animation
- Waits for injected animations to complete before performing next command.
- Requires VisuMZ_3_ActSeqImpact!

---

Action Sequences - Mechanics

BattleCoreDmgPopups.png

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: Active Chain Input Disable
- Disables input for Active Chain Skills at this time.
- Requires VisuMZ_3_ActiveChainSkills!

---

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: Analyze Weakness
- Reveal elemental weakness(es) from target(s).
- Requires VisuMZ_3_WeaknessDisplay!

  Targets:
  - Select unit(s) to reveal elemental weaknesses for.

  Reveal:
  - How many elemental weaknesses do you wish to reveal?
  - You may use JavaScript code.

---

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: Boost Points Change
- Changes Boost Points for target(s).
- Requires VisuMZ_3_BoostAction!

  Targets:
  - Select unit(s) to alter the Boost Points for.

  Alter Boost Points By:
  - Alters the unit(s) Boost Points.
  - Positive for gaining points. Negative for losing points.

---

MECH: Boost Store Data
- Stores the number of Boosts used this action inside a variable.
- Requires VisuMZ_3_BoostAction!

  Variable ID:
  - Which variable do you want to store the data inside?

---

MECH: Break Shield Change
- Changes Break Shields for target(s) if not Break Stunned.
- Requires VisuMZ_4_BreakShields!

  Targets:
  - Select unit(s) to alter the Break Shields for.

  Alter Break Shields By:
  - Alters the unit(s) Break Shields.
  - Positive for gaining shields. Negative for losing shields.

---

MECH: Break Shield Reset
- Resets Break Shields for target(s) if not Break Stunned.
- Requires VisuMZ_4_BreakShields!

  Targets:
  - Select unit(s) to reset the Break Shields for.

---

MECH: BTB Brave Points
- Alters the target(s) Brave Points to an exact value.
- Requires VisuMZ_2_BattleSystemBTB!

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

  Alter Brave Points By:
  - Alters the target(s) Brave Points.
  - Positive for gaining BP.
  - Negative for losing BP.

---

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: CTB Order
- Alters the CTB Turn Order.
- Requires VisuMZ_2_BattleSystemCTB!

  Targets:
  - Select unit(s) to alter the CTB Turn Order for.

  Change Order By:
  - Changes turn order for target(s) by this amount.
  - Positive increases wait. Negative decreases wait.

---

MECH: CTB Speed
- Alters the CTB Speed.
- Requires VisuMZ_2_BattleSystemCTB!

  Targets:
  - Select unit(s) to alter the CTB Speed for.

  Charge Rate:
  - Changes made to the CTB Speed if it is currently charging.

  Cast Rate:
  - Changes made to the CTB Speed if it is currently casting.

---

MECH: Custom Damage Formula
- Changes the current action's damage formula to custom.
- This will assume the MANUAL damage style.

  Formula:
  - Changes the current action's damage formula to custom.
  - Use 'default' to revert the damage formula.

---

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: Emulate Attack Effect
- Emulate an "Action Effect" but using a the user's attack skill instead of
  the current action.
- Essentially lets you perform the mechanics of another action without
  having to use another action or needing to pay that action's costs.

  User(s):
  - Select unit(s) to perform the action's effects.

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

---

MECH: Emulate Guard Effect
- Emulate an "Action Effect" but using a the user's guard skill instead of
  the current action.
- Essentially lets you perform the mechanics of another action without
  having to use another action or needing to pay that action's costs.

  User(s):
  - Select unit(s) to perform the action's effects.

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

---

MECH: Emulate Item Effect
- Emulate an "Action Effect" but using a specific item instead of the
  current action.
- Essentially lets you perform the mechanics of another action without
  having to use another action or needing to pay that action's costs.

  Item ID:
  - Which item ID will be emulated?

  User(s):
  - Select unit(s) to perform the action's effects.

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

---

MECH: Emulate Skill Cost
- Pick a skill for target(s) to emulate paying the cost of.
- Lets you cause characters to perform paying the costs of a specific skill
  without needing to actually use them.
- This will include Skill Cooldowns and Limited Skill Uses.

