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【汉化】VisuStella.1 – VisuStella MZ - Battle Core - RPG兔子 (战斗核心) VisuMZ_1_BattleCore

作者:我想我是兔发布时间:2020-09-02分类:MZ插件汉化浏览:1097评论:0


导读:============================================================================介绍============...

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介绍

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The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to

become more flexible, streamlined, and support a variety of features. The

updated battle engine allows for custom Action Sequences, battle layout

styles, and a lot of control over the battle mechanics, too.

Battle Core插件改造了RPG Maker MZ提供的战斗引擎,使其变得更加灵活,简化并支持各种功能。

 更新的战斗引擎允许自定义动作序列,战斗布局样式以及对战斗机制的大量控制。



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

功能包括(但不限于)以下所有功能:


*动作序列插件命令,让你完全控制技能或物品过程中发生的事情。 *动画侧视图战斗支持敌人! *全队和仅限队员的自动战斗选项。 *基本队伍事件,快速简化所有队伍事件的事件。 *战斗命令控制,让您更改为队员显示的命令。 *改变战斗场景外观的战斗布局样式。 *对技能的动画支持。 *对成功率公式和伤害乘数的临界命中控制。 *为技能和物品添加自定义目标范围。 *伤害公式控制,包括伤害样式。 *Damage caps, both hard caps and soft caps.伤害数字,包括暴击和普通伤害。 *护甲穿透/减少绕过防御的伤害特征。 *要素和状态菜单对特征的核心支持。 *大量的JavaScript注释标签和全局插件参数,让你在战斗中通过不同的实例产生不同的效果。 *可以完全跳过/禁用参与方命令窗口。 *天气影响现在在战斗中显现。 *精简作战日志,消除冗余信息,改善作战流程。 *可视血量仪可以显示在演员和/或敌人的头顶上,可能需要先击败敌人至少一次才能显示。


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要求

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该插件是为RPG Maker MZ制作的。 这在RPG Maker的其他产品中不起作用。


------ Tier 1 ------


该插件是Tier 1插件。 将其放置在“插件管理器”列表中(即:0、1、2、3、4、5)的其他较低等级的插件下。 这是为了确保您的插件与VisuStella MZ库的其余部分具有最佳兼容性。


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主要变化

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该插件将覆盖RPG Maker MZ基本代码的某些核心部分,以确保Battle Core插件可以满负荷工作。 以下是已更改内容的说明。


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动作序列


- Action sequences are now done either entirely by the Battle Log Window or

through common events if the <Custom Action Sequence> notetag is used.

In RPG Maker MZ by default, Action Sequences would be a mixture of using the

Battle Log Window, the Battle Manager, and the Battle Scene, making it hard

to fully grab control of the situation.

     现在,动作序列可以完全由“战斗日志窗口”完成,也可以通过使用<Custom Action

 Sequence>(自定义动作序列)注释标签的常见事件来完成

   默认情况下,在RPG Maker MZ中,“动作序列”将混合使用“战斗日志窗口”,

“战斗管理器”和“战斗场景”,从而很难完全掌握情况。


---


Action Speed  动作速度


- Action speeds determine the turn order in the default battle system. The

AGI of a battle unit is also taken into consideration. However, the random

variance applied to the action speed system makes the turn order extremely

chaotic and hard for the player to determine. Thus, the random variance

aspect of it has been turned off. This can be reenabled by default through

Plugin Parameters => Mechanics Settings => Allow Random Speed?

动作速度决定了默认战斗系统中的回合顺序。战斗单位的AGI也被考虑在内。然而,应用于动作速度系统的随机变化使得转弯顺序非常混乱,玩家很难确定。因此,它的随机变化方面已经关闭。默认情况下,这可以通过插件参数= >机械设置= >允许随机速度来重新启用。


---


Animated Sideview Battler Support For Enemies支持敌人的动画侧视图战斗


-Enemies can now use Sideview Actor sprites for themselves! They will

behave like actors and can even carry their own set of weapons for physical

attacks. These must be set up using notetags. More information can be found

in the notetag section. 

敌人现在可以自己使用侧视图演员精灵了!

他们会表现得像角色一样,甚至可以携带自己的武器进行人身攻击。

这些必须使用便签标签设置。 更多信息可以在notetag部分中找到。


- As the sprites are normally used for actors, some changes have been made

to Sprite_Actor to be able to support both actors and enemies. These changes

should have minimal impact on other plugins.

由于精灵通常用于角色,所以对精灵角色进行了一些修改,以支持演员和敌人。 这些变化对其他插件的影响应该很小。

---


Battle Sprite Updates战斗精灵更新


- A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have

been overwritten to make the new Action Sequence system added by this plugin

possible. These changes make it possible for the sprites to move anywhere on

the screen, jump, float, change visibility, and more.

精灵战斗者、精灵行动者和精灵敌人中的许多功能已经被覆盖,使得这个插件添加的新动作序列系统成为可能。 这些变化使得精灵可以在屏幕上的任何地方移动、跳跃、浮动、改变可见性等等。

---


Change Battle Back in Battle在战斗中改变战斗


- By default, the Change Battle Back event command does not work in battle.

Any settings made to it will only reflect in the following battle. Now, if

the battle back event command is used during battle, it will reflect upon

any new changes immediately.

默认情况下,“改变战斗状态”事件命令在战斗中不起作用。

对它所做的任何设置只会反映在接下来的战斗中。现在,如果在战斗中使用战斗后退事件命令,它将立即反映任何新的变化。


---


Critical Hit - LUK Influence 暴击-LUK影响


- The LUK Buffs now affect the critical hit rate based off how the formula

is now calculated. Each stack of a LUK Buff will double the critical hit

rate and compound upon that. That means a x1 LUK Buff stack will raise it by

x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK

Buff Stack will raise the critical hit rate stack by x8, and so on.

现在,LUK增益会根据公式的计算方式影响关键命中率。 LUK Buff的每层堆叠都会使临界命中率加倍,并在此基础上加成。 这意味着x1 LUK Buff堆栈将其提高x2,x2 LUK Buff堆栈将使关键命中率提高x4,x3 LUK Buff堆栈将使关键命中率堆栈提高x8,依此类推。


- LUK also plays a role in how much damage is dealt with critical hits. The

default critical hit multiplier has been reduced from x3 to x2. However, a

percentage of LUK will added on (based off the user's CRI rate) onto the

finalized critical damage. If the user's CRI rate is 4%, then 4% of the user

LUK value will also be added onto the damage.

LUK还可以在严重击中造成的伤害中发挥作用。 默认的致命一击乘数已从x3降低到x2。 但是,一定比例的LUK(基于用户的CRI率)将添加到最终的关键损坏上。 如果用户的CRI率为4%,则用户LUK值的4%也将添加到损害中。


- This change can be altered through Plugin Parameters => Damage Settings =>

Critical Hits => JS: Rate Formula and JS: Damage Formula.

可以通过插件参数=>伤害设置=>暴击=> JS:比率公式和JS:损害公式来更改此更改。


---


Damage Popups伤害弹出窗口


- Damage popups are now formatted with + and - to determine healing and

damage. MP Damage will also include "MP" at the back. This is to make it

clearer what each colored variant of the damage popup means as well as help

color blind players read the on-screen data properly.

现在,使用[+]和[-]格式化伤害弹出窗口,以决定恢复和伤害的程度。

MP伤害也包括后面的“MP”。 这是为了使伤害弹出窗口的每个彩色变体更清楚,以及帮助色盲玩家正确读取屏幕上的数据。


---


Force Action强制行动


- Previously, Forced Actions would interrupt the middle of an event to

perform an action. However, with the addition of more flexible Action

Sequences, the pre-existing Force Action system would not be able to exist

and would require being remade.

以前,强制动作会中断事件的中间以执行动作。 但是,由于添加了更灵活的“动作序列”,

因此先前存在的“队伍动作”系统将不复存在,需要重新制作。


- Forced Actions now are instead, added to a separate queue from the action

battler list. Whenever an action and/or common event is completed, then if

there's a Forced Action battler queued, then the Forced Action battler will

have its turn. This is the cleanest method available and avoids the most

conflicts possible.

现在将强制行动添加到行动战斗人员列表的单独队列中。

每当完成某个动作和/或常见事件时,如果有一个“强迫行动”战斗机在排队,那么“强迫行动”战斗机将轮到自己。

这是最干净的方法,可以避免最多的冲突。


- This means if you planned to make cinematic sequences with Forced Actions,

you will need to account for the queued Force Actions. However, in the case

of battle cinematics, we would highly recommend that you use the newly added

Action Sequence Plugin Commands instead as those give you more control than

any Force Action ever could.

-这意味着,如果您打算使用强制动作制作动作序列,则需要考虑排队的强制动作。

但是,对于战斗动作,我们强烈建议您使用新添加的“动作序列插件命令”,因为这些命令比任何“部队行动”所能提供的控制更多。

---


Random Scope随机范围


- The skill and item targeting scopes for Random Enemy, 2 Random Enemies,

3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true

randomness.

随机敌人,2个随机敌人,3个随机敌人,4个随机敌人的技能和物品瞄准范围将会忽略TGR并且利用真正的随机性。


---


Spriteset_Battle Update精灵_战斗更新


- The spriteset now has extra containers to separate battlers (actors and

enemies), animations, and damage. This is to make actors and enemy battler

sprites more efficient to sort (if enabled), so that animations won't

interfere with and cover damage sprites, and to make sure damage sprites are

unaffected by screen tints in order to ensure the player will always have a

clear read on the information relaying sprites.

他的精灵现在有额外的容器来分隔战斗者(演员和敌人)、动画和伤害。这是为了使演员和敌人战斗精灵更有效地排序(如果启用),这样动画就不会干扰和覆盖伤害精灵,并确保伤害精灵不受屏幕色调的影响,以确保玩家总是有一个清晰的信息转播精灵。


---


Weather Displayed in Battle 战斗中展示的天气


- Previously, weather has not been displayed in battle. This means that any

weather effects placed on the map do not transfer over to battle and causes

a huge disconnect for players. The Battle Core plugin will add weather

effects to match the map's weather conditions. Any changes made to weather

through event commands midway through battle will also be reflected.

以前,天气并没有在战斗中显示出来。这意味着任何放置在地图上的天气影响都不会转移到战斗中,并导致玩家的巨大分离。战斗核心插件将添加天气效果来匹配地图的天气条件。战斗中途通过事件命令对天气做出的任何改变也会被反映出来。


---


============================================================================

Base Troops

============================================================================


Base Troops can be found, declared, and modified in the Plugin Parameters =>

Mechanics Settings => Base Troop ID's. All of the listed Troop ID's here

will have their page events replicated and placed under all other troops

found in the database.


