Difference between revisions of "Template:Action Sequences MZ"

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(Action Sequences - Animations)
(Dual Wield Action Sequence Example)
 
(6 intermediate revisions by the same user not shown)
Line 326: Line 326:
 
   Filename:
 
   Filename:
 
   - Select the file to change the actor's portrait to.
 
   - Select the file to change the actor's portrait to.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
ANIM: 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.
 
</pre>
 
</pre>
  
Line 403: Line 419:
 
   Animation ID:
 
   Animation ID:
 
   - Select which animation to play on unit(s).
 
   - 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?
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
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 Animation:
Line 739: Line 776:
 
---
 
---
  
=== Action Sequences - Horror Effects ===
+
=== Action Sequences - Grid ===
  
[[File:HorrorEffects_Battle.gif]]
+
These Action Sequences are Battle Grid System-related.
 +
Requires VisuMZ_2_BattleGridSystem!
  
[[File:HorrorEffects_BattleParty.gif]]
+
---
  
[[File:HorrorEffects_BattleEnemy.gif]]
+
{{Battle Grid System Action Sequences}}
  
These Action Sequences are Horror Effects-related.
+
---
  
Requires VisuMZ_2_HorrorEffects!
+
 
 +
 
 +
=== Action Sequences - Horror Effects ===
 +
 
 +
[[File:HorrorEffects_Battle.gif]]
 +
 
 +
[[File:HorrorEffects_BattleParty.gif]]
 +
 
 +
[[File:HorrorEffects_BattleEnemy.gif]]
 +
 
 +
These Action Sequences are Horror Effects-related.
 +
 
 +
Requires VisuMZ_2_HorrorEffects!
  
 
---
 
---
Line 1,133: Line 1,183:
  
 
<pre>
 
<pre>
MECH: Enemy Escape
+
MECH: Emulate Attack Effect
- Causes the enemy unit(s) to escape.
+
- 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:
 
   Targets:
   - Select unit(s) to escape.
+
   - Select unit(s) to receive the current action's effects.
 
</pre>
 
</pre>
  
Line 1,143: Line 1,199:
  
 
<pre>
 
<pre>
MECH: Dead Label Jump
+
MECH: Emulate Guard Effect
- If the active battler is dead, jump to a specific label in the
+
- Emulate an "Action Effect" but using a the user's guard skill instead of
   common event.
+
  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.
  
   Jump To Label:
+
   Targets:
   - If the active battler is dead, jump to this specific label in the
+
   - Select unit(s) to receive the current action's effects.
    common event.
 
 
</pre>
 
</pre>
  
Line 1,155: Line 1,215:
  
 
<pre>
 
<pre>
MECH: ETB Energy Count
+
MECH: Emulate Item Effect
- Alters the subject team's available Energy Count.
+
- Emulate an "Action Effect" but using a specific item instead of the
- Requires VisuMZ_2_BattleSystemETB!
+
  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.
  
   Energy Count:
+
   Item ID:
   - Alters the subject team's available Energy Count.
+
   - Which item ID will be emulated?
   - Positive for gaining energy. Negative for losing energy.
+
 
 +
  User(s):
 +
  - Select unit(s) to perform the action's effects.
 +
 
 +
  Targets:
 +
   - Select unit(s) to receive the current action's effects.
 
</pre>
 
</pre>
  
Line 1,167: Line 1,234:
  
 
<pre>
 
<pre>
MECH: FTB Action Count
+
MECH: Emulate Skill Cost
- Alters the subject team's available Action Count.
+
- Pick a skill for target(s) to emulate paying the cost of.
- Requires VisuMZ_2_BattleSystemFTB!
+
- 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.
  
   Action Count:
+
   User(s):
   - Alters the subject team's available Action Count.
+
   - Select unit(s) to perform the action's effects.
  - Positive for gaining actions. Negative for losing actions.
 
 
</pre>
 
</pre>
  
Line 1,179: Line 1,251:
  
 
<pre>
 
<pre>
MECH: HP, MP, TP
+
MECH: Emulate Skill Effect
- Alters the HP, MP, and TP values for unit(s).
+
- Emulate an "Action Effect" but using a specific skill instead of the
- Positive values for healing. Negative values for damage.
+
  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 receive the current action's effects.
 
   - Select unit(s) to receive the current action's effects.
 +
</pre>
  
  HP, MP, TP:
+
---
  
    Rate:
+
<pre>
    - Changes made to the parameter based on rate.
+
MECH: Enemy Escape
    - Positive values for healing. Negative values for damage.
+
- Causes the enemy unit(s) to escape.
  
    Flat:
+
  Targets:
    - Flat changes made to the parameter.
+
  - Select unit(s) to escape.
    - Positive values for healing. Negative values for damage.
 
 
 
  Damage Popup?:
 
  - Display a damage popup after?
 
 
</pre>
 
</pre>
  
Line 1,203: Line 1,280:
  
 
<pre>
 
<pre>
MECH: Immortal
+
MECH: Dead Label Jump
- Changes the immortal flag of targets. If immortal flag is removed and a
+
- If the active battler is dead, jump to a specific label in the
   unit would die, collapse that unit.
+
   common event.
  
   Targets:
+
   Jump To Label:
   - Alter the immortal flag of these groups. If immortal flag is removed and
+
   - If the active battler is dead, jump to this specific label in the
     a unit would die, collapse that unit.
+
     common event.
 
 
  Immortal:
 
  - Turn immortal flag for unit(s) on/off?
 
 
</pre>
 
</pre>
  
Line 1,218: Line 1,292:
  
 
<pre>
 
<pre>
MECH: Multipliers
+
MECH: ETB Energy Count
- Changes the multipliers for the current action.
+
- Alters the subject team's available Energy Count.
- You may use JavaScript code for any of these.
+
- Requires VisuMZ_2_BattleSystemETB!
  
   Critical Hit%:
+
   Energy Count:
 +
  - Alters the subject team's available Energy Count.
 +
  - Positive for gaining energy. Negative for losing energy.
 +
</pre>
  
    Rate:
+
---
    - Affects chance to land a critical hit by this multiplier.
+
 
 +
<pre>
 +
MECH: FTB Action Count
 +
- Alters the subject team's available Action Count.
 +
- Requires VisuMZ_2_BattleSystemFTB!
  
    Flat:
+
  Action Count:
    - Affects chance to land a critical hit by this flat bonus.
+
  - Alters the subject team's available Action Count.
 +
  - Positive for gaining actions. Negative for losing actions.
 +
</pre>
  
  Critical Damage
+
---
  
    Rate:
+
<pre>
    - Affects critical damage by this multiplier.
+
MECH: HP, MP, TP
 +
- Alters the HP, MP, and TP values for unit(s).
 +
- Positive values for healing. Negative values for damage.
  
    Flat:
+
  Targets:
    - Affects critical damage by this flat bonus.
+
  - Select unit(s) to receive the current action's effects.
  
   Damage/Healing
+
   HP, MP, TP:
  
 
     Rate:
 
     Rate:
     - Sets the damage/healing multiplier for current action.
+
     - Changes made to the parameter based on rate.
 +
    - Positive values for healing. Negative values for damage.
  