  Skill ID:
  - Which skill ID will have its cost paid for?
  - Use 0 for current action's skill.

  User(s):
  - Select unit(s) to perform the action's effects.

---

MECH: Emulate Skill Effect
- Emulate an "Action Effect" but using a specific skill instead of the
  current action.
- Essentially lets you perform the mechanics of another action without
  having to use another action or needing to pay that action's costs.

  Skill ID:
  - Which skill ID will be emulated?

  User(s):
  - Select unit(s) to perform the action's effects.

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

---

MECH: Enemy Escape
- Causes the enemy unit(s) to escape.

  Targets:
  - Select unit(s) to escape.

---

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: ETB Energy Count
- Alters the subject team's available Energy Count.
- Requires VisuMZ_2_BattleSystemETB!

  Energy Count:
  - Alters the subject team's available Energy Count.
  - Positive for gaining energy. Negative for losing energy.

---

MECH: FTB Action Count
- Alters the subject team's available Action Count.
- Requires VisuMZ_2_BattleSystemFTB!

  Action Count:
  - Alters the subject team's available Action Count.
  - Positive for gaining actions. Negative for losing actions.

---

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: Once Parallel
- Plays a Common Event parallel to the battle event once without repeating
  itself when done.

  Common Event ID:
  - The ID of the parallel Common Event to play.
  - Does NOT repeat itself when finished.
  - When exiting battle scene, all Once Parallels are cleared.
  - Once Parallels are not retained upon reentering the scene.
  - Once Parallels are not stored in memory and cannot be saved.

---

MECH: OTB Order
- Alters the OTB Turn Order. Best used with single targets.
- Requires VisuMZ_2_BattleSystemOTB!

  Targets:
  - Select unit(s) to alter the OTB Turn Order for.

  Current Turn By:
  - Changes turn order for target(s) by this amount.
  - Positive increases wait. Negative decreases wait.

  Next Turn By:
  - Changes turn order for target(s) by this amount.
  - Positive increases wait. Negative decreases wait.

  Follow Turn By:
  - Changes turn order for target(s) by this amount.
  - Positive increases wait. Negative decreases wait.

---

MECH: PTB Alter Cost
- Alters the action's cost settings.
- Requires VisuMZ_2_BattleSystemPTB!

  Override?:
  - Overrides any 'permanent' settings for Changeability?

  Alter Changeability:
  - Allow the cost type and value to be changeable?

  Alter Cost Type:
  - Change the cost type to this scenario.
  - Use 'Unchanged' for no changes.

  Alter Cost Value:
  - What is the default action cost for this scenario?

---

MECH: PTB Conversion
- Converts full actions into half actions.
- Requires VisuMZ_2_BattleSystemPTB!

  Conversion Count:
  - Converts full actions into half actions.
  - If not enough, consume half actions.

---

MECH: PTB Full/Half Action(s)
- Alters the subject team's available Full/Half Actions.
- Requires VisuMZ_2_BattleSystemPTB!

  Full Actions:
  - Alters the subject team's available Full Actions.
  - Positive for gaining. Negative for losing.

  Half Actions:
  - Alters the subject team's available Half Actions.
  - Positive for gaining. Negative for losing.

---

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: State Turns Change By
- Changes target(s) state turns by an amount.
- Requires VisuMZ_1_SkillsStatesCore!

  Targets:
  - Select unit(s) to affect state turns for.

  State ID:
  - What is the ID of the state you wish to change turns for?
  - Only works on states that can have turns.

  Change Turns By:
  - How many turns should the state be changed to?
  - You may use JavaScript code.

  Auto-Add State?:
  - Automatically adds state if actor(s) does not have it applied?

---

MECH: State Turns Change To
- Changes target(s) state turns to a specific value.
- Requires VisuMZ_1_SkillsStatesCore!

  Targets:
  - Select unit(s) to affect state turns for.

  State ID:
  - What is the ID of the state you wish to change turns for?
  - Only works on states that can have turns.