---


This means that if you have an event that runs on Turn 1 of a Base Troop,

then for every troop out there, that same event will also run on Turn 1,

as well. This is useful for those who wish to customize their battle system

further and to reduce the amount of work needed to copy/paste said event

pages into every database troop object manually.


---


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Damage Styles损坏类型

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Damage Styles are a new feature added through the Battle Core plugin. When

using certain Battle Styles, you can completely ignore typing in the whole

damage formula inside the damage formula input box, and instead, insert

either a power amount or a multiplier depending on the Damage Style. The

plugin will then automatically calculate damage using that value factoring

in ATK, DEF, MAT, MDF values.


伤害样式是通过“战斗核心”插件添加的一项新功能。

使用某些战斗样式时,您可以完全忽略在损坏公式输入框中输入整个损坏公式,而是根据损坏样式插入乘方数量或乘数。

然后,该插件将使用ATK,DEF,MAT,MDF值中的该值因子自动计算损坏。


---


Here is a list of the Damage Styles that come with this plugin by default.

You can add in your own and even edit them to your liking.

Or just remove them if you want.

以下是这个插件默认附带的伤害样式列表。 你可以自己添加,甚至可以根据自己的喜好进行编辑。 如果你想的话,也可以把它们拿走。

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Style          Use Formula As   PH/MA Disparity   Stat Scale   Damage Scale

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Standard       Formula          No                Varies       Varies

ArmorScaling   Formula          No                Varies       Varies

CT             Multiplier       Yes               Low          Normal

D4             Multiplier       No                High         Normal

DQ             Multiplier       No                Low          Low

FF7            Power            Yes               Low          High

FF8            Power            Yes               Medium       Normal

FF9            Power            Yes               Low          Normal

FF10           Power            Yes               Medium       High

MK             Multiplier       No                Medium       Low

MOBA           Multiplier       No                Medium       Normal

PKMN           Power            No                Low          Normal


如果你打算使用它们,用上面的图表找出哪种伤害类型最适合你的游戏。


The 'Standard' style is the same as the 'Manual' formula input, except that

it allows for the support of <Armor Penetration> and <Armor Reduction>

notetags.


The 'Armor Scaling' style allows you to type in the base damage calculation

without the need to type in any defending modifiers.


NOTE: While these are based off the damage formulas found in other games,

not all of them are exact replicas. Many of them are adapted for use in

RPG Maker MZ since not all RPG's use the same set of parameters and not all

external multipliers function the same way as RPG Maker MZ.


---


Style:

- This is what the Damage Style is.


Use Formula As:

- This is what you insert into the formula box.

- Formula: Type in the formula for the action just as you would normally.

- Multiplier: Type in the multiplier for the action.

Use float values. This means 250% is typed out as 2.50

- Power: Type in the power constant for the action.

Use whole numbers. Type in something like 16 for a power constant.


PH/MA Disparity:

- Is there a disparity between how Physical Attacks and Magical Attacks

are calculated?

- If yes, then physical attacks and magical attacks will have different

formulas used.

- If no, then physical attacks and magical attacks will share similar

formulas for how they're calculated.


Stat Scale:

- How much should stats scale throughout the game?

- Low: Keep them under 100 for the best results.

- Medium: Numbers work from low to mid 400's for best results.

- High: The numbers really shine once they're higher.


Damage Scale:

- How much does damage vary depending on small parameter changes?

- Low: Very little increase from parameter changes.

- Normal: Damage scales close to proportionally with parameter changes.

- High: Damage can boost itself drastically with parameter changes.


---


To determine what kind of parameters are used for the Damage Styles, they

will depend on two things: the action's 'Hit Type' (ie Physical Attack,

Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage,

Recovery, or Drain).


Certain Hit tends to use whichever value is higher: ATK or MAT, and then

ignores the target's defense values. Use Certain Hits for 'True Damage'.


Use the chart below to figure out everything else:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Hit Type      Damage Type   Attacker Parameter   Defender Parameter

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Physical      Damage        ATK                  DEF

Magical       Damage        MAT                  MDF

Certain Hit   Damage        Larger (ATK, MAT)    -Ignores-

Physical      Recover       DEF                  -Ignores-

Magical       Recover       MDF                  -Ignores-

Certain Hit   Recover       Larger (ATK, MAT)    -Ignores-

Physical      Drain         ATK                  DEF

Magical       Drain         MAT                  MDF

Certain Hit   Drain         Larger (ATK, MAT)    -Ignores-


These can be modified within the Plugin Parameters in the individual

Damage Styles themselves.


---


Skills and Items can use different Damage Styles from the setting you've

selected in the Plugin Parameters. They can be altered to have different

Damage Styles through the usage of a notetag:


<Damage Style: name>


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

这将使用插件参数中找到的任何样式。


If "Manual" is used, then no style will be used and all calculations will be

made strictly based off the formula found inside the formula box.


---


============================================================================

Notetags 标签注释

============================================================================


The following are notetags that have been added through this plugin. These

notetags will not work with your game if this plugin is OFF or not present.

下面是通过这个插件添加的标签。 如果这个插件关闭或不存在,这些标签将无法在你的游戏中使用。


=== HP Gauge-Related Notetags ===


The following notetags allow you to set whether or not HP Gauges can be

displayed by enemies regardless of Plugin Parameter settings.

下面的标签允许你设置敌人是否可以显示血量,而不管插件参数设置。

---


<Show HP Gauge>


- Used for: Enemy Notetags

- Will always show the HP Gauge for the enemy regardless of the defeat

requirement setting.

- This does not bypass the player's Options preferences.

- This does not bypass disabling enemy HP Gauges as a whole.

-用于:敌人标签

 -将始终显示敌人的生命值,而不考虑失败要求设置。

 -这不会绕过玩家的选项偏好。

 -这不会绕过整体禁用敌人的血量仪。


---


<Hide HP Gauge>


- Used for: Enemy Notetags

- Will always hide the HP Gauge for the enemy regardless of the defeat

requirement setting.

- This does not bypass the player's Options preferences.

-用于:敌人标签

-将永远隐藏敌人的生命值,不管失败要求设置如何。

-这不会绕过玩家的选项偏好

---


=== Animation-Related Notetags ===


The following notetags allow you to set animations to play at certain

instances and/or conditions.

以下注释标签允许您设置动画在特定情况和/或条件下播放。


---


<Slip Animation: x>


- Requires VisuMZ_0_CoreEngine!

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- During the phase at which the user regenerates HP, MP, or TP, this

animation will play as long as the user is alive and visible.

- Replace 'x' with a number value representing the Animation ID to play.

-需要VisuMZ_0_CoreEngine!

-用于:角色、职业、武器、防具、敌人、状态标记

-在用户重新生成HP、MP或TP的阶段,只要用户还活着并且可见,该动画就会播放。

-用代表要播放的动画标识的数值替换“x”

---


<Cast Animation: x>


- Used for: Skill Notetags

- Plays a battle animation at the start of the skill.

- Replace 'x' with a number value representing the Animation ID to play.

-用于:技能说明标签

 -在技能开始时播放战斗动画。

 -用代表要播放的动画标识的数值替换“x”。

---


<Attack Animation: x>


- Used for: Enemy Notetags

- Gives an enemy an attack animation to play for its basic attack.

- Replace 'x' with a number value representing the Animation ID to play.

-用于:敌人标签

 -给敌人一个基本攻击的攻击动画。、

 -用代表要播放的动画标识的数值替换“x”。



---


=== Battleback-Related Notetags ===


You can apply these notetags to have some control over the battlebacks that

appear in different regions of the map for random or touch encounters.

你可以应用这些标签来控制出现在地图不同区域的随机或触摸遭遇的战场。


---


<Region x Battleback1: filename>

<Region x Battleback2: filename>


- Used for: Map Notetags

- If the player starts a battle while standing on 'x' region, then the

'filename' battleback will be used.

- Replace 'x' with a number representing the region ID you wish to use.

- Replace 'filename' with the filename of the graphic to use. Do not insert

any extensions. This means the file 'Castle1.png' will be only inserted

as 'Castle1' without the '.png' at the end.

- *NOTE: This will override any specified battleback settings.


---


=== Battle Command-Related Notetags ===


You can use notetags to change how the battle commands of playable

characters appear in battle as well as whether or not they can be used.


---


<Seal Attack>

<Seal Guard>

<Seal Item>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Prevents specific battle commands from being able to be used.


---


<Battle Commands>

Attack

Skills

SType: x

SType: name

All Skills

Skill: x

Skill: name

Guard

Item

Party

Escape

Auto Battle

</Battle Commands>


- Used for: Class Notetags

- Changes which commands appear in the Actor Command Window in battle.

If this notetag is not used, then the default commands determined in

Plugin Parameters => Actor Command Window => Command List will be used.

- Add/remove/modify entries as needed.


- Attack

- Adds the basic attack command.


- Skills

- Displays all the skill types available to the actor.


- SType: x

- Stype: name

- Adds in a specific skill type.

- Replace 'x' with the ID of the skill type.

- Replace 'name' with the name of the skill type (without text codes).


- All Skills

- Adds all usable battle skills as individual actions.


- Skill: x

- Skill: name

- Adds in a specific skill as a usable action.

- Replace 'x' with the ID of the skill.

- Replace 'name' with the name of the skill.


- Guard

- Adds the basic guard command.


- Item

- Adds the basic item command.


- Party

- Requires VisuMZ_2_PartySystem.

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


- Escape

- Adds the escape command.


- Auto Battle

- Adds the auto battle command.


Example:


<Battle Commands>

Attack

Skill: Heal

Skills

Guard

Item

Escape

</Battle Commands>


---


<Command Text: x>


- Used for: Skill Notetags

- When a skill is used in a <Battle Commands> notetag set, you can change

the skill name text that appears to something else.

- Replace 'x' with the skill's name you want to shown in the Actor Battle

Command window.

- Recommended Usage: Shorten skill names that are otherwise too big to fit

inside of the Actor Battle Command window.


---


<Command Icon: x>


- Used for: Skill Notetags

- When a skill is used in a <Battle Commands> notetag set, you can change

the skill icon that appears to something else.

- Replace 'x' with the ID of icon you want shown in the Actor Battle Command

window to represent the skill.


---


<Command Show Switch: x>


<Command Show All Switches: x,x,x>

<Command Show Any Switches: x,x,x>


- Used for: Skill Notetags

- Determines if a battle command is visible or not through switches.

- Replace 'x' with the switch ID to determine the skill's visibility.

- If 'All' notetag variant is used, item will be hidden until all

switches are ON. Then, it would be shown.

- If 'Any' notetag variant is used, item will be shown if any of the

switches are ON. Otherwise, it would be hidden.

- This can be applied to Attack and Guard commands, too.


---


<Command Hide Switch: x>


<Command Hide All Switches: x,x,x>

<Command Hide Any Switches: x,x,x>


- Used for: Skill Notetags

- Determines if a battle command is visible or not through switches.