 
     Flat:
 
     Flat:
     - Sets the damage/healing bonus for current action.
+
     - Flat changes made to the parameter.
 +
    - Positive values for healing. Negative values for damage.
  
   Hit Rate
+
   Damage Popup?:
 
+
  - Display a damage popup after?
    Rate:
 
    - Affects chance to connect attack by this multiplier.
 
 
 
    Flat:
 
    - Affects chance to connect attack by this flat bonus.
 
 
</pre>
 
</pre>
  
Line 1,258: Line 1,340:
  
 
<pre>
 
<pre>
MECH: Once Parallel
+
MECH: Immortal
- Plays a Common Event parallel to the battle event once without repeating
+
- Changes the immortal flag of targets. If immortal flag is removed and a
  itself when done.
+
  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.
  
   Common Event ID:
+
   Immortal:
   - The ID of the parallel Common Event to play.
+
   - Turn immortal flag for unit(s) on/off?
  - 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>
  
Line 1,273: Line 1,355:
  
 
<pre>
 
<pre>
MECH: OTB Order
+
MECH: Multipliers
- Alters the OTB Turn Order. Best used with single targets.
+
- Changes the multipliers for the current action.
- Requires VisuMZ_2_BattleSystemOTB!
+
- You may use JavaScript code for any of these.
  
   Targets:
+
   Critical Hit%:
  - Select unit(s) to alter the OTB Turn Order for.
 
  
  Current Turn By:
+
    Rate:
  - Changes turn order for target(s) by this amount.
+
    - Affects chance to land a critical hit by this multiplier.
  - Positive increases wait. Negative decreases wait.
 
  
  Next Turn By:
+
    Flat:
  - Changes turn order for target(s) by this amount.
+
    - Affects chance to land a critical hit by this flat bonus.
  - Positive increases wait. Negative decreases wait.
 
  
   Follow Turn By:
+
   Critical Damage
  - Changes turn order for target(s) by this amount.
 
  - Positive increases wait. Negative decreases wait.
 
</pre>
 
  
---
+
    Rate:
 +
    - Affects critical damage by this multiplier.
  
<pre>
+
    Flat:
MECH: PTB Alter Cost
+
    - Affects critical damage by this flat bonus.
- Alters the action's cost settings.
 
- Requires VisuMZ_2_BattleSystemPTB!
 
  
   Override?:
+
   Damage/Healing
  - Overrides any 'permanent' settings for Changeability?
 
  
  Alter Changeability:
+
    Rate:
  - Allow the cost type and value to be changeable?
+
    - Sets the damage/healing multiplier for current action.
  
  Alter Cost Type:
+
    Flat:
  - Change the cost type to this scenario.
+
    - Sets the damage/healing bonus for current action.
  - Use 'Unchanged' for no changes.
 
  
   Alter Cost Value:
+
   Hit Rate
  - What is the default action cost for this scenario?
 
</pre>
 
  
---
+
    Rate:
 +
    - Affects chance to connect attack by this multiplier.
  
<pre>
+
    Flat:
MECH: PTB Conversion
+
    - Affects chance to connect attack by this flat bonus.
- Converts full actions into half actions.
 
- Requires VisuMZ_2_BattleSystemPTB!
 
 
 
  Conversion Count:
 
  - Converts full actions into half actions.
 
  - If not enough, consume half actions.
 
 
</pre>
 
</pre>
  
Line 1,329: Line 1,395:
  
 
<pre>
 
<pre>
MECH: PTB Full/Half Action(s)
+
MECH: Once Parallel
- Alters the subject team's available Full/Half Actions.
+
- Plays a Common Event parallel to the battle event once without repeating
- Requires VisuMZ_2_BattleSystemPTB!
+
  itself when done.
  
   Full Actions:
+
   Common Event ID:
   - Alters the subject team's available Full Actions.
+
   - The ID of the parallel Common Event to play.
   - Positive for gaining. Negative for losing.
+
   - Does NOT repeat itself when finished.
 
+
   - When exiting battle scene, all Once Parallels are cleared.
   Half Actions:
+
   - Once Parallels are not retained upon reentering the scene.
   - Alters the subject team's available Half Actions.
+
   - Once Parallels are not stored in memory and cannot be saved.
   - Positive for gaining. Negative for losing.
 
 
</pre>
 
</pre>
  
Line 1,345: Line 1,410:
  
 
<pre>
 
<pre>
MECH: Remove Buff/Debuff
+
MECH: OTB Order
- Removes buff(s)/debuff(s) from unit(s).
+
- Alters the OTB Turn Order. Best used with single targets.
- Determine which parameters are removed.
+
- Requires VisuMZ_2_BattleSystemOTB!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to have the buff(s) and/or debuff(s) removed.
+
   - Select unit(s) to alter the OTB Turn Order for.
  
   Buff Parameters:
+
   Current Turn By:
   - Select which buffed parameter(s) to remove.
+
   - Changes turn order for target(s) by this amount.
 +
  - Positive increases wait. Negative decreases wait.
  
   Debuff Parameters:
+
   Next Turn By:
   - Select which debuffed parameter(s) to remove.
+
   - Changes turn order for target(s) by this amount.
</pre>
+
  - Positive increases wait. Negative decreases wait.
 +
 
 +
  Follow Turn By:
 +
  - Changes turn order for target(s) by this amount.
 +
  - Positive increases wait. Negative decreases wait.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
MECH: Remove State
+
MECH: PTB Alter Cost
- Remove state(s) from unit(s).
+
- 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?
  
   Targets:
+
   Alter Cost Type:
   - Select unit(s) to have states removed from.
+
   - Change the cost type to this scenario.
 +
  - Use 'Unchanged' for no changes.
  
   States:
+
   Alter Cost Value:
   - Select which state ID(s) to remove from unit(s).
+
   - What is the default action cost for this scenario?
  - Insert multiple state ID's to remove multiple at once.
 
 
</pre>
 
</pre>
  
Line 1,376: Line 1,454:
  
 
<pre>
 
<pre>
MECH: STB Exploit Effect
+
MECH: PTB Conversion
- Utilize the STB Exploitation mechanics!
+
- Converts full actions into half actions.
- Requires VisuMZ_2_BattleSystemSTB!
+
- Requires VisuMZ_2_BattleSystemPTB!
  
   Target(s) Exploited?:
+
   Conversion Count:
   - Exploit the below targets?
+
   - Converts full actions into half actions.
 +
  - If not enough, consume half actions.
 +
</pre>
  
    Targets:
+
---
    - Select unit(s) to become exploited.
 
  
    Force Exploitation:
+
<pre>
    - Force the exploited status?
+
MECH: PTB Full/Half Action(s)
 +
- Alters the subject team's available Full/Half Actions.
 +
- Requires VisuMZ_2_BattleSystemPTB!
  
   User Exploiter?:
+
   Full Actions:
   - Allow the user to become the exploiter?
+
   - Alters the subject team's available Full Actions.
 +
  - Positive for gaining. Negative for losing.
  
    Force Exploitation:
+
  Half Actions:
    - Force the exploiter status?
+
  - Alters the subject team's available Half Actions.
 +
  - Positive for gaining. Negative for losing.
 