  Change Turns To:
  - How many turns should the state be changed to?
  - You may use JavaScript code.

  Auto-Add State?:
  - Automatically adds state if target(s) does not have it applied?

---

MECH: STB Exploit Effect
- Utilize the STB Exploitation mechanics!
- Requires VisuMZ_2_BattleSystemSTB!

  Target(s) Exploited?:
  - Exploit the below targets?

    Targets:
    - Select unit(s) to become exploited.

    Force Exploitation:
    - Force the exploited status?

  User Exploiter?:
  - Allow the user to become the exploiter?

    Force Exploitation:
    - Force the exploiter status?

---

MECH: STB Extra Action
- Adds an extra action for the currently active battler.
- Requires VisuMZ_2_BattleSystemSTB!

  Extra Actions:
  - How many extra actions should the active battler gain?
  - You may use JavaScript code.

---

MECH: STB Remove Excess Actions
- Removes excess actions from the active battler.
- Requires VisuMZ_2_BattleSystemSTB!

  Remove Actions:
  - How many actions to remove from the active battler?
  - You may use JavaScript code.

---

MECH: Swap Weapon
- Causes the unit(s) to swap their weapon for another.
- Requires VisuMZ_2_WeaponSwapSystem!

  Targets:
  - Select unit(s) to swap weapons for.

  Weapon Type ID:
  - Which weapon type to swap to?
  - This is NOT the weapon's ID.
  - It's the weapon TYPE.

---

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: Variable Popup
- Causes the unit(s) to display a popup using the data stored inside
  a variable.

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

  Variable:
  - Get data from which variable to display as a popup?

  Digit Grouping:
  - Use digit grouping to separate numbers?
  - Requires VisuMZ_0_CoreEngine!

  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

BattleCoreActSeqSet.gif

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

---

MOTION: Clear Freeze Frame
- Clears any freeze frames from the unit(s).

  Targets:
  - Select which unit(s) to clear freeze frames for.

---

MOTION: Freeze Motion Frame
- Forces a freeze frame instantly at the selected motion.
- Automatically clears with a new motion.

  Targets:
  - Select which unit(s) to freeze motions for.

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

  Frame Index:
  - Which frame do you want to freeze the motion on?
  - Frame index values start at 0.

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

---

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

BattleCoreActSeqSet.gif

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: Change Home By Distance
- Change unit(s)'s home position by a distance from their current home
  position(s).
- Sideview-only!

  Targets:
  - Select which unit(s) to change home position(s) for.

  Distance Adjustment:
  - Makes adjustments to distance values to determine which direction to
    change by.
    - 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 change 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: Change Home To JS Coordinates
- Change home position(s) to specified JS Coordinates.
- Sideview-only! Uses JavaScript!

  Targets:
  - Select which unit(s) to change home position(s) for.

  JS: Coordinates:
  - Code used to determine the coordinates for the target(s)'s new home
    position.

  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 change 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: Change Home To Point
- Change home position(s) to a target point on the screen.
- Sideview-only! Points based off Graphics.boxWidth/Height.

  Targets:
  - Select which unit(s) to change home position(s) for.

  Destination Point:
  - Select which point to face.
    - 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 change 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: Change Home To Target(s)
- Moves unit(s) to another unit(s) on the battle field.
- Sideview-only!

  Targets (Moving):
  - Select which unit(s) to change home position(s) for.

  Targets (Destination):
  - Select which unit(s) to change home position to.

    Target Location:
    - Select which part target group to change home position 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 change 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: 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 JS Coordinates
- Causes the unit(s) to face specified JS Coordinates.
- Sideview-only! Uses JavaScript!

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

  JS: Coordinates:
  - Code used to determine the coordinates for the target(s) to face
    towards.

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

---

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 JS Coordinates
- Moves unit(s) to specified JS Coordinates.
- Sideview-only! Uses JavaScript!

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

  JS: Coordinates:
  - Code used to determine the coordinates for the target(s) to move to.

  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 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 change opacity.

  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?

---

ActSeqGrowShrink.gif

MOVE: Scale/Grow/Shrink
- Causes the unit(s) to scale, grow, or shrink?.
- Sideview-only!