- Replace 'x' with the switch ID to determine the skill's visibility.

- If 'All' notetag variant is used, item will be shown until all

switches are ON. Then, it would be hidden.

- If 'Any' notetag variant is used, item will be hidden if any of the

switches are ON. Otherwise, it would be shown.

- This can be applied to Attack and Guard commands, too.


---


<Battle Portrait: filename>


- Used for: Actor

- This is used with the "Portrait" Battle Layout.

- Sets the battle portrait image for the actor to 'filename'.

- Replace 'filename' with a picture found within your game project's

img/pictures/ folder. Filenames are case sensitive. Leave out the filename

extension from the notetag.

- This will override any menu images used for battle only.


---


=== JavaScript Notetag: Battle Command-Related ===


The following are notetags made for users with JavaScript knowledge to

determine if skill-based battle commands are visible or hidden.


---


<JS Command Visible>

code

code

visible = code;

</JS Command Visible>


- Used for: Skill Notetags

- The 'visible' variable is the final returned variable to determine the

skill's visibility in the Battle Command Window.

- Replace 'code' with JavaScript code to determine the skill's visibility in

the Battle Command Window.

- The 'user' variable represents the user who will perform the skill.

- The 'skill' variable represents the skill to be used.


---


=== Targeting-Related Notetags ===


The following notetags are related to the targeting aspect of skills and

items and may adjust the scope of how certain skills/items work.


---


<Always Hit>


<Always Hit Rate: x%>


- Used for: Skill, Item Notetags

- Causes the action to always hit or to always have a hit rate of exactly

the marked x%.

- Replace 'x' with a number value representing the hit success percentage.


---


<Repeat Hits: x>


- Used for: Skill, Item Notetags

- Changes the number of hits the action will produce.

- Replace 'x' with a number value representing the number of hits to incur.


---


<Target: x Random Any>


- Used for: Skill, Item Notetags

- Makes the skill pick 'x' random targets when used.

- Targets can be both actors and enemies.

- Replace 'x' with a number value representing the number of random targets.


---


<Target: x Random Enemies>


- Used for: Skill, Item Notetags

- Makes the skill pick 'x' random targets when used.

- Targets are only enemies.

- Replace 'x' with a number value representing the number of random targets.


---


<Target: x Random Allies>


- Used for: Skill, Item Notetags

- Makes the skill pick 'x' random targets when used.

- Targets are only actors.

- Replace 'x' with a number value representing the number of random targets.


---


<Target: All Allies But User>


- Used for: Skill, Item Notetags

- Targets all allies with the exception of the user.


---


=== JavaScript Notetag: Targeting-Related ===


---


<JS Targets>

code

code

targets = [code];

</JS Targets>


- Used for: Skill, Item Notetags

- The 'targets' variable is an array that is returned to be used as a

container for all the valid action targets.

- Replace 'code' with JavaScript code to determine valid targets.


---


=== Damage-Related Notetags ===


---


<Damage Style: name>


- Used for: Skill, Item Notetags

- Replace 'name' with a Damage Style name to change the way calculations are

made using the damage formula input box.

- Names can be found in Plugin Parameters => Damage Settings => Style List


---


<Armor Reduction: x>

<Armor Reduction: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, sets the current skill/item's armor

reduction properties to 'x' and/or 'x%'.

- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties

when calculating one's own armor.

- Use the 'x' notetag variant to determine a flat reduction value.

- Use the 'x%' notetag variant to determine a percentile reduction value.


---


<Armor Penetration: x>

<Armor Penetration: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, sets the current skill/item's armor

penetration properties to 'x' and/or 'x%'.

- If used on trait objects, adds 'x' and/or 'x%' armor penetration

properties when calculating a target's armor.

- Use the 'x' notetag variant to determine a flat penetration value.

- Use the 'x%' notetag variant to determine a percentile penetration value.


---


<Bypass Damage Cap>


- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, this will cause the action to never have

its damage capped.

- If used on trait objects, this will cause the affected unit to never have

its damage capped.


---


<Damage Cap: x>


- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, this will declare the hard damage cap to

be the 'x' value.

- If used on trait objects, this will raise the affect unit's hard damage

cap to 'x' value. If another trait object has a higher value, use that

value instead.


---


<Bypass Soft Damage Cap>


- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, this will cause the action to never have

its damage scaled downward to the soft cap.

- If used on trait objects, this will cause the affected unit to never have

its damage scaled downward to the soft cap.


---


<Soft Damage Cap: +x%>

<Soft Damage Cap: -x%>


- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- If used on skills and/or items, this will increase/decrease the action's

soft cap by x% where 'x' is a percentage value representing the increment

changed by the hard cap value.

- If used on trait objects, this will raise the affect unit's soft damage

limit by x% where 'x' is a percentage value representing the increment

changed by the hard cap value.


---


<Unblockable>


- Used for: Skill, Item Notetags

- Using "Guard" against this skill will not reduce any damage.


---


=== Critical-Related Notetags ===


The following notetags affect skill and item critical hit rates and the

critical damage multiplier.


---


<Always Critical>


- Used for: Skill, Item Notetags

- This skill/item will always land a critical hit regardless of the

user's CRI parameter value.


---


<Set Critical Rate: x%>


- Used for: Skill, Item Notetags

- This skill/item will always have a x% change to land a critical hit

regardless of user's CRI parameter value.

- Replace 'x' with a percerntage value representing the success rate.


---


<Modify Critical Rate: x%>

<Modify Critical Rate: +x%>

<Modify Critical Rate: -x%>


- Used for: Skill, Item Notetags

- Modifies the user's CRI parameter calculation for this skill/item.

- The 'x%' notetag variant will multiply the user's CRI parameter value

for this skill/item.

- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease

the user's CRI parameter value for this skill/item.


---


<Modify Critical Multiplier: x%>

<Modify Critical Multiplier: +x%>

<Modify Critical Multiplier: -x%>


- Used for: Skill, Item Notetags

- These notetags determine the damage multiplier when a critical hit lands.

- The 'x%' notetag variant multiply the multiplier to that exact percentage.

- The '+x%' and '-x%' notetag variants will change the multiplier with an

incremenetal rate for this skill/item.


---


<Modify Critical Bonus Damage: x%>

<Modify Critical Bonus Damage: +x%>

<Modify Critical Bonus Damage: -x%>


- Used for: Skill, Item Notetags

- These notetags determine the bonus damage added when a critical hit lands.

- The 'x%' notetag variant multiply the damage to that exact percentage.

- The '+x%' and '-x%' notetag variants will change the bonus damage with an

incremenetal rate for this skill/item.


---


=== JavaScript Notetags: Critical-Related ===


The following are notetags made for users with JavaScript knowledge to

determine how critical hit-related aspects are calculated.


---


<JS Critical Rate>

code

code

rate = code;

</JS Critical Rate>


- Used for: Skill, Item Notetags

- The 'rate' variable is the final returned amount to determine the

critical hit success rate.

- Replace 'code' with JavaScript code to determine the final 'rate' to be

returned as the critical hit success rate.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Critical Damage>

code

code

multiplier = code;

bonusDamage = code;

</JS Critical Damage>


- Used for: Skill, Item Notetags

- The 'multiplier' variable is returned later and used as the damage

multiplier used to amplify the critical damage amount.

- The 'bonusDamage' variable is returned later and used as extra added

damage for the critical damage amount.

- Replace 'code' with JavaScript code to determine how the 'multiplier' and

'bonusDamage' variables are calculated.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


=== Action Sequence-Related Notetags ===


Action Sequences allow you full control over how a skill and/or item plays

through its course. These notetags give you control over various aspects of

those Action Sequences. More information is found in the Action Sequences

help section.


---


<Custom Action Sequence>


- Used for: Skill, Item Notetags

- Removes all automated Action Sequence parts from the skill.

- Everything Action Sequence-related will be done by Common Events.

- Insert Common Event(s) into the skill/item's effects list to make use of

the Custom Action Sequences.

- This will prevent common events from loading in the Item Scene and Skill

Scene when used outside of battle.


---


<Display Icon: x>

<Display Text: string>


- Used for: Skill, Item Notetags

- When displaying the skill/item name in the Action Sequence, determine the

icon and/or text displayed.

- Replace 'x' with a number value representing the icon ID to be displayed.

- Replace 'string' with a text value representing the displayed name.


---


=== Animated Sideview Battler-Related Notetags ===


Enemies can use Animated Sideview Actor graphics thanks to this plugin.

These notetags give you control over that aspect. Some of these also affect

actors in addition to enemies.


---


<Sideview Battler: filename>


<Sideview Battlers>

filename: weight

filename: weight

filename: weight

</Sideview Battlers>


- Used for: Enemy Notetags

- Replaces the enemy's battler graphic with an animated Sideview Actor

graphic found in the img/sv_actors/ folder.

- Replace 'filename' with the filename of the graphic to use. Do not insert

any extensions. This means the file 'Actor1_1.png' will be only inserted

as 'Actor1_1' without the '.png' at the end.

- If the multiple notetag vaiant is used, then a random filename is selected

from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the 'filename'

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'filename' instead.

- Add/remove lines as you see fit.


Example:


<Sideview Battlers>

Actor1_1: 25

Actor1_3: 10

Actor1_5

Actor1_7

</Sideview Battlers>


---


<Sideview Anchor: x, y>


- Used for: Actor, Enemy Notetags

- Sets the sprite anchor positions for the sideview sprite.

- Replace 'x' and 'y' with numbers depicting where the anchors should be for

the sideview sprite.

- By default, the x and y anchors are 0.5 and 1.0.


---


<Sideview Home Offset: +x, +y>

<Sideview Home Offset: -x, -y>


- Used for: Actor, Class, Weapon, Armor, State Notetags

- Offsets the sideview actor sprite's home position by +/-x, +/-y.

- Replace 'x' and 'y' with numbers depicting how much to offset each of the

coordinates by. For '0' values, use +0 or -0.

- This notetag will not work if you remove it from the JavaScript code in

Plugin Parameters > Actor > JS:  Home Position


---


<Sideview Weapon Offset: +x, +y>

<Sideview Weapon Offset: -x, -y>


- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags

- Offsets the sideview weapon sprite's position by +/-x, +/-y.

- Replace 'x' and 'y' with numbers depicting how much to offset each of the

coordinates by. For '0' values, use +0 or -0.


---


<Sideview Show Shadow>

<Sideview Hide Shadow>


- Used for: Actor, Enemy Notetags

- Sets it so the sideview battler's shadow will be visible or hidden.


---


<Sideview Collapse>

<Sideview No Collapse>


- Used for: Enemy Notetags

- Either shows the collapse graphic or does not show the collapse graphic.

- Collapse graphic means the enemy will 'fade away' once it's defeated.