</pre>
 
</pre>
  
Line 1,399: Line 1,482:
  
 
<pre>
 
<pre>
MECH: STB Extra Action
+
MECH: Remove Buff/Debuff
- Adds an extra action for the currently active battler.
+
- Removes buff(s)/debuff(s) from unit(s).
- Requires VisuMZ_2_BattleSystemSTB!
+
- Determine which parameters are removed.
  
   Extra Actions:
+
   Targets:
   - How many extra actions should the active battler gain?
+
   - Select unit(s) to have the buff(s) and/or debuff(s) removed.
  - You may use JavaScript code.
 
</pre>
 
  
---
+
  Buff Parameters:
 +
  - Select which buffed parameter(s) to remove.
  
<pre>
+
   Debuff Parameters:
MECH: STB Remove Excess Actions
+
   - Select which debuffed parameter(s) to remove.
- 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.
 
 
</pre>
 
</pre>
  
Line 1,423: Line 1,499:
  
 
<pre>
 
<pre>
MECH: Swap Weapon
+
MECH: Remove State
- Causes the unit(s) to swap their weapon for another.
+
- Remove state(s) from unit(s).
- Requires VisuMZ_2_WeaponSwapSystem!
 
  
 
   Targets:
 
   Targets:
   - Select unit(s) to swap weapons for.
+
   - Select unit(s) to have states removed from.
  
   Weapon Type ID:
+
   States:
   - Which weapon type to swap to?
+
   - Select which state ID(s) to remove from unit(s).
  - This is NOT the weapon's ID.
+
   - Insert multiple state ID's to remove multiple at once.
   - It's the weapon TYPE.
 
 
</pre>
 
</pre>
  
Line 1,439: Line 1,513:
  
 
<pre>
 
<pre>
MECH: Text Popup
+
MECH: State Turns Change By
- Causes the unit(s) to display a text popup.
+
- Changes target(s) state turns by an amount.
 +
- Requires VisuMZ_1_SkillsStatesCore!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to prompt a text popup.
+
   - Select unit(s) to affect state turns for.
  
   Text:
+
   State ID:
   - What text do you wish to display?
+
   - What is the ID of the state you wish to change turns for?
 +
  - Only works on states that can have turns.
  
   Text Color:
+
   Change Turns By:
   - Use #rrggbb for custom colors or regular numbers for text colors from
+
   - How many turns should the state be changed to?
    the Window Skin.
+
   - You may use JavaScript code.
 
 
  Flash Color:
 
   - Adjust the popup's flash color.
 
  - Format: [red, green, blue, alpha]
 
  
   Flash Duration:
+
   Auto-Add State?:
   - What is the frame duration of the flash effect?
+
   - Automatically adds state if actor(s) does not have it applied?
 
</pre>
 
</pre>
  
Line 1,463: Line 1,535:
  
 
<pre>
 
<pre>
MECH: Variable Popup
+
MECH: State Turns Change To
- Causes the unit(s) to display a popup using the data stored inside
+
- Changes target(s) state turns to a specific value.
  a variable.
+
- Requires VisuMZ_1_SkillsStatesCore!
  
 
   Targets:
 
   Targets:
   - Select unit(s) to prompt a text popup.
+
   - 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.
  
   Variable:
+
   Change Turns To:
   - Get data from which variable to display as a popup?
+
   - How many turns should the state be changed to?
 +
  - You may use JavaScript code.
  
   Digit Grouping:
+
   Auto-Add State?:
   - Use digit grouping to separate numbers?
+
   - Automatically adds state if target(s) does not have it applied?
  - Requires VisuMZ_0_CoreEngine!
+
</pre>
  
  Text Color:
+
---
  - Use #rrggbb for custom colors or regular numbers for text colors from
 
    the Window Skin.
 
  
   Flash Color:
+
<pre>
   - Adjust the popup's flash color.
+
MECH: STB Exploit Effect
   - Format: [red, green, blue, alpha]
+
- 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?
  
  Flash Duration:
+
    Force Exploitation:
  - What is the frame duration of the flash effect?
+
    - Force the exploiter status?
 
</pre>
 
</pre>
  
Line 1,492: Line 1,580:
  
 
<pre>
 
<pre>
MECH: Wait For Effect
+
MECH: STB Extra Action
- Waits for the effects to complete before performing next command.
+
- 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>
 
</pre>
  
 
---
 
---
  
=== Action Sequences - Motion ===
+
<pre>
 +
MECH: STB Remove Excess Actions
 +
- Removes excess actions from the active battler.
 +
- Requires VisuMZ_2_BattleSystemSTB!
  
[[File:BattleCoreActSeqSet.gif]]
+
  Remove Actions:
 
+
  - How many actions to remove from the active battler?
These Action Sequences allow you the ability to control the motions of
+
  - You may use JavaScript code.
sideview sprites.
+
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
MOTION: Clear Freeze Frame
+
MECH: Swap Weapon
- Clears any freeze frames from the unit(s).
+
- Causes the unit(s) to swap their weapon for another.
 +
- Requires VisuMZ_2_WeaponSwapSystem!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to clear freeze frames for.
+
   - 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.
 
</pre>
 
</pre>
  
Line 1,518: Line 1,620:
  
 
<pre>
 
<pre>
MOTION: Freeze Motion Frame
+
MECH: Text Popup
- Forces a freeze frame instantly at the selected motion.
+
- Causes the unit(s) to display a text popup.
- Automatically clears with a new motion.
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to freeze motions for.
+
   - Select unit(s) to prompt a text popup.
  
   Motion Type:
+
   Text:
   - Freeze this motion for the unit(s).
+
   - What text do you wish to display?
 +
 
 +
  Text Color:
 +
  - Use #rrggbb for custom colors or regular numbers for text colors from
 +
    the Window Skin.
  
   Frame Index:
+
   Flash Color:
   - Which frame do you want to freeze the motion on?
+
   - Adjust the popup's flash color.
   - Frame index values start at 0.
+
   - Format: [red, green, blue, alpha]
  
   Show Weapon?:
+
   Flash Duration:
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
+
   - What is the frame duration of the flash effect?
    weapon sprite?
 
 
</pre>
 
</pre>
  
Line 1,540: Line 1,644:
  
 
<pre>
 
<pre>
MOTION: Motion Type
+
MECH: Variable Popup
- Causes the unit(s) to play the selected motion.
+
- Causes the unit(s) to display a popup using the data stored inside
 +
  a variable.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to perform a motion.
+
   - Select unit(s) to prompt a text popup.
  
   Motion Type:
+
   Variable:
   - Play this motion for the unit(s).
+
   - Get data from which variable to display as a popup?
  
   Show Weapon?:
+
   Digit Grouping:
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
+
   - Use digit grouping to separate numbers?
    weapon sprite?
+
  - Requires VisuMZ_0_CoreEngine!
</pre>
 
  
---
+
  Text Color:
 +
  - Use #rrggbb for custom colors or regular numbers for text colors from
 +
    the Window Skin.
  
<pre>
+
  Flash Color:
MOTION: Perform Action
+
  - Adjust the popup's flash color.
- Causes the unit(s) to play the proper motion based on the current action.
+
  - Format: [red, green, blue, alpha]
  
   Targets:
+
   Flash Duration:
   - Select which unit(s) to perform a motion.
+
   - What is the frame duration of the flash effect?
 