  Targets:
  - Select which unit(s) to change the scale of.

  Scale X:
  Scale Y:
  - What target scale value do you want?
  - 1.0 is normal size.

  Duration:
  - Duration in frames to scale for.

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

  Wait For Scale?:
  - Wait for scaling to complete before performing next command?

---

ActSeqSkew.gif

MOVE: Skew/Distort
- Causes the unit(s) to skew.
- Sideview-only!

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

  Skew X:
  Skew Y:
  - What variance to skew?
  - Use small values for the best results.

  Duration:
  - Duration in frames to skew for.

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

  Wait For Skew?:
  - Wait for skew to complete before performing next command?

---

ActSeqSpin.gif

MOVE: Spin/Rotate
- Causes the unit(s) to spin.
- Sideview-only!

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

  Angle:
  - How many degrees to spin?

  Duration:
  - Duration in frames to spin for.

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

  Revert Angle on Finish:
  - Upon finishing the spin, revert the angle back to 0.

  Wait For Spin?:
  - Wait for spin 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.

---

MOVE: Wait For Scale
- Waits for scaling to complete before performing next command.

---

MOVE: Wait For Skew
- Waits for skewing to complete before performing next command.

---

MOVE: Wait For Spin
- Waits for spinning to complete before performing next command.

---


Action Sequences - Projectiles

Create projectiles on the screen and fire them off at a target. Requires VisuMZ_3_ActSeqProjectiles!

---

ActSeqProj Ani.gif

PROJECTILE: Animation
- Create an animation projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!

  Coordinates:

    Start Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should start from.
        - Target - Start from battler target(s)
        - Point - Start from a point on the screen

        Target(s):
        - Select which unit(s) to start the projectile from.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile from.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to start the projectile at.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

    Goal Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should go to.
        - Target - Goal is battler target(s)
        - Point - Goal is a point on the screen

        Target(s):
        - Select which unit(s) for projectile to go to.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile to.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to send the projectile to.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

  Settings:

    Animation ID:
    - Determine which animation to use as a projectile.

    Duration:
    - Duration for the projectile(s) to travel.

    Wait For Projectile?:
    - Wait for projectile(s) to reach their destination before going onto
      the next command?

    Wait For Animation?:
    - Wait for animation to finish before going to the next command?

    Extra Settings:
    - Add extra settings to the projectile?

      Auto Angle?:
      - Automatically angle the projectile to tilt the direction
        it's moving?

      Angle Offset:
      - Alter the projectile's tilt by this many degrees.

      Arc Peak:
      - This is the height of the project's trajectory arc in pixels.

      Easing:
      - Select which easing type to apply to the projectile's trajectory.

      Spin Speed:
      - Determine how much angle the projectile spins per frame.
      - Does not work well with "Auto Angle".

    Effect Emulation:

      Action Effect?:
      - Emulate current Action Effect when projectile reaches target?
      - Only works with start and goal targets.

      Item Effect ID?:
      - Emulate an Item Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Skill Effect ID?:
      - Emulate a Skill Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Common Event ID:
      - Plays a Once Parallel Common Event upon reaching target.
      - Use 0 to not use.
      - Works regardless of start/goal targets.

    End Animation ID:
    - Plays an animation when projectile reaches target.
    - Use 0 to not use.
    - Requires VisuMZ_1_BattleCore v1.86+.
    - Requires VisuMZ_3_ActSeqProjectiles v1.09+.

      Mirror Animation:
      - Mirror the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

      Mute Animation:
      - Mute the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

---

ActSeqProj Icon.gif

PROJECTILE: Icon
- Create an icon projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!

  Coordinates:

    Start Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should start from.
        - Target - Start from battler target(s)
        - Point - Start from a point on the screen

        Target(s):
        - Select which unit(s) to start the projectile from.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile from.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to start the projectile at.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

    Goal Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should go to.
        - Target - Goal is battler target(s)
        - Point - Goal is a point on the screen

        Target(s):
        - Select which unit(s) for projectile to go to.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile to.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to send the projectile to.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

  Settings:

    Icon:
    - Determine which icon to use as a projectile.
    - You may use JavaScript code.