- No collapse graphic means the enemy's corpse will remain on the screen.


---


<Sideview Idle Motion: name>


<Sideview Idle Motions>

name: weight

name: weight

name: weight

</Sideview Idle Motions>


- Used for: Enemy Notetags

- Changes the default idle motion for the enemy.

- Replace 'name' with any of the following motion names:

- 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',

'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',

'abnormal', 'sleep', 'dead'

- If the multiple notetag vaiant is used, then a random motion name is

selected from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the 'name'

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'name' instead.

- Add/remove lines as you see fit.


Example:


<Sideview Idle Motions>

walk: 25

wait: 50

guard

victory

abnormal

</Sideview Idle Motions>


---


<Sideview Size: width, height>


- Used for: Enemy Notetags

- When using a sideview battler, its width and height will default to the

setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.

- This notetag lets you change that value to something else.

- Replace 'width' and 'height' with numbers representing how many pixels

wide/tall the sprite will be treated as.


---


<Sideview Weapon: weapontype>


<Sideview Weapons>

weapontype: weight

weapontype: weight

weapontype: weight

</Sideview Weapons>


- Used for: Enemy Notetags

- Give your sideview enemies weapons to use.

- Replace 'weapontype' with the name of the weapon type found under the

Database => Types => Weapon Types list (without text codes).

- If the multiple notetag vaiant is used, then a random weapon type is

selected from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the weapontype

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'weapontype' instead.

- Add/remove lines as you see fit.


Example:


<Sideview Weapons>

Dagger: 25

Sword: 25

Axe

</Sideview Weapons>


---


<traitname Sideview Battler: filename>


<traitname Sideview Battlers>

filename: weight

filename: weight

filename: weight

</traitname Sideview Battlers>


- Used for: Enemy Notetags

- Requires VisuMZ_1_ElementStatusCore

- Allows certain Trait Sets to cause battlers to have a unique appearance.

- Replace 'filename' with the filename of the graphic to use. Do not insert

any extensions. This means the file 'Actor1_1.png' will be only inserted

as 'Actor1_1' without the '.png' at the end.

- If the multiple notetag vaiant is used, then a random filename is selected

from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the 'filename'

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'filename' instead.

- Add/remove lines as you see fit.


Examples:


<Male Sideview Battlers>

Actor1_1: 25

Actor1_3: 10

Actor1_5

Actor1_7

</Male Sideview Battlers>


<Female Sideview Battlers>

Actor1_2: 25

Actor1_4: 10

Actor1_6

Actor1_8

</Female Sideview Battlers>


---


<traitname Sideview Idle Motion: name>


<traitname Sideview Idle Motions>

name: weight

name: weight

name: weight

</traitname Sideview Idle Motions>


- Used for: Enemy Notetags

- Requires VisuMZ_1_ElementStatusCore

- Allows certain Trait Sets to cause battlers to have unique idle motions.

- Replace 'name' with any of the following motion names:

- 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',

'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',

'abnormal', 'sleep', 'dead'

- If the multiple notetag vaiant is used, then a random motion name is

selected from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the 'name'

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'name' instead.

- Add/remove lines as you see fit.


Examples:


<Jolly Sideview Idle Motions>

wait: 25

victory: 10

walk

</Jolly Sideview Idle Motions>


<Serious Sideview Idle Motions>

walk: 25

guard: 10

wait

</Jolly Sideview Idle Motions>


---


<traitname Sideview Weapon: weapontype>


<traitname Sideview Weapons>

weapontype: weight

weapontype: weight

weapontype: weight

</traitname Sideview Weapons>


- Used for: Enemy Notetags

- Requires VisuMZ_1_ElementStatusCore

- Allows certain Trait Sets to cause battlers to have unique weapons.

- Replace 'weapontype' with the name of the weapon type found under the

Database => Types => Weapon Types list (without text codes).

- If the multiple notetag vaiant is used, then a random weapon type is

selected from the list upon the enemy's creation.

- Replace 'weight' with a number value representing how often the weapontype

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'weapontype' instead.

- Add/remove lines as you see fit.


Examples:


<Male Sideview Weapons>

Dagger: 25

Sword: 25

Axe

</Male Sideview Weapons>


<Female Sideview Weapons>

Dagger: 25

Spear: 25

Cane

</Female Sideview Weapons>


---


=== Enemy-Related Notetags ===


---


<Battler Sprite Cannot Move>


- Used for: Enemy Notetags

- Prevents the enemy from being able to move, jump, and/or float due to

Action Sequences. Useful for rooted enemies.


---


<Swap Enemies>

name: weight

name: weight

name: weight

</Swap Enemies>


- Used for: Enemy Notetags

- Causes this enemy database object to function as a randomizer for any of

the listed enemies inside the notetag. When the enemy is loaded into the

battle scene, the enemy is immediately replaced with one of the enemies

listed. The randomization is based off the 'weight' given to each of the

enemy 'names'.

- Replace 'name' with the database enemy of the enemy you wish to replace

the enemy with.

- Replace 'weight' with a number value representing how often the 'name'

would come up. The higher the weight, the more often. You may omit this

and the colon(:) and just type in the 'name' instead.

- Add/remove lines as you see fit.


Example:


<Swap Enemies>

Bat: 50

Slime: 25

Orc

Minotaur

</Swap Enemies>


---


=== JavaScript Notetags: Mechanics-Related ===


These JavaScript notetags allow you to run code at specific instances during

battle provided that the unit has that code associated with them in a trait

object (actor, class, weapon, armor, enemy, or state). How you use these is

entirely up to you and will depend on your ability to understand the code

used and driven for each case.


---


<JS Pre-Start Battle>

code

code

code

</JS Pre-Start Battle>


<JS Post-Start Battle>

code

code

code

</JS Post-Start Battle>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the start of battle aimed at the function:

BattleManager.startBattle()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-Start Turn>

code

code

code

</JS Pre-Start Turn>


<JS Post-Start Turn>

code

code

code

</JS Post-Start Turn>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the start of a turn aimed at the function:

BattleManager.startTurn()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-Start Action>

code

code

code

</JS Pre-Start Action>


<JS Post-Start Action>

code

code

code

</JS Post-Start Action>


- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the start of an action aimed at the function:

BattleManager.startAction()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- If used on skills and/or items, this will only apply to the skill/item

being used and does not affect other skills and items.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-Apply>

code

code

code

</JS Pre-Apply>


- Used for: Skill, Item Notetags

- Runs JavaScript code at the start of an action hit aimed at the function:

Game_Action.prototype.apply()

- 'Pre' runs before the function runs.

- If used on skills and/or items, this will only apply to the skill/item

being used and does not affect other skills and items.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Pre-Apply as User>

code

code

code

</JS Pre-Apply as User>


<JS Pre-Apply as Target>

code

code

code

</JS Pre-Apply as Target>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the start of an action hit aimed at the function:

Game_Action.prototype.apply()

- 'Pre' runs before the function runs.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- If the 'as User' notetag variant is used, this code will be run as a

response to the action from the action user end.

- If the 'as Target' notetag variant is used, this code will be run as a

response to the action from the action target end.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Pre-Damage>

code

code

code

</JS Pre-Damage>


- Used for: Skill, Item Notetags

- Runs JavaScript code before damage is dealt aimed at the function:

Game_Action.prototype.executeDamage()

- 'Pre' runs before the function runs.

- If used on skills and/or items, this will only apply to the skill/item

being used and does not affect other skills and items.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Pre-Damage as User>

code

code

code

</JS Pre-Damage as User>


<JS Pre-Damage as Target>

code

code

code

</JS Pre-Damage as Target>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code before damage is dealt aimed at the function:

Game_Action.prototype.executeDamage()

- 'Pre' runs before the function runs.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- If the 'as User' notetag variant is used, this code will be run as a

response to the action from the action user end.

- If the 'as Target' notetag variant is used, this code will be run as a

response to the action from the action target end.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Post-Damage>

code

code

code

</JS Post-Damage>


- Used for: Skill, Item Notetags

- Runs JavaScript code after damage is dealt aimed at the function:

Game_Action.prototype.executeDamage()

- 'Post' runs after the function runs.

- If used on skills and/or items, this will only apply to the skill/item

being used and does not affect other skills and items.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Post-Damage as User>

code

code

code

</JS Post-Damage as User>


<JS Post-Damage as Target>

code

code

code

</JS Post-Damage as Target>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code after damage is dealt aimed at the function:

Game_Action.prototype.executeDamage()

- 'Post' runs after the function runs.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- If the 'as User' notetag variant is used, this code will be run as a

response to the action from the action user end.

- If the 'as Target' notetag variant is used, this code will be run as a

response to the action from the action target end.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Post-Apply>

code

code

code

</JS Post-Apply>


- Used for: Skill, Item Notetags

- Runs JavaScript code at the end of an action hit aimed at the function:

Game_Action.prototype.apply()

- 'Post' runs after the function runs.

- If used on skills and/or items, this will only apply to the skill/item

being used and does not affect other skills and items.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one using the skill/item.

- The 'target' variable represents the one receiving the skill/item hit.


---


<JS Post-Apply as User>

code

code

code

</JS Post-Apply as User>


<JS Post-Apply as Target>

code

code

code

</JS Post-Apply as Target>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the end of an action hit aimed at the function:

Game_Action.prototype.apply()

- 'Post' runs after the function runs.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- If the 'as User' notetag variant is used, this code will be run as a

response to the action from the action user end.

- If the 'as Target' notetag variant is used, this code will be run as a

response to the action from the action target end.

- Replace 'code' with JavaScript code to run desired effects.


---


<JS Pre-End Action>

code

code

code

</JS Pre-End Action>


<JS Post-End Action>

code

code

code

</JS Post-End Action>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the end of an action aimed at the function:

BattleManager.endAction()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- If used on trait objects, this will apply to any skills/items used as long

as the unit affected by the trait object has access to the trait object.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-End Turn>

code

code

code

</JS Pre-End Turn>


<JS Post-End Turn>

code

code

code

</JS Post-End Turn>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code at the end of a turn aimed at the function:

Game_Battler.prototype.onTurnEnd()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-Regenerate Turn>

code

code

code

</JS Pre-Regenerate Turn>


<JS Post-Regenerate Turn>

code

code

code

</JS Post-Regenerate Turn>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:

Game_Battler.prototype.regenerateAll()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Battle Victory>

code

code

code

</JS Battle Victory>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when a battle is won aimed at the function:

BattleManager.processVictory()

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Escape Success>

code

code

code

</JS Escape Success>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when escaping succeeds aimed at the function:

BattleManager.onEscapeSuccess()

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Escape Failure>

code

code

code

</JS Escape Failure>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when escaping fails aimed at the function:

BattleManager.onEscapeFailure()

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Battle Defeat>

code

code

code

</JS Battle Defeat>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when a battle is lost aimed at the function:

BattleManager.processDefeat()

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


<JS Pre-End Battle>

code

code

code

</JS Pre-End Battle>


<JS Post-End Battle>

code

code

code

</JS Post-End Battle>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs JavaScript code when the battle is over aimed at the function:

BattleManager.endBattle()

- 'Pre' runs before the function runs.