</pre>
 
</pre>
  
Line 1,567: Line 1,673:
  
 
<pre>
 
<pre>
MOTION: Refresh Motion
+
MECH: Wait For Effect
- Cancels any set motions unit(s) has to do and use their most natural
+
- Waits for the effects to complete before performing next command.
  motion at the moment.
 
 
 
  Targets:
 
  - Select which unit(s) to refresh their motion state.
 
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Action Sequences - Motion ===
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?:
+
[[File:BattleCoreActSeqSet.gif]]
  - Each "frame" is equal to the value found in
 
    Plugin Parameters => Actors => Motion Speed
 
</pre>
 
  
---
+
These Action Sequences allow you the ability to control the motions of
 
+
sideview sprites.
=== Action Sequences - Movement ===
 
 
 
[[File:BattleCoreActSeqSet.gif]]
 
 
 
These Action Sequences allow you the ability to control the sprites of
 
actors and enemies in battle.
 
  
 
---
 
---
  
 
<pre>
 
<pre>
MOVE: Battle Step
+
MOTION: Clear Freeze Frame
- Causes the unit(s) to move forward past their home position to prepare
+
- Clears any freeze frames from the unit(s).
  for action.
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select which unit(s) to clear freeze frames for.
 
 
  Wait For Movement?:
 
  - Wait for movement to complete before performing next command?
 
 
</pre>
 
</pre>
  
Line 1,613: Line 1,699:
  
 
<pre>
 
<pre>
MOVE: Change Home By Distance
+
MOTION: Freeze Motion Frame
- Change unit(s)'s home position by a distance from their current home
+
- Forces a freeze frame instantly at the selected motion.
  position(s).
+
- Automatically clears with a new motion.
- Sideview-only!
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change home position(s) for.
+
   - Select which unit(s) to freeze motions for.
  
   Distance Adjustment:
+
   Motion Type:
   - Makes adjustments to distance values to determine which direction to
+
   - Freeze this motion for the unit(s).
    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:
+
  Frame Index:
    - Horizontal distance to move.
+
  - Which frame do you want to freeze the motion on?
    - You may use JavaScript code.
+
  - Frame index values start at 0.
  
    Distance: Y:
+
  Show Weapon?:
    - Vertical distance to move.
+
  - If using 'attack', 'thrust', 'swing', or 'missile', display the
     - You may use JavaScript code.
+
     weapon sprite?
 +
</pre>
  
  Duration:
+
---
  - Duration in frames for total change amount.
 
  
  Face Destination?:
+
<pre>
  - Turn and face the destination?
+
MOTION: Motion Type
 +
- Causes the unit(s) to play the selected motion.
  
   Movement Easing:
+
   Targets:
   - Select which easing type you wish to apply.
+
   - Select which unit(s) to perform a motion.
  - Requires VisuMZ_0_CoreEngine.
 
  
   Movement Motion:
+
   Motion Type:
 
   - Play this motion for the unit(s).
 
   - Play this motion for the unit(s).
  
   Wait For Movement?:
+
   Show Weapon?:
   - Wait for movement to complete before performing next command?
+
   - If using 'attack', 'thrust', 'swing', or 'missile', display the
 +
    weapon sprite?
 
</pre>
 
</pre>
  
Line 1,657: Line 1,738:
  
 
<pre>
 
<pre>
MOVE: Change Home To JS Coordinates
+
MOTION: Perform Action
- Change home position(s) to specified JS Coordinates.
+
- Causes the unit(s) to play the proper motion based on the current action.
- Sideview-only! Uses JavaScript!
 
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change home position(s) for.
+
   - Select which unit(s) to perform a motion.
 +
</pre>
  
  JS: Coordinates:
+
---
  - Code used to determine the coordinates for the target(s)'s new home
 
    position.
 
  
  Offset Adjustment:
+
<pre>
  - Makes adjustments to offset values to determine which direction to
+
MOTION: Refresh Motion
    adjust the destination by.
+
- Cancels any set motions unit(s) has to do and use their most natural
 +
  motion at the moment.
  
    Offset: X:
+
  Targets:
    - Horizontal offset to move.
+
  - Select which unit(s) to refresh their motion state.
    - You may use JavaScript code.
+
</pre>
  
    Offset: Y:
+
---
    - Vertical offset to move.
 
    - You may use JavaScript code.
 
  
  Duration:
+
<pre>
  - Duration in frames for total change amount.
+
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.
  
   Face Destination?:
+
   Motion Frames to Wait?:
   - Turn and face the destination?
+
   - Each "frame" is equal to the value found in
 
+
    Plugin Parameters => Actors => Motion Speed
  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>
 +
 +
---
 +
 +
=== Action Sequences - Movement ===
 +
 +
[[File:BattleCoreActSeqSet.gif]]
 +
 +
These Action Sequences allow you the ability to control the sprites of
 +
actors and enemies in battle.
  
 
---
 
---
  
 
<pre>
 
<pre>
MOVE: Change Home To Point
+
MOVE: Battle Step
- Change home position(s) to a target point on the screen.
+
- Causes the unit(s) to move forward past their home position to prepare
- Sideview-only! Points based off Graphics.boxWidth/Height.
+
  for action.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change home position(s) for.
+
   - Select which unit(s) to move.
  
   Destination Point:
+
   Wait For Movement?:
   - Select which point to face.
+
   - Wait for movement to complete before performing next command?
    - Center
+
</pre>
    - 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:
+
<pre>
     - Horizontal offset to move.
+
MOVE: Change Home By Distance
     - You may use JavaScript code.
+
- 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.
  
     Offset: Y:
+
     Distance: Y:
     - Vertical offset to move.
+
     - Vertical distance to move.
 
     - You may use JavaScript code.
 
     - You may use JavaScript code.
  
Line 1,745: Line 1,838:
  
 
<pre>
 
<pre>
MOVE: Change Home To Target(s)
+
MOVE: Change Home To JS Coordinates
- Moves unit(s) to another unit(s) on the battle field.
+
- Change home position(s) to specified JS Coordinates.
- Sideview-only!
+
- Sideview-only! Uses JavaScript!
  
   Targets (Moving):
+
   Targets:
 
   - Select which unit(s) to change home position(s) for.
 
   - Select which unit(s) to change home position(s) for.
  
   Targets (Destination):
+
   JS: Coordinates:
   - Select which unit(s) to change home position to.
+
   - Code used to determine the coordinates for the target(s)'s new home
 
+
     position.
     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:
 
   Offset Adjustment:
Line 1,803: Line 1,881:
  
 
<pre>
 
<pre>
MOVE: Face Direction
+
MOVE: Change Home To Point
- Causes the unit(s) to face forward or backward.
+
- Change home position(s) to a target point on the screen.
- Sideview-only!
+
- Sideview-only! Points based off Graphics.boxWidth/Height.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change direction.
+
   - Select which unit(s) to change home position(s) for.
  
   Direction:
+
   Destination Point:
   - Select which direction to face.
+
   - Select which point to face.
</pre>
+
    - 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.
  