    Duration:
    - Duration for the projectile(s) to travel.

    Wait For Projectile?:
    - Wait for projectile(s) to reach their destination before going onto
      the next command?

    Extra Settings:
    - Add extra settings to the projectile?

      Auto Angle?:
      - Automatically angle the projectile to tilt the direction
        it's moving?

      Angle Offset:
      - Alter the projectile's tilt by this many degrees.

      Arc Peak:
      - This is the height of the project's trajectory arc in pixels.

      Blend Mode:
      - What kind of blend mode do you wish to apply to the projectile?
        - Normal
        - Additive
        - Multiply
        - Screen

      Easing:
      - Select which easing type to apply to the projectile's trajectory.

      Hue:
      - Adjust the hue of the projectile.
      - Insert a number between 0 and 360.

      Scale:
      - Adjust the size scaling of the projectile.
      - Use decimals for exact control.

      Spin Speed:
      - Determine how much angle the projectile spins per frame.
      - Does not work well with "Auto Angle".

    Effect Emulation:

      Action Effect?:
      - Emulate current Action Effect when projectile reaches target?
      - Only works with start and goal targets.

      Item Effect ID?:
      - Emulate an Item Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Skill Effect ID?:
      - Emulate a Skill Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Common Event ID:
      - Plays a Once Parallel Common Event upon reaching target.
      - Use 0 to not use.
      - Works regardless of start/goal targets.

    End Animation ID:
    - Plays an animation when projectile reaches target.
    - Use 0 to not use.
    - Requires VisuMZ_1_BattleCore v1.86+.
    - Requires VisuMZ_3_ActSeqProjectiles v1.09+.

      Mirror Animation:
      - Mirror the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

      Mute Animation:
      - Mute the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

---

ActSeqProj Picture.gif

PROJECTILE: Picture
- Create a picture projectile and fire it at a target.
- Requires VisuMZ_3_ActSeqProjectiles!

  Coordinates:

    Start Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should start from.
        - Target - Start from battler target(s)
        - Point - Start from a point on the screen

        Target(s):
        - Select which unit(s) to start the projectile from.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile from.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to start the projectile at.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

    Goal Location:
    - Settings to determine where the projectile(s) start from.

      Type:
      - Select where the projectile should go to.
        - Target - Goal is battler target(s)
        - Point - Goal is a point on the screen

        Target(s):
        - Select which unit(s) for projectile to go to.

          Centralize:
          - Create one projectile at the center of the targets?
          - Or create a projectile for each target?

          Target Location:
          - Select which part of the target to send the projectile to.
          - front head
          - front center
          - front base
          - middle head
          - middle center
          - middle base
          - back head
          - back center
          - back base

        Point X:
        Point Y:
        - Insert the X/Y coordinate to send the projectile to.
        - You may use JavaScript code.

      Offset X:
      Offset Y:
      - Insert how many pixels to offset the X/Y coordinate by.
      - You may use JavaScript code.

  Settings:

    Picture Filename:
    - Determine which picture to use as a projectile.

    Duration:
    - Duration for the projectile(s) to travel.

    Wait For Projectile?:
    - Wait for projectile(s) to reach their destination before going onto
      the next command?

    Extra Settings:
    - Add extra settings to the projectile?

      Auto Angle?:
      - Automatically angle the projectile to tilt the direction
        it's moving?

      Angle Offset:
      - Alter the projectile's tilt by this many degrees.

      Arc Peak:
      - This is the height of the project's trajectory arc in pixels.

      Blend Mode:
      - What kind of blend mode do you wish to apply to the projectile?
        - Normal
        - Additive
        - Multiply
        - Screen

      Easing:
      - Select which easing type to apply to the projectile's trajectory.

      Hue:
      - Adjust the hue of the projectile.
      - Insert a number between 0 and 360.

      Scale:
      - Adjust the size scaling of the projectile.
      - Use decimals for exact control.