- 'Post' runs after the function runs.

- Replace 'code' with JavaScript code to run desired effects.

- The 'user' variable represents the one affected by the trait object.


---


============================================================================

Action Sequence - Plugin Commands

============================================================================


Skills and items, when used in battle, have a pre-determined series of

actions to display to the player as a means of representing what's going on

with the action. For some game devs, this may not be enough and they would

like to get more involved with the actions themselves.


Action Sequences, added through this plugin, enable this. To give a skill or

item a Custom Action Sequence, a couple of steps must be followed:


---


1. Insert the <Custom Action Sequence> notetag into the skill or item's

notebox (or else this would not work as intended).

2. Give that skill/item a Common Event through the Effects box. The selected

Common Event will contain all the Action Sequence data.

3. Create the Common Event with Action Sequence Plugin Commands and/or event

commands to make the skill/item do what you want it to do.


---


The Plugin Commands added through the Battle Core plugin focus entirely on

Action Sequences. However, despite the fact that they're made for skills and

items, some of these Action Sequence Plugin Commands can still be used for

regular Troop events and Common Events.


---


=== Action Sequence - Action Sets ===


Action Sequence Action Sets are groups of commonly used

Action Sequence Commands put together for more efficient usage.


---


ACSET: Setup Action Set

- The generic start to most actions.


Display Action:

Immortal: On:

Battle Step:

Wait For Movement:

Cast Animation:

Wait For Animation:

- Use this part of the action sequence?


---


ACSET: All Targets Action Set

- Affects all targets simultaneously performing the following.


Perform Action:

Wait Count:

Action Animation:

Wait For Animation:

Action Effect:

Immortal: Off:

- Use this part of the action sequence?

- Insert values for the Wait Count(s).


---


ACSET: Each Target Action Set

- Goes through each target one by one to perform the following.


Perform Action:

Wait Count:

Action Animation:

Wait Count:

Action Effect:

Immortal: Off:

- Use this part of the action sequence?

- Insert values for the Wait Count(s).


---


ACSET: Finish Action

- The generic ending to most actions.


Wait For New Line:

Wait For Effects:

Clear Battle Log:

Home Reset:

Wait For Movement:

- Use this part of the action sequence?


---


=== Action Sequences - Animations ===


These Action Sequences are related to the 'Animations' that can be found in

the Animations tab of the Database.


---


ANIM: Action Animation

- Plays the animation associated with the action.


Targets:

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


Mirror Animation:

- Mirror the animation?


Wait For Animation?:

- Wait for animation to complete before performing next command?


---


ANIM: Attack Animation

- Plays the animation associated with the user's weapon.


Targets:

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


Mirror Animation:

- Mirror the animation?


Wait For Animation?:

- Wait for animation to complete before performing next command?


---


ANIM: Cast Animation

- Plays the cast animation associated with the action.


Targets:

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


Mirror Animation:

- Mirror the animation?


Wait For Animation?:

- Wait for animation to complete before performing next command?


---


ANIM: Change Battle Portrait

- Changes the battle portrait of the actor (if it's an actor).

- Can be used outside of battle/action sequences.


Targets:

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

- Valid units can only be actors.


Filename:

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


---


ANIM: Show Animation

- Plays the a specific animation on unit(s).


Targets:

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


Animation ID:

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


Mirror Animation:

- Mirror the animation?


Wait For Animation?:

- Wait for animation to complete before performing next command?


---


ANIM: Wait For Animation

- Causes the interpreter to wait for any animation(s) to finish.


---


=== Action Sequences - Battle Log ===


These Action Sequences are related to the Battle Log Window, the window

found at the top of the battle screen.


---


BTLOG: Add Text

- Adds a new line of text into the Battle Log.


Text:

- Add this text into the Battle Log.

- Text codes allowed.


---


BTLOG: Clear Battle Log

- Clears all the text in the Battle Log.


---


BTLOG: Display Action

- plays the current action in the Battle Log.


---


BTLOG: Pop Base Line

- Removes the Battle Log's last added base line and  all text up to its

former location.


---


BTLOG: Push Base Line

- Adds a new base line to where the Battle Log currently is at.


---


BTLOG: Refresh Battle Log

- Refreshes the Battle Log.


---


BTLOG: UI Show/Hide

- Shows or hides the Battle UI (including the Battle Log).


Show/Hide?:

- Shows/hides the Battle UI.


---


BTLOG: Wait For Battle Log

- Causes the interpreter to wait for the Battle Log to finish.


---


BTLOG: Wait For New Line

- Causes the interpreter to wait for a new line in the Battle Log.


---


=== Action Sequences - Camera ===


These Action Sequences are battle camera-related.

Requires VisuMZ_3_ActSeqCamera!


---


CAMERA: Clamp ON/OFF

- Turns battle camera clamping on/off.

- Requires VisuMZ_3_ActSeqCamera!


Setting:

- Turns camera clamping on/off.


---


CAMERA: Focus Point

- Focus the battle camera on a certain point in the screen.

- Requires VisuMZ_3_ActSeqCamera!


X Coordinate:

- Insert the point to focus the camera on.

- You may use JavaScript code.


Y Coordinate:

- Insert the point to focus the camera on.

- You may use JavaScript code.


Duration:

- Duration in frames for camera focus change.


Camera Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Camera?

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


---


CAMERA: Focus Target(s)

- Focus the battle camera on certain battler target(s).

- Requires VisuMZ_3_ActSeqCamera!


Targets:

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


Duration:

- Duration in frames for camera focus change.


Camera Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Camera?

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


---


CAMERA: Offset

- Offset the battle camera from the focus target.

- Requires VisuMZ_3_ActSeqCamera!


Offset X:

- How much to offset the camera X by.

- Negative: left. Positive: right.


Offset Y:

- How much to offset the camera Y by.

- Negative: up. Positive: down.


Duration:

- Duration in frames for offset change.


Camera Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Camera?

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


---


CAMERA: Reset

- Reset the battle camera settings.

- Requires VisuMZ_3_ActSeqCamera!


Reset Focus?:

- Reset the focus point?


Reset Offset?:

- Reset the camera offset?


Duration:

- Duration in frames for reset change.


Camera Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Camera?

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


---


CAMERA: Wait For Camera

- Waits for camera changes to complete before performing next command.

- Requires VisuMZ_3_ActSeqCamera!


---


=== Action Sequences - Dragonbones ===


These Action Sequences are Dragonbones-related.

Requires VisuMZ_2_DragonbonesUnion!


---


DB: Dragonbones Animation

- Causes the unit(s) to play a Dragonbones motion animation.

- Requires VisuMZ_2_DragonbonesUnion!


Targets:

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


Motion Animation:

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


---


DB: Dragonbones Time Scale

- Causes the unit(s) to change their Dragonbones time scale.

- Requires VisuMZ_2_DragonbonesUnion!


Targets:

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


Time Scale:

- Change the value of the Dragonbones time scale to this.


---


=== Action Sequences - Elements ===


These Action Sequences can change up the element(s) used for the action's

damage calculation midway through an action.


They also require the VisuMZ_1_ElementStatusCore plugin to be present in

order for them to work.


---


ELE: Add Elements

- Adds element(s) to be used when calculating damage.

- Requires VisuMZ_1_ElementStatusCore!


Elements:

- Select which element ID to add onto the action.

- Insert multiple element ID's to add multiple at once.


---


ELE: Clear Element Changes

- Clears all element changes made through Action Sequences.

- Requires VisuMZ_1_ElementStatusCore!


---


ELE: Force Elements

- Forces only specific element(s) when calculating damage.

- Requires VisuMZ_1_ElementStatusCore!


Elements:

- Select which element ID to force in the action.

- Insert multiple element ID's to force multiple at once.


---


ELE: Null Element

- Forces no element to be used when calculating damage.

- Requires VisuMZ_1_ElementStatusCore!


---


=== Action Sequences - Mechanics ===


These Action Sequences are related to various mechanics related to the

battle system.


---


MECH: Action Effect

- Causes the unit(s) to take damage/healing from action and incurs any

changes made such as buffs and states.


Targets:

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


---


MECH: Add Buff/Debuff

- Adds buff(s)/debuff(s) to unit(s).

- Determine which parameters are affected and their durations.


Targets:

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


Buff Parameters:

- Select which parameter(s) to buff.

- Insert a parameter multiple times to raise its stacks.


Debuff Parameters:

- Select which parameter(s) to debuff.

- Insert a parameter multiple times to raise its stacks.


Turns:

- Number of turns to set the parameter(s) buffs to.

- You may use JavaScript code.


---


MECH: Add State

- Adds state(s) to unit(s).


Targets:

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


States:

- Select which state ID(s) to add to unit(s).

- Insert multiple state ID's to add multiple at once.


---


MECH: Armor Penetration

- Adds an extra layer of defensive penetration/reduction.

- You may use JavaScript code for any of these.


Armor/Magic Penetration:


Rate:

- Penetrates an extra multiplier of armor by this value.


Flat:

- Penetrates a flat amount of armor by this value.


Armor/Magic Reduction:


Rate:

- Reduces an extra multiplier of armor by this value.


Flat:

- Reduces a flat amount of armor by this value.


---


MECH: ATB Gauge

- Alters the ATB/TPB Gauges.

- Requires VisuMZ_2_BattleSystemATB!


Targets:

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


Charging:


Charge Rate:

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


Casting:


Cast Rate:

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


Interrupt?:

- Interrupt the ATB Gauge if it is currently casting?


---


MECH: Collapse

- Causes the unit(s) to perform its collapse animation if the unit(s)

has died.


Targets:

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


Force Death:

- Force death even if the unit has not reached 0 HP?

- This will remove immortality.


Wait For Effect?:

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


---


MECH: Damage Popup

- Causes the unit(s) to display the current state of damage received

or healed.


Targets:

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


---


MECH: Dead Label Jump

- If the active battler is dead, jump to a specific label in the

common event.


Jump To Label:

- If the active battler is dead, jump to this specific label in the

common event.


---


MECH: HP, MP, TP

- Alters the HP, MP, and TP values for unit(s).

- Positive values for healing. Negative values for damage.


Targets:

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


HP, MP, TP:


Rate:

- Changes made to the parameter based on rate.

- Positive values for healing. Negative values for damage.


Flat:

- Flat changes made to the parameter.

- Positive values for healing. Negative values for damage.


Damage Popup?:

- Display a damage popup after?


