YEP.4 – Action Sequence Pack 1
The first of three action sequence packs to be made for YEP’s Battle Engine Core! This pack includes action sequences that are mechanics-related for your actions.
这个拓展包可以设置动作很多相关能力
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:
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.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.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.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.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.
<setup action>
action list
action list
</setup action>
<whole action>
action list
action list
</whole action>
<target action>
action list
action list
</target action>
<follow action>
action list
action list
</follow action>
<finish action>
action list
action list
</finish 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.
ADD stat BUFF: target, (turns), (show)
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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.
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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.
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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)
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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.
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Usage Example: add state 5: target
add state 6, 7, 8: user, show
ANIMATION X: target, (mirror)
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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.
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Usage Example: animation 5: user
animation 6: target, mirror
BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
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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.
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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.
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Usage Example: bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0
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
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Changes Game Switch X to on, off, toggle (switching between on/off), or to whatever value the switch y is.
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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.
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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)
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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.
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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.
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Usage Example: common event: 1
EVAL: code
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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.
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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.
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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.
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Usage Example: gold +2000
gold -500
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)
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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.
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Usage Example: hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user
ME: STOP
ME: filename, (volume), (pitch), (pan)
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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.
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Usage Example: me: stop
me: Victory1
me: Darkness, 80, 100, 0
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)
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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.
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Usage Example: mp +500: user
mp -variable 5: target
mp +25%: target
mp -variable 7: user
REFRESH STATUS
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Refreshes the status window in the middle of an action sequence.
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Usage Example: refresh status
REMOVE stat BUFF: target, (show)
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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)
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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.
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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
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