<pre>
+
    Offset: X:
MOVE: Face JS Coordinates
+
    - Horizontal offset to move.
- Causes the unit(s) to face specified JS Coordinates.
+
    - You may use JavaScript code.
- Sideview-only! Uses JavaScript!
 
  
  Targets:
+
    Offset: Y:
  - Select which unit(s) to change direction.
+
    - Vertical offset to move.
 +
    - You may use JavaScript code.
  
   JS: Coordinates:
+
   Duration:
   - Code used to determine the coordinates for the target(s) to face
+
   - Duration in frames for total change amount.
    towards.
 
  
   Face Away From?:
+
   Face Destination?:
   - Face away from the point instead?
+
   - Turn and face the destination?
</pre>
 
  
---
+
  Movement Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
<pre>
+
  Movement Motion:
MOVE: Face Point
+
  - Play this motion for the unit(s).
- Causes the unit(s) to face a point on the screen.
 
- Sideview-only!
 
  
   Targets:
+
   Wait For Movement?:
   - Select which unit(s) to change direction.
+
   - Wait for movement to complete before performing next command?
 
 
  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>
 
</pre>
  
Line 1,856: Line 1,926:
  
 
<pre>
 
<pre>
MOVE: Face Target(s)
+
MOVE: Change Home To Target(s)
- Causes the unit(s) to face other targets on the screen.
+
- Moves unit(s) to another unit(s) on the battle field.
 
- Sideview-only!
 
- Sideview-only!
  
   Targets (facing):
+
   Targets (Moving):
   - Select which unit(s) to change direction.
+
   - Select which unit(s) to change home position(s) for.
  
   Targets (destination):
+
   Targets (Destination):
   - Select which unit(s) for the turning unit(s) to face.
+
   - Select which unit(s) to change home position to.
  
  Face Away From?:
+
    Target Location:
  - Face away from the unit(s) instead?
+
    - Select which part target group to change home position to.
</pre>
+
      - 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.
  
<pre>
+
  Offset Adjustment:
MOVE: Float
+
  - Makes adjustments to offset values to determine which direction to
- Causes the unit(s) to float above the ground.
+
    adjust the destination by.
- Sideview-only!
 
  
  Targets:
+
    Offset: X:
  - Select which unit(s) to make float.
+
    - Horizontal offset to move.
 +
    - You may use JavaScript code.
  
  Desired Height:
+
    Offset: Y:
  - Vertical distance to float upward.
+
    - Vertical offset to move.
  - You may use JavaScript code.
+
    - You may use JavaScript code.
  
 
   Duration:
 
   Duration:
   - Duration in frames for total float amount.
+
   - Duration in frames for total change amount.
 +
 
 +
  Face Destination?:
 +
  - Turn and face the destination?
  
   Float 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 Float?:
+
  Movement Motion:
   - Wait for floating 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 1,898: Line 1,984:
  
 
<pre>
 
<pre>
MOVE: Home Reset
+
MOVE: Face Direction
- Causes the unit(s) to move back to their home position(s) and face back to
+
- Causes the unit(s) to face forward or backward.
  their original direction(s).
+
- Sideview-only!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select which unit(s) to change direction.
  
   Wait For Movement?:
+
   Direction:
   - Wait for movement to complete before performing next command?
+
   - Select which direction to face.
 
</pre>
 
</pre>
  
Line 1,912: Line 1,998:
  
 
<pre>
 
<pre>
MOVE: Jump
+
MOVE: Face JS Coordinates
- Causes the unit(s) to jump into the air.
+
- Causes the unit(s) to face specified JS Coordinates.
- Sideview-only!
+
- Sideview-only! Uses JavaScript!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to make jump.
+
   - Select which unit(s) to change direction.
  
   Desired Height:
+
   JS: Coordinates:
   - Max jump height to go above the ground
+
   - Code used to determine the coordinates for the target(s) to face
  - You may use JavaScript code.
+
    towards.
  
   Duration:
+
   Face Away From?:
  - Duration in frames for total jump amount.
+
   - Face away from the point instead?
 
 
  Wait For Jump?:
 
   - Wait for jumping to complete before performing next command?
 
 
</pre>
 
</pre>
  
Line 1,933: Line 2,016:
  
 
<pre>
 
<pre>
MOVE: Move Distance
+
MOVE: Face Point
- Moves unit(s) by a distance from their current position(s).
+
- Causes the unit(s) to face a point on the screen.
 
- Sideview-only!
 
- Sideview-only!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select which unit(s) to change direction.
  
   Distance Adjustment:
+
   Point:
   - Makes adjustments to distance values to determine which direction to
+
   - Select which point to face.
    move unit(s).
+
     - Home
     - Normal - No adjustments made
+
     - Center
     - Horizontal - Actors adjust left, Enemies adjust right
+
     - Point X, Y
     - Vertical - Actors adjust Up, Enemies adjust down
+
      - Replace 'x' and 'y' with coordinates
    - Both - Applies both Horizontal and Vertical
 
  
    Distance: X:
+
  Face Away From?:
    - Horizontal distance to move.
+
  - Face away from the point instead?
    - You may use JavaScript code.
+
</pre>
  
    Distance: Y:
+
---
    - Vertical distance to move.
 
    - You may use JavaScript code.
 
  
  Duration:
+
<pre>
  - Duration in frames for total movement amount.
+
MOVE: Face Target(s)
 +
- Causes the unit(s) to face other targets on the screen.
 +
- Sideview-only!
  
   Face Destination?:
+
   Targets (facing):
   - Turn and face the destination?
+
   - Select which unit(s) to change direction.
  
   Movement Easing:
+
   Targets (destination):
   - Select which easing type you wish to apply.
+
   - Select which unit(s) for the turning unit(s) to face.
  - Requires VisuMZ_0_CoreEngine.
 
  
   Movement Motion:
+
   Face Away From?:
   - Play this motion for the unit(s).
+
   - Face away from the unit(s) instead?
 
 
  Wait For Movement?:
 
  - Wait for movement to complete before performing next command?
 
 
</pre>
 
</pre>
  
Line 1,976: Line 2,054:
  
 
<pre>
 
<pre>
MOVE: Move To JS Coordinates
+
MOVE: Float
- Moves unit(s) to specified JS Coordinates.
+
- Causes the unit(s) to float above the ground.
- Sideview-only! Uses JavaScript!
+
- Sideview-only!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select which unit(s) to make float.
  
   JS: Coordinates:
+
   Desired Height:
   - Code used to determine the coordinates for the target(s) to move to.
+
   - Vertical distance to float upward.
 +
  - You may use JavaScript code.
  
   Offset Adjustment:
+
   Duration:
   - Makes adjustments to offset values to determine which direction to
+
   - Duration in frames for total float amount.
    adjust the destination by.
 
  
    Offset: X:
+
  Float Easing:
    - Horizontal offset to move.
+
  - Select which easing type you wish to apply.
    - You may use JavaScript code.
+
  - Requires VisuMZ_0_CoreEngine.
  
    Offset: Y:
+
  Wait For Float?:
    - Vertical offset to move.
+
  - Wait for floating to complete before performing next command?
    - You may use JavaScript code.
+
</pre>
  
  Duration:
+
---
  - Duration in frames for total movement amount.
 