---


MECH: Immortal

- Changes the immortal flag of targets. If immortal flag is removed and a

unit would die, collapse that unit.


Targets:

- Alter the immortal flag of these groups. If immortal flag is removed and

a unit would die, collapse that unit.


Immortal:

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


---


MECH: Multipliers

- Changes the multipliers for the current action.

- You may use JavaScript code for any of these.


Critical Hit%:


Rate:

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


Flat:

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


Critical Damage


Rate:

- Affects critical damage by this multiplier.


Flat:

- Affects critical damage by this flat bonus.


Damage/Healing


Rate:

- Sets the damage/healing multiplier for current action.


Flat:

- Sets the damage/healing bonus for current action.


Hit Rate


Rate:

- Affects chance to connect attack by this multiplier.


Flat:

- Affects chance to connect attack by this flat bonus.


---


MECH: Remove Buff/Debuff

- Removes buff(s)/debuff(s) from unit(s).

- Determine which parameters are removed.


Targets:

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


Buff Parameters:

- Select which buffed parameter(s) to remove.


Debuff Parameters:

- Select which debuffed parameter(s) to remove.


---


MECH: Remove State

- Remove state(s) from unit(s).


Targets:

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


States:

- Select which state ID(s) to remove from unit(s).

- Insert multiple state ID's to remove multiple at once.


---


MECH: Text Popup

- Causes the unit(s) to display a text popup.


Targets:

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


Text:

- What text do you wish to display?


Text Color:

- Use #rrggbb for custom colors or regular numbers for text colors from

the Window Skin.


Flash Color:

- Adjust the popup's flash color.

- Format: [red, green, blue, alpha]


Flash Duration:

- What is the frame duration of the flash effect?


---


MECH: Wait For Effect

- Waits for the effects to complete before performing next command.


---


=== Action Sequences - Motion ===


These Action Sequences allow you the ability to control the motions of

sideview sprites.


---


MOTION: Motion Type

- Causes the unit(s) to play the selected motion.


Targets:

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


Motion Type:

- Play this motion for the unit(s).


Show Weapon?:

- If using 'attack', 'thrust', 'swing', or 'missile', display the

weapon sprite?


---


MOTION: Perform Action

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


Targets:

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


---


MOTION: Refresh Motion

- Cancels any set motions unit(s) has to do and use their most natural

motion at the moment.


Targets:

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


---


MOTION: Wait By Motion Frame

- Creates a wait equal to the number of motion frames passing.

- Time is based on Plugin Parameters => Actors => Motion Speed.


Motion Frames to Wait?:

- Each "frame" is equal to the value found in

Plugin Parameters => Actors => Motion Speed


---


=== Action Sequences - Movement ===


These Action Sequences allow you the ability to control the sprites of

actors and enemies in battle.


---


MOVE: Battle Step

- Causes the unit(s) to move forward past their home position to prepare

for action.


Targets:

- Select which unit(s) to move.


Wait For Movement?:

- Wait for movement to complete before performing next command?


---


MOVE: Face Direction

- Causes the unit(s) to face forward or backward.

- Sideview-only!


Targets:

- Select which unit(s) to change direction.


Direction:

- Select which direction to face.


---


MOVE: Face Point

- Causes the unit(s) to face a point on the screen.

- Sideview-only!


Targets:

- Select which unit(s) to change direction.


Point:

- Select which point to face.

- Home

- Center

- Point X, Y

- Replace 'x' and 'y' with coordinates


Face Away From?:

- Face away from the point instead?


---


MOVE: Face Target(s)

- Causes the unit(s) to face other targets on the screen.

- Sideview-only!


Targets (facing):

- Select which unit(s) to change direction.


Targets (destination):

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


Face Away From?:

- Face away from the unit(s) instead?


---


MOVE: Float

- Causes the unit(s) to float above the ground.

- Sideview-only!


Targets:

- Select which unit(s) to make float.


Desired Height:

- Vertical distance to float upward.

- You may use JavaScript code.


Duration:

- Duration in frames for total float amount.


Float Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Float?:

- Wait for floating to complete before performing next command?


---


MOVE: Home Reset

- Causes the unit(s) to move back to their home position(s) and face back to

their original direction(s).


Targets:

- Select which unit(s) to move.


Wait For Movement?:

- Wait for movement to complete before performing next command?


---


MOVE: Jump

- Causes the unit(s) to jump into the air.

- Sideview-only!


Targets:

- Select which unit(s) to make jump.


Desired Height:

- Max jump height to go above the ground

- You may use JavaScript code.


Duration:

- Duration in frames for total jump amount.


Wait For Jump?:

- Wait for jumping to complete before performing next command?


---


MOVE: Move Distance

- Moves unit(s) by a distance from their current position(s).

- Sideview-only!


Targets:

- Select which unit(s) to move.


Distance Adjustment:

- Makes adjustments to distance values to determine which direction to

move unit(s).

- Normal - No adjustments made

- Horizontal - Actors adjust left, Enemies adjust right

- Vertical - Actors adjust Up, Enemies adjust down

- Both - Applies both Horizontal and Vertical


Distance: X:

- Horizontal distance to move.

- You may use JavaScript code.


Distance: Y:

- Vertical distance to move.

- You may use JavaScript code.


Duration:

- Duration in frames for total movement amount.


Face Destination?:

- Turn and face the destination?


Movement Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Movement Motion:

- Play this motion for the unit(s).


Wait For Movement?:

- Wait for movement to complete before performing next command?


---


MOVE: Move To Point

- Moves unit(s) to a designated point on the screen.

- Sideview-only! Points based off Graphics.boxWidth/Height.


Targets:

- Select which unit(s) to move.


Destination Point:

- Select which point to face.

- Home

- Center

- Point X, Y

- Replace 'x' and 'y' with coordinates


Offset Adjustment:

- Makes adjustments to offset values to determine which direction to

adjust the destination by.


Offset: X:

- Horizontal offset to move.

- You may use JavaScript code.


Offset: Y:

- Vertical offset to move.

- You may use JavaScript code.


Duration:

- Duration in frames for total movement amount.


Face Destination?:

- Turn and face the destination?


Movement Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Movement Motion:

- Play this motion for the unit(s).


Wait For Movement?:

- Wait for movement to complete before performing next command?


---


MOVE: Move To Target(s)

- Moves unit(s) to another unit(s) on the battle field.

- Sideview-only!


Targets (Moving):

- Select which unit(s) to move.


Targets (Destination):

- Select which unit(s) to move to.


Target Location:

- Select which part target group to move to.

- front head

- front center

- front base

- middle head

- middle center

- middle base

- back head

- back center

- back base


Melee Distance:

- The melee distance away from the target location in addition to the

battler's width.


Offset Adjustment:

- Makes adjustments to offset values to determine which direction to

adjust the destination by.


Offset: X:

- Horizontal offset to move.

- You may use JavaScript code.


Offset: Y:

- Vertical offset to move.

- You may use JavaScript code.


Duration:

- Duration in frames for total movement amount.


Face Destination?:

- Turn and face the destination?


Movement Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Movement Motion:

- Play this motion for the unit(s).


Wait For Movement?:

- Wait for movement to complete before performing next command?


---


MOVE: Opacity

- Causes the unit(s) to change opacity.

- Sideview-only!


Targets:

- Select which unit(s) to make float.


Desired Opacity:

- Change to this opacity value.

- You may use JavaScript code.


Duration:

- Duration in frames for opacity change.


Opacity Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Opacity?:

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


---


MOVE: Wait For Float

- Waits for floating to complete before performing next command.


---


MOVE: Wait For Jump

- Waits for jumping to complete before performing next command.


---


MOVE: Wait For Movement

- Waits for movement to complete before performing next command.


---


MOVE: Wait For Opacity

- Waits for opacity changes to complete before performing next command.


---


=== Action Sequences - Target ===


If using a manual target by target Action Sequence, these commands will give

you full control over its usage.


---


TARGET: Current Index

- Sets the current index to this value.

- Then decide to jump to a label (optional).


Set Index To:

- Sets current targeting index to this value.

- 0 is the starting index of a target group.


Jump To Label:

- If a target is found after the index change, jump to this label in the

Common Event.


---


TARGET: Next Target

- Moves index forward by 1 to select a new current target.

- Then decide to jump to a label (optional).


Jump To Label:

- If a target is found after the index change, jump to this label in the

Common Event.


---


TARGET: Previous Target

- Moves index backward by 1 to select a new current target.

- Then decide to jump to a label (optional).


Jump To Label:

- If a target is found after the index change, jump to this label in the

Common Event.


---


TARGET: Random Target

- Sets index randomly to determine new currernt target.

- Then decide to jump to a label (optional).


Force Random?:

- Index cannot be its previous index amount after random.


Jump To Label:

- If a target is found after the index change, jump to this label in the

Common Event.


---


=== Action Sequences - Zoom ===


These Action Sequences are zoom-related.

Requires VisuMZ_3_ActSeqCamera!


---


ZOOM: Reset

- Reset any zoom settings.

- Requires VisuMZ_3_ActSeqCamera!


Duration:

- Duration in frames to reset battle zoom.


Zoom Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Zoom?

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


---


ZOOM: Scale

- Changes the zoom scale.

- Requires VisuMZ_3_ActSeqCamera!


Scale:

- The zoom scale to change to.


Duration:

- Duration in frames to reset battle zoom.


Zoom Easing:

- Select which easing type you wish to apply.

- Requires VisuMZ_0_CoreEngine.


Wait For Zoom?

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


---


ZOOM: Wait For Zoom

- Waits for zoom changes to complete before performing next command.

Requires VisuMZ_3_ActSeqCamera!


---


============================================================================

Plugin Parameters: Auto Battle Settings

============================================================================


These Plugin Parameter settings allow you to change the aspects added by

this plugin that support Auto Battle and the Auto Battle commands.


Auto Battle commands can be added to the Party Command Window and/or Actor

Command Window. The one used by the Party Command Window will cause the

whole party to enter an Auto Battle state until stopped by a button input.

The command used by the Actor Command Window, however, will cause the actor

to select an action based off the Auto Battle A.I. once for the current turn

instead.


---


Battle Display


Message:

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

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


OK Button:

- Text used to represent the OK button.

- If VisuMZ_0_CoreEngine is present, ignore this.


Cancel Button:

- Text used to represent the Cancel button.

- If VisuMZ_0_CoreEngine is present, ignore this.


Background Type:

- Select background type for Auto Battle window.

- 0 - Window

- 1 - Dim

- 2 - Transparent


JS: X, Y, W, H:

- Code used to determine the dimensions for this window.


---


Options


Add Option?:

- Add the Auto Battle options to the Options menu?


Adjust Window Height:

- Automatically adjust the options window height?


Startup Name:

- Command name of the option.


Style Name:

- Command name of the option.


OFF:

- Text displayed when Auto Battle Style is OFF.


