(要 YEP_BattleEngineCore.js) Battle Engine Core’s に基本機能が追加 – YEP_X_ActSeqPack1.js

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(Requires YEP_BattleEngineCore.js) Basic functions areadded to the Battle Engine Core's action sequences.
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============================================================================
Introduction
============================================================================

The Action Sequence Pack 1 plugin is an extension plugin for Yanfly Engine
Plugins' Battle Engine Core. This extension plugin will not work without the
main plugin.

This extension plugin contains the more basic functions used for customized
action sequences on a technical scale. Here, you are able to change switches,
operate variables, add states, change damage rates, and more.

============================================================================
Action Sequences - ala Melody
============================================================================

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
where each individual aspect of the skill and item effects can be controlled
to a degree. These are called Action Sequences, where each command in the
action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as
follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the
active battler moving forward a bit, unsheathing their weapon, etc. This step
will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying
animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions
that occur here will not affect other targets unless specifically ordered to
do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,
start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and
items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through,
here's the tags you can insert inside of skills and items. Pay attention to
each tag name.

1. <setup action> 5. <finish action>
action list action list
action list action list
</setup action> </finish action>

2. <whole action> 3. <target action> 4. <follow action>
action list action list action list
action list action list action list
</whole action> </target action> </follow action>

They will do their own respective action sets. The methods to insert for the
action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's
noteboxes with action sequence lists, there's a shortcut you can take to copy
all of the setup actions, whole actions, target actions, follow actions, and
finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to
directly copy. The integer y is then the ID assigned for that particular
object type. For example, to copy 45th skill's action sequences, the code
would be <action copy: skill:45> for anything that will accept these action
codes. If you do use this notetag, it will take priority over any custom
that you've placed in the notebox.

============================================================================
Target Typing
============================================================================

You may notice that in some of the actions below will say "refer to target
typing" which is this section right here. Here's a quick run down on the
various targets you may select.

user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler's alive allies.
all friends; This will select the all of battler's allies, even dead.
dead friends; This will select the battler's dead allies.
friends not user; This will select the battler's allies except itself.
friend x: This will select the battler's ally in slot x.
opponents; This will select the battler's alive opponents.
all opponents; This will select the all of the battler's opponents.
dead opponents; This will select the battler's dead opponents.
opponent x: This will select the battler's opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.

============================================================================
Action Sequences - Action List
============================================================================

The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
ACTION ANIMATION: (target), (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the animation assigned to the skill/item. The animation will
automatically select the skill's/item's assigned targets. If 'target' is
used, it will specify a target to play the animation on. If 'mirror' is
used, it will mirror the animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action animation
action animation: target
action animation: user, mirror
=============================================================================

=============================================================================
ACTION COMMON EVENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the common event found within the skill's/item's traits list. This
will only play the last common event on the list, following the game
engine's original process. Nothing else will continue on the action list
until the common event is finished (unless it is a forced action, in which
case, it will wait until the action is complete first).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action common event
=============================================================================

=============================================================================
ACTION EFFECT: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target(s) to take damage/healing from the skill/item and
incurs any changes made to the target(s) such as buffs and states.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action effect
=============================================================================

=============================================================================
ADD stat BUFF: target, (turns), (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
target, it will buff the target by that many turns. Include 'show' and it
will show the target getting the buff applied in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk buff: user, 3, show
add def buff: target, 8
=============================================================================

=============================================================================
ADD stat DEBUFF: target, (turns), (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
the target, it will debuff the target by that many turns. Include 'show' and
it will show the target getting the debuff applied in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk debuff: user, 3, show
add def debuff: target, 8
=============================================================================

=============================================================================
ADD STATE X: target, (show)
ADD STATE X, Y, Z: target (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with X state (including Y and Z if used in that format).
If 'show' is included, it will display any state related messages.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add state 5: target
add state 6, 7, 8: user, show
=============================================================================

=============================================================================
ANIMATION X: target, (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays animation X on target. 'Mirror' will cause the animation to appear
mirrored. Keep in mind that animations played on actors will automatically
be mirrored and setting the mirror option will reverse it and have it appear
unmirrored.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
animation 6: target, mirror
=============================================================================

=============================================================================
ANIMATION WAIT: X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits x animaiton frames. Each frame for an animation does not last one game
frame, but instead, several. To make life easier, you can use this to have
the game wait x frames played for the animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
animation 6: target, mirror
=============================================================================

=============================================================================
BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background music at hand. 'Stop' will stop any BGM from
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
memorized BGM if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGM instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgm: stop
bgm: memorize
bgm: memory
bgm: Battle7
bgm: Theme2, 80, 100, 0
=============================================================================

=============================================================================
BGS: STOP
BGS: MEMORIZE
BGS: MEMORY
BGS: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background sound at hand. 'Stop' will stop any BGS from
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
memorized BGS if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGS instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0
=============================================================================

=============================================================================
BREAK ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will force the remainder of the action sequences for the part of the
skill/item to shut down and be skipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: break action
=============================================================================