  
  Face Destination?:
+
<pre>
  - Turn and face the destination?
+
MOVE: Home Reset
 +
- Causes the unit(s) to move back to their home position(s) and face back to
 +
  their original direction(s).
  
   Movement Easing:
+
   Targets:
   - Select which easing type you wish to apply.
+
   - Select which unit(s) to move.
  - Requires VisuMZ_0_CoreEngine.
 
 
 
  Movement Motion:
 
  - Play this motion for the unit(s).
 
  
 
   Wait For Movement?:
 
   Wait For Movement?:
Line 2,018: Line 2,093:
  
 
<pre>
 
<pre>
MOVE: Move To Point
+
MOVE: Jump
- Moves unit(s) to a designated point on the screen.
+
- Causes the unit(s) to jump into the air.
- Sideview-only! Points based off Graphics.boxWidth/Height.
+
- Sideview-only!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to move.
+
   - Select which unit(s) to make jump.
  
   Destination Point:
+
   Desired Height:
   - Select which point to face.
+
   - Max jump height to go above the ground
    - Home
+
  - You may use JavaScript code.
    - Center
 
    - Point X, Y
 
      - Replace 'x' and 'y' with coordinates
 
  
   Offset Adjustment:
+
   Duration:
   - Makes adjustments to offset values to determine which direction to
+
   - Duration in frames for total jump amount.
    adjust the destination by.
 
  
    Offset: X:
+
  Wait For Jump?:
    - Horizontal offset to move.
+
  - Wait for jumping to complete before performing next command?
    - You may use JavaScript code.
+
</pre>
  
    Offset: Y:
+
---
    - Vertical offset to move.
 
    - You may use JavaScript code.
 
  
  Duration:
+
<pre>
  - Duration in frames for total movement amount.
+
MOVE: Move Distance
 +
- Moves unit(s) by a distance from their current position(s).
 +
- Sideview-only!
  
   Face Destination?:
+
  Targets:
   - Turn and face the destination?
+
  - 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:
 
   Movement Easing:
Line 2,064: Line 2,157:
  
 
<pre>
 
<pre>
MOVE: Move To Target(s)
+
MOVE: Move To JS Coordinates
- Moves unit(s) to another unit(s) on the battle field.
+
- Moves unit(s) to specified JS Coordinates.
- Sideview-only!
+
- Sideview-only! Uses JavaScript!
  
   Targets (Moving):
+
   Targets:
 
   - Select which unit(s) to move.
 
   - Select which unit(s) to move.
  
   Targets (Destination):
+
   JS: Coordinates:
   - Select which unit(s) to move to.
+
   - Code used to determine the coordinates for the target(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:
 
   Offset Adjustment:
Line 2,122: Line 2,199:
  
 
<pre>
 
<pre>
MOVE: Opacity
+
MOVE: Move To Point
- Causes the unit(s) to change opacity.
+
- Moves unit(s) to a designated point on the screen.
- Sideview-only!
+
- Sideview-only! Points based off Graphics.boxWidth/Height.
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to change opacity.
+
   - Select which unit(s) to move.
  
   Desired Opacity:
+
   Destination Point:
   - Change to this opacity value.
+
   - Select which point to face.
   - You may use JavaScript code.
+
    - 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:
   - Duration in frames for opacity change.
+
   - Duration in frames for total movement amount.
 +
 
 +
  Face Destination?:
 +
  - Turn and face the destination?
  
   Opacity 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 Opacity?:
+
  Movement Motion:
   - Wait for opacity 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>
  
 
---
 
---
 
[[File:ActSeqGrowShrink.gif]]
 
  
 
<pre>
 
<pre>
MOVE: Scale/Grow/Shrink
+
MOVE: Move To Target(s)
- Causes the unit(s) to scale, grow, or shrink?.
+
- Moves unit(s) to another unit(s) on the battle field.
 
- Sideview-only!
 
- Sideview-only!
  
   Targets:
+
   Targets (Moving):
   - Select which unit(s) to change the scale of.
+
   - Select which unit(s) to move.
  
   Scale X:
+
   Targets (Destination):
  Scale Y:
+
   - Select which unit(s) to move to.
  - What target scale value do you want?
 
   - 1.0 is normal size.
 
  
  Duration:
+
    Target Location:
  - Duration in frames to scale for.
+
    - 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
  
  Scale Easing:
+
    Melee Distance:
  - Select which easing type you wish to apply.
+
    - The melee distance away from the target location in addition to the
  - Requires VisuMZ_0_CoreEngine.
+
      battler's width.
  
   Wait For Scale?:
+
   Offset Adjustment:
   - Wait for scaling to complete before performing next command?
+
   - Makes adjustments to offset values to determine which direction to
</pre>
+
    adjust the destination by.
  
---
+
    Offset: X:
 +
    - Horizontal offset to move.
 +
    - You may use JavaScript code.
  
[[File:ActSeqSkew.gif]]
+
    Offset: Y:
 +
    - Vertical offset to move.
 +
    - You may use JavaScript code.
  
<pre>
+
  Duration:
MOVE: Skew/Distort
+
  - Duration in frames for total movement amount.
- Causes the unit(s) to skew.
 
- Sideview-only!
 
  
   Targets:
+
   Face Destination?:
   - Select which unit(s) to skew.
+
   - Turn and face the destination?
  
   Skew X:
+
   Movement Easing:
  Skew Y:
+
   - Select which easing type you wish to apply.
   - What variance to skew?
+
   - Requires VisuMZ_0_CoreEngine.
   - Use small values for the best results.
 
  
   Duration:
+
   Movement Motion:
   - Duration in frames to skew for.
+
   - Play this motion for the unit(s).
  
  Skew Easing:
+
   Wait For Movement?:
  - Select which easing type you wish to apply.
+
   - Wait for movement to complete before performing next command?
  - 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
+
MOVE: Opacity
- Causes the unit(s) to spin.
+
- Causes the unit(s) to change opacity.
 
- Sideview-only!
 
- Sideview-only!
  
 
   Targets:
 
   Targets:
   - Select which unit(s) to spin.
+
   - Select which unit(s) to change opacity.
  
   Angle:
+
   Desired Opacity:
   - How many degrees to spin?
+
   - Change to this opacity value.
 +
  - You may use JavaScript code.
  
 
   Duration:
 
   Duration:
   - Duration in frames to spin for.
+
   - Duration in frames for opacity change.
  
   Spin Easing:
+
   Opacity 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.
  
   Revert Angle on Finish:
+
   Wait For Opacity?:
   - Upon finishing the spin, revert the angle back to 0.
+
   - Wait for opacity changes to complete before performing next command?
 +
</pre>
  
  Wait For Spin?:
+
---
  - Wait for spin to complete before performing next command?
 
</pre>
 
  
---
+
[[File:ActSeqGrowShrink.gif]]
  
 
<pre>
 
<pre>
MOVE: Wait For Float
+
MOVE: Scale/Grow/Shrink
- Waits for floating to complete before performing next command.
+
- Causes the unit(s) to scale, grow, or shrink?.
</pre>
+
- 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.
  