ON:

- Text displayed when Auto Battle Style is ON.


---


============================================================================

Plugin Parameters: Damage Settings

============================================================================


These Plugin Parameters add a variety of things to how damage is handled in

battle. These range from hard damage caps to soft damage caps to how damage

popups appear, how the formulas for various aspects are handled and more.


Damage Styles are also a feature added through this plugin. More information

can be found in the help section above labeled 'Damage Styles'.


---


Damage Cap


Enable Damage Cap?:

- Put a maximum hard damage cap on how far damage can go?

- This can be broken through the usage of notetags.


Default Hard Cap:

- The default hard damage cap used before applying damage.


Enable Soft Cap?:

- Soft caps ease in the damage values leading up to the  hard damage cap.

- Requires hard Damage Cap enabled.


Base Soft Cap Rate:

- The default soft damage cap used before applying damage.


Soft Scale Constant:

- The default soft damage cap used before applying damage.


---


Popups


Popup Duration:

- Adjusts how many frames a popup stays visible.


Newest Popups Bottom:

- Puts the newest popups at the bottom.


Shift X:

- Sets how much to shift the sprites by horizontally.


Shift Y:

- Sets how much to shift the sprites by vertically.


Critical Flash Color:

- Adjust the popup's flash color.

- Format: [red, green, blue, alpha]


Critical Duration:

- Adjusts how many frames a the flash lasts.


---


Formulas


JS: Overall Formula:

- The overall formula used when calculating damage.


JS: Variance Formula:

- The formula used when damage variance.


JS: Guard Formula:

- The formula used when damage is guarded.


---


Critical Hits


JS: Rate Formula:

- The formula used to calculate Critical Hit Rates.


JS: Damage Formula:

- The formula used to calculate Critical Hit Damage modification.


---


Damage Styles


Default Style:

- Which Damage Style do you want to set as default?

- Use 'Manual' to not use any styles at all.

- The 'Manual' style will not support <Armor Penetration> notetags.

- The 'Manual' style will not support <Armor Reduction> notetags.


Style List:

- A list of the damage styles available.

- These are used to calculate base damage.


Name:

- Name of this Damage Style.

-Used for notetags and such.


JS: Formula:

- The base formula for this Damage Style.


Items & Equips Core:


HP Damage:

MP Damage:

HP Recovery:

MP Recovery:

HP Drain:

MP Drain:

- Vocabulary used for this data entry.


JS: Damage Display:

- Code used the data displayed for this category.


---


============================================================================

Plugin Parameters: Mechanics Settings

============================================================================


Some of the base settings for the various mechanics found in the battle

system can be altered here in these Plugin Parameters. Most of these will

involve JavaScript code and require you to have to good understanding of

how the RPG Maker MZ code works before tampering with it.


---


Action Speed


Allow Random Speed?:

- Allow speed to be randomized base off the user's AGI?


JS: Calculate:

- Code used to calculate action speed.


---


Base Troop


Base Troop ID's:

- Select the Troop ID(s) to duplicate page events from for all

other troops.

- More information can be found in the dedicated Help section above.


---


Escape


JS: Calc Escape Ratio:

- Code used to calculate the escape success ratio.


JS: Calc Escape Raise:

- Code used to calculate how much the escape success ratio raises upon

each failure.


---


Common Events


Post-Battle Event:

Victory Event:

Defeat Event:

Escape Success Event:

Escape Fail Event:

- Queued Common Event to run upon meeting the condition.

- Use to 0 to not run any Common Event at all.

- "Post-Battle Event" will always run regardless.

- If any events are running before the battle, they will continue running

to the end first before the queued Common Events will run.


---


JS: Battle-Related


JS: Pre-Start Battle:

- Target function: BattleManager.startBattle()

- JavaScript code occurs before function is run.


JS: Post-Start Battle:

- Target function: BattleManager.startBattle()

- JavaScript code occurs after function is run.


JS: Battle Victory:

- Target function: BattleManager.processVictory()

- JavaScript code occurs before function is run.


JS: Escape Success:

- Target function: BattleManager.onEscapeSuccess()

- JavaScript code occurs before function is run.


JS: Escape Failure:

- Target function: BattleManager.onEscapeFailure()

- JavaScript code occurs before function is run.


JS: Battle Defeat:

- Target function: BattleManager.processDefeat()

- JavaScript code occurs before function is run.


JS: Pre-End Battle:

- Target function: BattleManager.endBattle()

- JavaScript code occurs before function is run.


JS: Post-End Battle:

- Target function: BattleManager.endBattle()

- JavaScript code occurs after function is run.


---


JS: Turn-Related


JS: Pre-Start Turn:

- Target function: BattleManager.startTurn()

- JavaScript code occurs before function is run.


JS: Post-Start Turn:

- Target function: BattleManager.startTurn()

- JavaScript code occurs after function is run.


JS: Pre-End Turn:

- Target function: Game_Battler.prototype.onTurnEnd()

- JavaScript code occurs before function is run.


JS: Post-End Turn:

- Target function: Game_Battler.prototype.onTurnEnd()

- JavaScript code occurs after function is run.


JS: Pre-Regenerate:

- Target function: Game_Battler.prototype.regenerateAll()

- JavaScript code occurs before function is run.


JS: Post-Regenerate:

- Target function: Game_Battler.prototype.regenerateAll()

- JavaScript code occurs after function is run.


---


JS: Action-Related


JS: Pre-Start Action:

- Target function: BattleManager.startAction()

- JavaScript code occurs before function is run.


JS: Post-Start Action:

- Target function: BattleManager.startAction()

- JavaScript code occurs after function is run.


JS: Pre-Apply:

- Target function: Game_Action.prototype.apply()

- JavaScript code occurs before function is run.


JS: Pre-Damage:

- Target function: Game_Action.prototype.executeDamage()

- JavaScript code occurs before function is run.


JS: Post-Damage:

- Target function: Game_Action.prototype.executeDamage()

- JavaScript code occurs after function is run.


JS: Post-Apply:

- Target function: Game_Action.prototype.apply()

- JavaScript code occurs after function is run.


JS: Pre-End Action:

- Target function: BattleManager.endAction()

- JavaScript code occurs before function is run.


JS: Post-End Action:

- DescriTarget function: BattleManager.endAction()

- JavaScript code occurs after function is run.


---


============================================================================

Plugin Parameters: Battle Layout Settings

============================================================================


The Battle Layout Settings Plugin Parameter gives you control over the look,

style, and appearance of certain UI elements. These range from the way the

Battle Status Window presents its information to the way certain windows

like the Party Command Window and Actor Command Window appear.


---


Battle Layout Style

- The style used for the battle layout.


Default:

- Shows actor faces in Battle Status.


List:

- Lists actors in Battle Status.


XP:

- Shows actor battlers in a stretched Battle Status.


Portrait:

- Shows portraits in a stretched Battle Status.


Border:

- Displays windows around the screen border.


---


List Style


Show Faces:

- Shows faces in List Style?


---


XP Style


Command Lines:

- Number of action lines in the Actor Command Window for the XP Style.


Sprite Height:

- Default sprite height used when if the sprite's height has not been

determined yet.


Sprite Base Location:

- Determine where the sprite is located on the Battle Status Window.

- Above Name - Sprite is located above the name.

- Bottom - Sprite is located at the bottom of the window.

- Centered - Sprite is centered in the window.

- Top - Sprite is located at the top of the window.


---


Portrait Style


Show Portraits?:

- Requires VisuMZ_1_MainMenuCore.

- Shows the actor's portrait instead of a face.


Portrait Scaling:

- If portraits are used, scale them by this much.


---


Border Style


Columns:

- The total number of columns for Skill & Item Windows in the battle scene


Show Portraits?:

- Requires VisuMZ_1_MainMenuCore.

- Shows the actor's portrait at the edge of the screen.


Portrait Scaling:

- If portraits are used, scale them by this much.


---


Skill & Item Windows


Middle Layout:

- Shows the Skill & Item Windows in mid-screen?


Columns:

- The total number of columns for Skill & Item Windows in the battle scene


---


============================================================================

Plugin Parameters: Battle Log Settings

============================================================================


These Plugin Parameters give you control over how the Battle Log Window, the

window shown at the top of the screen in the battle layout, appears, its

various properties, and which text will be displayed.


The majority of the text has been disabled by default with this plugin to

make the flow of battle progress faster.


---


General


Back Color:

- Use #rrggbb for a hex color.


Max Lines:

- Maximum number of lines to be displayed.


Message Wait:

- Number of frames for a usual message wait.


Text Align:

- Text alignment for the Window_BattleLog.


JS: X, Y, W, H:

- Code used to determine the dimensions for the battle log.


---


Start Turn


Show Start Turn?:

- Display turn changes at the start of the turn?


Start Turn Message:

- Message displayed at turn start.

- %1 - Turn Count


Start Turn Wait:

- Number of frames to wait after a turn started.


---


Display Action


Show Centered Action?:

- Display a centered text of the action name?


Show Skill Message 1?:

- Display the 1st skill message?


Show Skill Message 2?:

- Display the 2nd skill message?


Show Item Message?:

- Display the item use message?


---


Action Changes


Show Counter?:

- Display counter text?


Show Reflect?:

- Display magic reflection text?


Show Substitute?:

- Display substitute text?


---


Action Results


Show No Effect?:

- Display no effect text?


Show Critical?:

- Display critical text?


Show Miss/Evasion?:

- Display miss/evasion text?


Show HP Damage?:

- Display HP Damage text?


Show MP Damage?:

- Display MP Damage text?


Show TP Damage?:

- Display TP Damage text?


---


Display States


Show Added States?:

- Display added states text?


Show Removed States?:

- Display removed states text?


Show Current States?:

- Display the currently affected state text?


Show Added Buffs?:

- Display added buffs text?


Show Added Debuffs?:

- Display added debuffs text?


Show Removed Buffs?:

- Display removed de/buffs text?


---


============================================================================

Plugin Parameters: Party Command Window

============================================================================


These Plugin Parameters allow you control over how the Party Command Window

operates in the battle scene. You can turn disable it from appearing or make

it so that it doesn't


---


Command Window


Style:

- How do you wish to draw commands in the Party Command Window?

- Text Only: Display only the text.

- Icon Only: Display only the icon.

- Icon + Text: Display the icon first, then the text.

- Auto: Determine which is better to use based on the size of the cell.


Text Align:

- Text alignment for the Party Command Window.


Fight Icon:

- The icon used for the Fight command.


Add Auto Battle?:

- Add the "Auto Battle" command to the Command Window?


Auto Battle Icon:

- The icon used for the Auto Battle command.


Auto Battle Text:

- The text used for the Auto Battle command.


Add Options?:

- Add the "Options" command to the Command Window?


Options Icon:

- The icon used for the Options command.