      Spin Speed:
      - Determine how much angle the projectile spins per frame.
      - Does not work well with "Auto Angle".

    Effect Emulation:

      Action Effect?:
      - Emulate current Action Effect when projectile reaches target?
      - Only works with start and goal targets.

      Item Effect ID?:
      - Emulate an Item Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Skill Effect ID?:
      - Emulate a Skill Effect when projectile reaches target?
      - Use 0 to not use.
      - Only works with start and goal targets.

      Common Event ID:
      - Plays a Once Parallel Common Event upon reaching target.
      - Use 0 to not use.
      - Works regardless of start/goal targets.

    End Animation ID:
    - Plays an animation when projectile reaches target.
    - Use 0 to not use.
    - Requires VisuMZ_1_BattleCore v1.86+.
    - Requires VisuMZ_3_ActSeqProjectiles v1.09+.

      Mirror Animation:
      - Mirror the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

      Mute Animation:
      - Mute the effect animation?
      - Requires VisuMZ_1_BattleCore v1.86+.
      - Requires VisuMZ_3_ActSeqProjectiles version 1.09+.

---

Action Sequences - Skew (Camera)

VisuMZ ActSeqCamera Skew.gif

These action sequences allow you to have control over the camera skew. Requires VisuMZ_3_ActSeqCamera!

---

SKEW: Change Skew
- Changes the camera skew.
- Requires VisuMZ_3_ActSeqCamera!

  Skew X:
  - Change the camera skew X to this value.

  Skew Y:
  - Change the camera skew Y to this value.

  Duration:
  - Duration in frames to change camera skew.

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

  Wait For Skew?:
  - Wait for skew changes to complete before performing next command?

---

SKEW: Reset Skew
- Reset any skew settings.
- Requires VisuMZ_3_ActSeqCamera!

  Duration:
  - Duration in frames to reset camera skew.

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

  Wait For Skew?:
  - Wait for skew changes to complete before performing next command?

---

SKEW: Wait For Skew
- Waits for skew changes to complete before performing next command.
- Requires VisuMZ_3_ActSeqCamera!

---

Action Sequences - Target

BattleCoreTargetActSeq.png

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

Refer to the image above for reference on how this works.

---

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 - Voice

VisuMZ.131.jpg

---

VOICE: Common Line
- Plays a common voice line from target battler(s).
- Requires VisuMZ_3_BattleVoices!

  Speaker Target(s):
  - Select unit(s) to play voice lines from.

  Voice Line:
  - What voice line do you wish to play?

---

VOICE: Play Special Line
- Plays a special voice line from target battler(s).
- Requires VisuMZ_3_BattleVoices!

  Speaker Target(s):
  - Select unit(s) to play voice lines from.

  Voice Line Type:
  - What voice line type do you wish to play?
    - Action Name
    - Chant Line
    - Item Name
    - Skill Name
    - Spell Name
    - Unique Lines

  Name / Letter:
  - What voice letter/name do you want to play?

---

Action Sequences - Weapon

BattleCore DualWield.gif

Allows for finer control over Dual/Multi Wielding actors.

Only works for Actors.

---

WEAPON: Clear Weapon Slot
- Clears the active weapon slot (making others valid again).
- Only works for Actors.

  Targets:
  - Select unit(s) to clear the active weapon slot for.

---

WEAPON: Next Weapon Slot
- Goes to next active weapon slot (making others invalid).
- If next slot is weaponless, don't label jump.

  Targets:
  - Select unit(s) to change the next active weapon slot for.

---

WEAPON: Set Weapon Slot
- Sets the active weapon slot (making others invalid).
- Only works for Actors.

  Targets:
  - Select unit(s) to change the active weapon slot for.

  Weapon Slot ID:
  - Select weapon slot to make active (making others invalid).
  - Use 0 to clear and normalize. You may use JavaScript code.

---

Action Sequences - Zoom (Camera)

VisuMZ ActSeqCamera Zoom.gif

These Action Sequences are zoom-related. Requires VisuMZ_3_ActSeqCamera!

---

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

---