<pre>
+
  Wait For Scale?:
MOVE: Wait For Jump
+
  - Wait for scaling to complete before performing next command?
- Waits for jumping to complete before performing next command.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:ActSeqSkew.gif]]
  
 
<pre>
 
<pre>
MOVE: Wait For Movement
+
MOVE: Skew/Distort
- Waits for movement to complete before performing next command.
+
- Causes the unit(s) to skew.
</pre>
+
- Sideview-only!
 +
 
 +
  Targets:
 +
  - Select which unit(s) to skew.
  
---
+
  Skew X:
 +
  Skew Y:
 +
  - What variance to skew?
 +
  - Use small values for the best results.
  
<pre>
+
  Duration:
MOVE: Wait For Opacity
+
  - Duration in frames to skew for.
- Waits for opacity changes to complete before performing next command.
 
</pre>
 
  
---
+
  Skew Easing:
 +
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
<pre>
+
  Wait For Skew?:
MOVE: Wait For Scale
+
  - Wait for skew to complete before performing next command?
- Waits for scaling to complete before performing next command.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:ActSeqSpin.gif]]
  
 
<pre>
 
<pre>
MOVE: Wait For Skew
+
MOVE: Spin/Rotate
- Waits for skewing to complete before performing next command.
+
- 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>
  
Line 2,274: Line 2,413:
  
 
<pre>
 
<pre>
MOVE: Wait For Spin
+
MOVE: Wait For Float
- Waits for spinning to complete before performing next command.
+
- Waits for floating to complete before performing next command.
 
</pre>
 
</pre>
  
 
---
 
---
  
{{VisuMZ Action Sequence Projectiles Plugin Commands}}
+
<pre>
 +
MOVE: Wait For Jump
 +
- Waits for jumping to complete before performing next command.
 +
</pre>
  
=== Action Sequences - Skew (Camera) ===
+
---
  
[[File:VisuMZ_ActSeqCamera_Skew.gif]]
+
<pre>
 
+
MOVE: Wait For Movement
These action sequences allow you to have control over the camera skew.
+
- Waits for movement to complete before performing next command.
Requires VisuMZ_3_ActSeqCamera!
+
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
SKEW: Change Skew
+
MOVE: Wait For Opacity
- Changes the camera skew.
+
- Waits for opacity changes to complete before performing next command.
- Requires VisuMZ_3_ActSeqCamera!
+
</pre>
  
  Skew X:
+
---
  - Change the camera skew X to this value.
 
  
  Skew Y:
+
<pre>
  - Change the camera skew Y to this value.
+
MOVE: Wait For Scale
 +
- Waits for scaling to complete before performing next command.
 +
</pre>
  
  Duration:
+
---
  - Duration in frames to change camera skew.
 
  
  Skew Easing:
+
<pre>
  - Select which easing type you wish to apply.
+
MOVE: Wait For Skew
  - Requires VisuMZ_0_CoreEngine.
+
- Waits for skewing to complete before performing next command.
 +
</pre>
 +
 
 +
---
  
  Wait For Skew?:
+
<pre>
  - Wait for skew changes to complete before performing next command?
+
MOVE: Wait For Spin
 +
- Waits for spinning to complete before performing next command.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
{{VisuMZ Action Sequence Projectiles Plugin Commands}}
SKEW: Reset Skew
 
- Reset any skew settings.
 
- Requires VisuMZ_3_ActSeqCamera!
 
  
  Duration:
+
=== Action Sequences - Skew (Camera) ===
  - Duration in frames to reset camera skew.
 
  
  Skew Easing:
+
[[File:VisuMZ_ActSeqCamera_Skew.gif]]
  - Select which easing type you wish to apply.
 
  - Requires VisuMZ_0_CoreEngine.
 
  
  Wait For Skew?:
+
These action sequences allow you to have control over the camera skew.
  - Wait for skew changes to complete before performing next command?
+
Requires VisuMZ_3_ActSeqCamera!
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
SKEW: Wait For Skew
+
SKEW: Change Skew
- Waits for skew changes to complete before performing next command.
+
- Changes the camera skew.
 
- Requires VisuMZ_3_ActSeqCamera!
 
- Requires VisuMZ_3_ActSeqCamera!
</pre>
 
  
---
+
  Skew X:
 +
  - Change the camera skew X to this value.
  
=== Action Sequences - Target ===
+
  Skew Y:
 +
  - Change the camera skew Y to this value.
  
[[File:BattleCoreTargetActSeq.png]]
+
  Duration:
 +
  - Duration in frames to change camera skew.
  
If using a manual target by target Action Sequence, these commands will give
+
  Skew Easing:
you full control over its usage.
+
  - Select which easing type you wish to apply.
 +
  - Requires VisuMZ_0_CoreEngine.
  
Refer to the image above for reference on how this works.
+
  Wait For Skew?:
 +
  - Wait for skew changes to complete before performing next command?
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
TARGET: Current Index
+
SKEW: Reset Skew
- Sets the current index to this value.
+
- Reset any skew settings.
- Then decide to jump to a label (optional).
+
- Requires VisuMZ_3_ActSeqCamera!
  
   Set Index To:
+
   Duration:
   - Sets current targeting index to this value.
+
   - Duration in frames to reset camera skew.
  - 0 is the starting index of a target group.
 
  
   Jump To Label:
+
   Skew Easing:
   - If a target is found after the index change, jump to this label in the
+
   - Select which easing type you wish to apply.
    Common Event.
+
  - Requires VisuMZ_0_CoreEngine.
 +
 
 +
  Wait For Skew?:
 +
  - Wait for skew changes to complete before performing next command?
 
</pre>
 
</pre>
  
Line 2,369: Line 2,515:
  
 
<pre>
 
<pre>
TARGET: Next Target
+
SKEW: Wait For Skew
- Moves index forward by 1 to select a new current target.
+
- Waits for skew changes to complete before performing next command.
- Then decide to jump to a label (optional).
+
- Requires VisuMZ_3_ActSeqCamera!
 
 
  Jump To Label:
 
  - If a target is found after the index change, jump to this label in the
 
    Common Event.
 
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Action Sequences - Target ===
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:
+
[[File:BattleCoreTargetActSeq.png]]
  - If a target is found after the index change, jump to this label in the
 
    Common Event.
 
</pre>
 
  
---
+
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>
 
<pre>
TARGET: Random Target
+
TARGET: Current Index
- Sets index randomly to determine new currernt target.
+
- Sets the current index to this value.
 
- Then decide to jump to a label (optional).
 
- Then decide to jump to a label (optional).
  
   Force Random?:
+
   Set Index To:
   - Index cannot be its previous index amount after random.
+
   - Sets current targeting index to this value.
 +
  - 0 is the starting index of a target group.
  
 
   Jump To Label:
 
   Jump To Label:
Line 2,404: Line 2,546:
 
     Common Event.
 
     Common Event.
 
</pre>
 
</pre>
 
---
 
 
=== Action Sequences - Voice ===
 
 
[[File:VisuMZ.131.jpg|600px]]
 
  
 
---
 
---
  
 
<pre>
 
<pre>
VOICE: Common Line
+
TARGET: Next Target
- Plays a common voice line from target battler(s).
+
- Moves index forward by 1 to select a new current target.
- Requires VisuMZ_3_BattleVoices!
+
- Then decide to jump to a label (optional).
  