=============================================================================
CAST ANIMATION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays an animation on the skill's user. Will not occur if the action is
an item or the user's default normal attack.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: cast animation
=============================================================================

=============================================================================
CLEAR BATTLE LOG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Clears all the messages at the top of the screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear battle log
=============================================================================

=============================================================================
CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes Game Switch X to on, off, toggle (switching between on/off), or
to whatever value the switch y is.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change switch 1: on
change switch 2..4: off
change switch 5 to 8: toggle
change switch 9: switch 5
=============================================================================

=============================================================================
CHANGE VARIABLE X = Y
CHANGE VARIABLE X += Y
CHANGE VARIABLE X -= Y
CHANGE VARIABLE X= Y
CHANGE VARIABLE X /= Y
CHANGE VARIABLE X %= Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes variable X in the middle of the action sequence to be modified
by value Y. Y can be either an integer or a piece of code.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change variable 1 = 2
change variable 3 += 4
change variable 5 -= 6
change variable 7= 8
change variable 9 /= 10
change variable 11 %= 12
=============================================================================

=============================================================================
COLLAPSE: target, (force)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the target is to be dead at this point, this will be the point in the
action sequence where you can promt the game to kill the target as long
as the target has 0 HP. If you want to force the death of the target,
include the 'force' command after the targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: collapse: user
collapse: target, force
=============================================================================

=============================================================================
COMMON EVENT: X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays common event X at that point in the action sequence. Nothing else
will continue until the common event is finished (unless it is a forced
action, in which case, it will wait until the action is complete first).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: common event: 1
=============================================================================

=============================================================================
DEATH BREAK
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If a user were to die for any reason during the middle of the skill
(either via counter attack or reflection), this will force the remainder
of the action sequences for the part of the skill/item to shut down and
be skipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: death break
=============================================================================

=============================================================================
DISPLAY ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the action's name at the top of the battle log. It will remain
there until the battle log is cleared.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: display action
=============================================================================

=============================================================================
EVAL: code
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those who'd like to do something that the current Battle Engine doesn't
support, you can use an eval function to have a piece of code occur. Users
beware, for those unfamiliar with JavaScript should avoid handling this
action sequence command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)
=============================================================================

=============================================================================
GAIN ITEM X: Y LOSE ITEM X: Y
GAIN WEAPON X: Y LOSE WEAPON X: Y
GAIN ARMOR X: Y LOSE ARMOR X: Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose item x, weapon x, or armor x in the amount of
y. If you choose to omit y, it will default to 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gain item 1: 20
lose weapon 2
gain armor 3: 50
=============================================================================

=============================================================================
GOLD +x
GOLD -x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose gold in the middle of battle by x amount.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gold +2000
gold -500
=============================================================================

=============================================================================
IF ... ELSE STATEMENTS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those familiar with programming, you can use if...else statements to
perform different actions based on different conditions. Use 'if' to
specify a block of code to be executed, if a specified condition is true.
Use 'else' to specify a block of code to be executed, if the same
condition is false. Use 'else if' to specify a new condition to test, if
the first condition is false. Use 'end' to specify where the conditions
are to end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example:
if $gameSwitches.value(1)
action effect
else if $gameSwitches.value(2)
action effect
action effect
else
action effect
action effect
action effect
end

Note: You do not have to indent the code in between to work. It just
looks better that way in your action sequences.
=============================================================================

=============================================================================
IMMORTAL: targets, true/false
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sets the targets to a state of immortality so that they don't die in the
middle of an attack. This is to ensure every action effect goes through.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: immortal: targets true
=============================================================================

=============================================================================
HP +X: target, (show)
HP -X: target, (show)
HP +X%: target, (show)
HP -X%: target, (show)
HP +VARIABLE X: target, (show)
HP -VARIABLE X: target, (show)
HP +VARIABLE X%: target, (show)
HP -VARIABLE X%: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains HP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user
=============================================================================

=============================================================================
ME: STOP
ME: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
playing. If you choose a filename (without the filename extensions), the
game will play that ME instead. Using this option opens up access to the
volume, pitch, and pan control, all of which are optional to use. If no
values are inputed for volume, pitch, and pan, the game will use the
settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: me: stop
me: Victory1
me: Darkness, 80, 100, 0
=============================================================================

=============================================================================
MOTION WAIT: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Makes the game wait 12 frames if the target(s) performing the action is an
actor. If the target(s) is not an actor, no waiting will be done.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion wait: user
=============================================================================

=============================================================================
MP +X: target, (show)
MP -X: target, (show)
MP +X%: target, (show)
MP -X%: target, (show)
MP +VARIABLE X: target, (show)
MP -VARIABLE X: target, (show)
MP +VARIABLE X%: target, (show)
MP -VARIABLE X%: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains MP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: mp +500: user
mp -variable 5: target
mp +25%: target
mp -variable 7: user
=============================================================================

=============================================================================
PERFORM ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actors to step forward and swing their weapon, thrust it, however
the motion that is determined will be automatically done by the game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform action
=============================================================================

=============================================================================
PERFORM FINISH
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actor to move back to its home spot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform finish
=============================================================================