Active TPB Message:

- Message that will be displayed when selecting options during the

middle of an action.


Escape Icon:

- The icon used for the Escape command.


---


Access


Skip Party Command:

- DTB: Skip Party Command selection on turn start.

- TPB: Skip Party Command selection at battle start.


Disable Party Command:

- Disable the Party Command Window entirely?


---


Help Window


Fight:

- Text displayed when selecting a skill type.

- %1 - Skill Type Name


Auto Battle:

- Text displayed when selecting the Auto Battle command.


Options:

- Text displayed when selecting the Options command.


Escape:

- Text displayed when selecting the escape command.


---


============================================================================

Plugin Parameters: Actor Command Window

============================================================================


These Plugin Parameters allow you to change various aspects regarding the

Actor Command Window and how it operates in the battle scene. This ranges

from how it appears to the default battle commands given to all players

without a custom <Battle Commands> notetag.


---


Command Window


Style:

- How do you wish to draw commands in the Actor Command Window?

- Text Only: Display only the text.

- Icon Only: Display only the icon.

- Icon + Text: Display the icon first, then the text.

- Auto: Determine which is better to use based on the size of the cell.


Text Align:

- Text alignment for the Actor Command Window.


Item Icon:

- The icon used for the Item command.


Normal SType Icon:

- Icon used for normal skill types that aren't assigned any icons.

- Ignore if VisuMZ_1_SkillsStatesCore is installed.


Magic SType Icon:

- Icon used for magic skill types that aren't assigned any icons.

- Ignore if VisuMZ_1_SkillsStatesCore is installed.


---


Battle Commands


Command List:

- List of battle commands that appear by default if the <Battle Commands>

notetag isn't present.


- Attack

- Adds the basic attack command.


- Skills

- Displays all the skill types available to the actor.


- SType: x

- Stype: name

- Adds in a specific skill type.

- Replace 'x' with the ID of the skill type.

- Replace 'name' with the name of the skill type (without text codes).


- All Skills

- Adds all usable battle skills as individual actions.


- Skill: x

- Skill: name

- Adds in a specific skill as a usable action.

- Replace 'x' with the ID of the skill.

- Replace 'name' with the name of the skill.


- Guard

- Adds the basic guard command.


- Item

- Adds the basic item command.


- Escape

- Adds the escape command.


- Auto Battle

- Adds the auto battle command.


---


Help Window


Skill Types:

- Text displayed when selecting a skill type.

- %1 - Skill Type Name


Items:

- Text displayed when selecting the item command.


Escape:

- Text displayed when selecting the escape command.


Auto Battle:

- Text displayed when selecting the Auto Battle command.


---


============================================================================

Plugin Parameters: Actor Battler Settings

============================================================================


These Plugin Parameter settings adjust how the sideview battlers behave for

the actor sprites. Some of these settings are shared with enemies if they

use sideview battler graphics.


---


Flinch


Flinch Distance X:

- The normal X distance when flinching.


Flinch Distance Y:

- The normal Y distance when flinching.


Flinch Duration:

- The number of frames for a flinch to complete.


---


Sideview Battlers


Anchor: X:

- Default X anchor for Sideview Battlers.


Anchor: Y:

- Default Y anchor for Sideview Battlers.


Motion Speed:

- The number of frames in between each motion.


Shadow Visible:

- Show or hide the shadow for Sideview Battlers.


JS: Home Position:

- Code used to calculate the home position of actors.


---


============================================================================

Plugin Parameters: Enemy Battler Settings

============================================================================


These Plugin Parameter settings adjust how enemies appear visually in the

battle scene. Some of these settings will override the settings used for

actors if used as sideview battlers. Other settings include changing up the

default attack animation for enemies, how the enemy select window functions,

and more.


---


Visual


Attack Animation:

- Default attack animation used for enemies.

- Use <Attack Animation: x> for custom animations.


Emerge Text:

- Show or hide the 'Enemy emerges!' text at the start of battle.


---


Select Window


FV: Right Priority:

- If using frontview, auto select the enemy furthest right.


SV: Right Priority:

- If using sideview, auto select the enemy furthest right.


Name: Font Size:

- Font size used for enemy names.


---


Sideview Battlers


Allow Collapse:

- Causes defeated enemies with SV Battler graphics to "fade away"

when defeated?


Anchor: X:

- Default X anchor for Sideview Battlers.


Anchor: Y:

- Default Y anchor for Sideview Battlers.


Motion: Idle:

- Sets default idle animation used by Sideview Battlers.


Shadow Visible:

- Show or hide the shadow for Sideview Battlers.


Size: Width:

- Default width for enemies that use Sideview Battlers.


Size: Height:

- Default height for enemies that use Sideview Battlers.


Weapon Type:

- Sets default weapon type used by Sideview Battlers.

- Use 0 for Bare Hands.


---


============================================================================

Plugin Parameters: HP Gauge Settings

============================================================================


Settings that adjust the visual HP Gauge displayed in battle.


---


Show Gauges For


Actors:

- Show HP Gauges over the actor sprites' heads?

- Requires SV Actors to be visible.


Enemies:

- Show HP Gauges over the enemy sprites' heads?

- Can be bypassed with <Hide HP Gauge> notetag.


Requires Defeat?:

- Requires defeating the enemy once to show HP Gauge?

- Can be bypassed with <Show HP Gauge> notetag.


Battle Test Bypass?:

- Bypass the defeat requirement in battle test?


---


Settings


Anchor X:

Anchor Y:

- Where do you want the HP Gauge sprite's anchor X/Y to be?


Scale:

- How large/small do you want the HP Gauge to be scaled?


Offset X:

Offset Y:

- How many pixels to offset the HP Gauge's X/Y by?


---


Options


Add Option?:

- Add the 'Show HP Gauge' option to the Options menu?


Adjust Window Height:

- Automatically adjust the options window height?


Option Name:

- Command name of the option.


---


============================================================================

Plugin Parameters: Action Sequence Settings

============================================================================


Action Sequence Plugin Parameters allow you to decide if you want automatic

Action Sequences to be used for physical attacks, the default casting

animations used, how counters and reflects appear visually, and what the

default stepping distances are.


---


Automatic Sequences


Melee Single Target:

- Allow this auto sequence for physical, single target actions?


Melee Multi Target:

- Allow this auto sequence for physical, multi-target actions?


---


Cast Animations


Certain Hit:

- Cast animation for Certain Hit skills.


Physical:

- Cast animation for Physical skills.


Magical:

- Cast animation for Magical skills.


---


Counter/Reflect


Counter Back:

- Play back the attack animation used?


Reflect Animation:

- Animation played when an action is reflected.


Reflect Back:

- Play back the attack animation used?


---


Stepping


Melee Distance:

- Minimum distance in pixels for Movement Action Sequences.


Step Distance X:

- The normal X distance when stepping forward.


Step Distance Y:

- The normal Y distance when stepping forward.


Step Duration:

- The number of frames for a stepping action to complete.


---


============================================================================

Terms of Use

============================================================================


1. These plugins may be used in free or commercial games provided that they

have been acquired through legitimate means at VisuStella.com and/or any

other official approved VisuStella sources. Exceptions and special

circumstances that may prohibit usage will be listed on VisuStella.com.


2. All of the listed coders found in the Credits section of this plugin must

be given credit in your games or credited as a collective under the name:

"VisuStella".


3. You may edit the source code to suit your needs, so long as you do not

claim the source code belongs to you. VisuStella also does not take

responsibility for the plugin if any changes have been made to the plugin's

code, nor does VisuStella take responsibility for user-provided custom code

used for custom control effects including advanced JavaScript notetags

and/or plugin parameters that allow custom JavaScript code.


4. You may NOT redistribute these plugins nor take code from this plugin to

use as your own. These plugins and their code are only to be downloaded from

VisuStella.com and other official/approved VisuStella sources. A list of

official/approved sources can also be found on VisuStella.com.


5. VisuStella is not responsible for problems found in your game due to

unintended usage, incompatibility problems with plugins outside of the

VisuStella MZ library, plugin versions that aren't up to date, nor

responsible for the proper working of compatibility patches made by any

third parties. VisuStella is not responsible for errors caused by any

user-provided custom code used for custom control effects including advanced

JavaScript notetags and/or plugin parameters that allow JavaScript code.


6. If a compatibility patch needs to be made through a third party that is

unaffiliated with VisuStella that involves using code from the VisuStella MZ

library, contact must be made with a member from VisuStella and have it

approved. The patch would be placed on VisuStella.com as a free download

to the public. Such patches cannot be sold for monetary gain, including

commissions, crowdfunding, and/or donations.


============================================================================

Credits

============================================================================


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


Team VisuStella

- Yanfly

- Arisu

- Olivia

- Irina


============================================================================

Changelog

============================================================================


Version 1.02: August 30, 2020

* Bug Fixes!

** Failsafes added for parsing battle targets. Fix made by Yanfly.

** Immortality is no longer ignored by skills/items with the Normal Attack

state effect. Fix made by Yanfly.

** Miss and Evasion sound effects work again! Fix made by Yanfly.

** Selecting "Escape" from the Actor Command Window will now have the

Inputting Battler show its escape motion. Fix made by Yanfly.

** Wait for Movement now applies to SV Enemies. Fix made by Yanfly.

* New Features!

** Plugin Command "ACSET: Finish Action" now has an option to turn off the

Immortality of targets. Feature added by Yanfly.

* Optimization Update

** Uses less resources when making checks for Pre-Battle Battle Start events


Version 1.01: August 23, 2020

* Bug Fixes!

** Plugin Parameters > Damage Settings > Damage Formats are now fixed.

Fix made by Olivia.

** TPB Battle System with Disable Party Command fixed. Fix made by Olivia.

** States now show in list format if faces are disabled. Fix made by Yanfly.

** The default damage styles were missing the 'v' variable to allow for

variable data input. These are back now. Fix made by Yanfly.

*** Users updating from version 1.00 will need to fix this problem by either

removing the plugin from the Plugin Manager list and reinstalling it, or

going to Plugin Parameters > Damage Settings > Style List > the style

you want, and adding "const v = $gameVariables._data;" to JS: Formula

* New Notetags Added:

** <Command Show Switch: x> added by Olivia

** <Command Show All Switches: x,x,x> added by Olivia

** <Command Show Any Switches: x,x,x> added by Olivia

** <Command Hide Switch: x> added by Olivia

** <Command Hide All Switches: x,x,x> added by Olivia

** <Command Hide Any Switches: x,x,x> added by Olivia

** <JS Command Visible> added by Olivia


Version 1.00: August 20, 2020

* Finished Plugin!


============================================================================

End of Helpfile

============================================================================


标签:VisuStella插件 YEPmz插件 VisuStellaMZ 使用说明 BattleCoreVisuStella MZ


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