   Speaker Target(s):
+
   Jump To Label:
   - Select unit(s) to play voice lines from.
+
   - If a target is found after the index change, jump to this label in the
 
+
    Common Event.
  Voice Line:
 
  - What voice line do you wish to play?
 
 
</pre>
 
</pre>
  
Line 2,428: Line 2,562:
  
 
<pre>
 
<pre>
VOICE: Play Special Line
+
TARGET: Previous Target
- Plays a special voice line from target battler(s).
+
- Moves index backward by 1 to select a new current target.
- Requires VisuMZ_3_BattleVoices!
+
- 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>
 +
 
 +
---
  
  Speaker Target(s):
+
<pre>
  - Select unit(s) to play voice lines from.
+
TARGET: Random Target
 +
- Sets index randomly to determine new currernt target.
 +
- Then decide to jump to a label (optional).
  
   Voice Line Type:
+
  Force Random?:
   - What voice line type do you wish to play?
+
  - Index cannot be its previous index amount after random.
     - Action Name
+
 
     - Chant Line
+
  Jump To Label:
     - Item Name
+
  - If a target is found after the index change, jump to this label in the
     - Skill Name
+
    Common Event.
     - Spell Name
+
</pre>
     - Unique Lines
+
 
 +
---
 +
 
 +
=== 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:
 
   Name / Letter:
   - What voice letter/name do you want to play?
+
   - 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>
  
 
---
 
---
  
=== Action Sequences - Weapon ===
+
==== Dual Wield Action Sequence Example ====
  
[[File:BattleCore_DualWield.gif]]
+
Here is an example of how to set up a dual-wield action sequence, whiled
 +
also checking the trait objects to make sure that no other weapons are
 +
being involved:
  
Allows for finer control over Dual/Multi Wielding actors.
+
  ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
 +
                  Display Action = true
 +
                  Immortal: On = true
 +
                  Battle Step = true
 +
                  Wait For Movement = true
 +
                  Cast Animation = true
 +
                  Wait For Animation = true
  
Only works for Actors.
+
  ◆Script:console.log('---Before Switching---')
 +
          let user = BattleManager._subject;
 +
          let result = user.traitObjects()
 +
            .filter(obj => DataManager.isWeapon(obj))
 +
            .map(obj => obj.id);
 +
          console.log('Weapon IDs', result);
  
---
+
  ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Set Weapon Slot
 +
                  Targets = ["user"]
 +
                  Weapon Slot ID = 1
  
<pre>
+
  ◆Label:AttackLoop
WEAPON: Clear Weapon Slot
 
- Clears the active weapon slot (making others valid again).
 
- Only works for Actors.
 
  
   Targets:
+
   ◆Script:console.log('---Slot Check---')
  - Select unit(s) to clear the active weapon slot for.
+
          let user = BattleManager._subject;
</pre>
+
          let result = user.traitObjects()
 +
            .filter(obj => DataManager.isWeapon(obj))
 +
            .map(obj => obj.id);
 +
          console.log('Weapon IDs', result);
  
---
+
  ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: All Targets Action Set
 +
                  Dual/Multi Wield? = false
 +
                  Perform Action = true
 +
                  Wait Count = Sprite_Battler._motionSpeed
 +
                  Action Animation = true
 +
                  Wait For Animation = true
 +
                  Action Effect = true
 +
                  Immortal: Off = true
  
<pre>
+
  ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Next Weapon Slot
WEAPON: Next Weapon Slot
+
                  Targets = ["user"]
- Goes to next active weapon slot (making others invalid).
+
                  Jump To Label = AttackLoop
- If next slot is weaponless, don't label jump.
 
  
   Targets:
+
   ◆Label:LoopFinished
  - Select unit(s) to change the next active weapon slot for.
 
</pre>
 
  
---
+
  ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Clear Weapon Slot
 +
                  Targets = ["user"]
  
<pre>
+
  ◆Script:console.log('---Slots Cleared---')
WEAPON: Set Weapon Slot
+
          let user = BattleManager._subject;
- Sets the active weapon slot (making others invalid).
+
          let result = user.traitObjects()
- Only works for Actors.
+
            .filter(obj => DataManager.isWeapon(obj))
 +
            .map(obj => obj.id);
 +
          console.log('Weapon IDs', result);
  
   Targets:
+
   ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
  - Select unit(s) to change the active weapon slot for.
+
                  Immortal: Off = true
 +
                  Wait For New Line = true
 +
                  Wait For Effects = true
 +
                  Clear Battle Log = true
 +
                  Home Reset = true
 +
                  Wait For Movement = true
  
  Weapon Slot ID:
+
If you want to make sure the weapon slots are only using those specific
  - Select weapon slot to make active (making others invalid).
+
weapons, include the console.log() script calls above. Otherwise, those
  - Use 0 to clear and normalize. You may use JavaScript code.
+
can be removed. They're only used as proof of weapon separation that can be
</pre>
+
seen inside the game's Dev Tools window (press F8 to open Dev Tools, then
 +
click "Console" for the console logs).
  
 
---
 
---

Latest revision as of 12:44, 8 May 2026


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.

---

Dual Wield Action Sequence Example

Here is an example of how to set up a dual-wield action sequence, whiled also checking the trait objects to make sure that no other weapons are being involved:

 ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
                 Display Action = true
                 Immortal: On = true
                 Battle Step = true
                 Wait For Movement = true
                 Cast Animation = true
                 Wait For Animation = true
 ◆Script:console.log('---Before Switching---')
         let user = BattleManager._subject;
         let result = user.traitObjects()
            .filter(obj => DataManager.isWeapon(obj))
            .map(obj => obj.id);
         console.log('Weapon IDs', result);
 ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Set Weapon Slot
                 Targets = ["user"]
                 Weapon Slot ID = 1
 ◆Label:AttackLoop
 ◆Script:console.log('---Slot Check---')
         let user = BattleManager._subject;
         let result = user.traitObjects()
            .filter(obj => DataManager.isWeapon(obj))
            .map(obj => obj.id);
         console.log('Weapon IDs', result);
 ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: All Targets Action Set
                 Dual/Multi Wield? = false
                 Perform Action = true
                 Wait Count = Sprite_Battler._motionSpeed
                 Action Animation = true
                 Wait For Animation = true
                 Action Effect = true
                 Immortal: Off = true
 ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Next Weapon Slot
                 Targets = ["user"]
                 Jump To Label = AttackLoop
 ◆Label:LoopFinished
 ◆Plugin Command:VisuMZ_1_BattleCore, WEAPON: Clear Weapon Slot
                 Targets = ["user"]
 ◆Script:console.log('---Slots Cleared---')
         let user = BattleManager._subject;
         let result = user.traitObjects()
            .filter(obj => DataManager.isWeapon(obj))
            .map(obj => obj.id);
         console.log('Weapon IDs', result);
 ◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
                 Immortal: Off = true
                 Wait For New Line = true
                 Wait For Effects = true
                 Clear Battle Log = true
                 Home Reset = true
                 Wait For Movement = true

If you want to make sure the weapon slots are only using those specific weapons, include the console.log() script calls above. Otherwise, those can be removed. They're only used as proof of weapon separation that can be seen inside the game's Dev Tools window (press F8 to open Dev Tools, then click "Console" for the console logs).

---

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!

---