=============================================================================
PERFORM START
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actor to move forward from its home spot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform start
=============================================================================

=============================================================================
REFRESH STATUS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Refreshes the status window in the middle of an action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: refresh status
=============================================================================

=============================================================================
REMOVE stat BUFF: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will show the
target getting the buff removed in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk buff: user, show
remove def buff: target
=============================================================================

=============================================================================
REMOVE stat DEBUFF: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will
show the target getting the debuff removed in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk debuff: user, show
remove def debuff: target
=============================================================================

=============================================================================
REMOVE STATE X: target (show)
REMOVE STATE X, Y, Z: target (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes X state (including Y and Z if used in that format) from target.
If 'show' is included, it will display any state related messages.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove state 5: target
remove state 6, 7, 8: user, show
=============================================================================

=============================================================================
SE: filename, (volume), (pitch), (pan)
SE: PLAY OK
SE: PLAY CURSOR
SE: PLAY CANCEL
SE: PLAY BUZZER
SE: PLAY EQUIP
SE: PLAY SAVE
SE: PLAY LOAD
SE: PLAY BATTLE START
SE: PLAY ESCAPE
SE: PLAY ENEMY ATTACK
SE: PLAY ENEMY DAMAGE
SE: PLAY ENEMY COLLAPSE
SE: PLAY BOSS COLLAPSE 1
SE: PLAY BOSS COLLAPSE 2
SE: PLAY ACTOR DAMAGE
SE: PLAY ACTOR COLLAPSE
SE: PLAY RECOVERY
SE: PLAY MISS
SE: PLAY EVASION
SE: PLAY MAGIC EVASION
SE: PLAY REFLECTION
SE: PLAY SHOP
SE: PLAY USE ITEM
SE: PLAY USE SKILL
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Causes the battle to play a Sound Effect. If you choose a filename (without
the filename extensions), the game will play that ME instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters. Using the action
sequences with 'play x' in them will cause the game to play a system sound
set within RPG Maker's database.
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Usage Example: se: play enemy attack
se: Ice1
se: Laser2, 80, 100, 0
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TP +X: target, (show)
TP -X: target, (show)
TP +X%: target, (show)
TP -X%: target, (show)
TP +VARIABLE X: target, (show)
TP -VARIABLE X: target, (show)
TP +VARIABLE X%: target, (show)
TP -VARIABLE X%: target, (show)
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Target(s) gains TP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed. For
TP to actually show popups, another plugin is needed to display TP popups.
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Usage Example: tp +500: user
tp -variable 5: target
tp +25%: target
tp -variable 7: user
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=============================================================================
WAIT: frames
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Makes the game wait a certain amount of frames before going on to the
next action in the action sequence.
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Usage Example: wait: 60
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=============================================================================
WAIT FOR ANIMATION
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Waits for all animations to finish before going on to the next action in
the action sequence.
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Usage Example: wait for animation
=============================================================================

=============================================================================
WAIT FOR EFFECT
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Waits for all effects to finish playing before continuing on.
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Usage Example: wait for effect
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=============================================================================
WAIT FOR MOVEMENT
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Waits for all battler movements to finish before going on to the next
action in the action sequence.
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Usage Example: wait for movement
=============================================================================

=============================================================================
WAIT FOR NEW LINE
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Waits for a new line to appear in the log window before going on to the
next action in the action sequence.
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Usage Example: wait for new line
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=============================================================================
WAIT FOR POPUPS
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Waits for all popups to finish playing before going on to the next action.
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Usage Example: wait for popups
=============================================================================

============================================================================
Changelog
============================================================================

Version 1.13:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.12:
- Updated for RPG Maker MV version 1.5.0.

Version 1.11:
- Lunatic Mode fail safes added.

Version 1.10a:
- Changed the 'Change Variable' action sequence to read more effectively.
- Documentation update for 'Action Common Event' and 'Common Event' to
indicate that they will not work immediately if used as a forced action
since another event is already running.

Version 1.09:
- Fixed a bug that didn't allow for HP and MP buff/debuff removal.

Version 1.08:
- Added 'Break Action' action sequence effect to completely cancel out all
of the remaining action effects.

Version 1.07:
- Fixed a bug with the forcing a Collapse action sequence.

Version 1.06:
- If using the Add State action sequence to add the Death state, it will
remove immortality settings.

Version 1.05:
- Optimized status window to refresh at a minimum.

Version 1.04:
- Updated help file to include Character X for target typing.

Version 1.03:
- Fixed a bug that didn't make the sounds played work properly (again).

Version 1.02:
- Fixed a bug that didn't make the sounds played work properly.

Version 1.01:
- Fixed a small bug that didn't allow Change Variable to work properly with
evaluated strings.

Version 1.00:
- Finished plugin!
パラメータ
param Default Volume
desc This will be the volume of the BGM played.
type number
min 0
max 100
default 90

param Default Pitch
type number
min 0
max 100
desc This will be the pitch of the BGM played.
default 100

param Default Pan
type number
min 0
max 100
desc This will be the pan of the BGM played.
default 0

ライセンス表記

紹介ページ https://tkool.jp/mv/special/plugin.html