Battle Engine Core
Action Sequence Pack 1
Action Sequence Pack 2
Action Sequence Pack 3
Battle Engine Core
ACTION ANIMATION
Reproduz a animação atribuída à habilidade / item. A animação selecionará automaticamente os alvos atribuídos da habilidade / item.
action animation
ACTION COMMON EVENT
Reproduz o evento comum encontrado na lista de habilidade / item. Isso só reproduzirá o último evento comum na lista, seguindo o processo original do mecanismo do jogo. Nada mais continuará na lista de ações até que o evento comum seja concluído.
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.
action effect
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.
animation wait: 5
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.
cast animation
CLEAR BATTLE LOG
Clears all the messages at the top of the screen.
clear battle log
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.
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.
display action
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.
if $gameSwitches.value(1)
action effect
else if $gameSwitches.value(2)
action effect
action effect
else
action effect
action effect
action effect
end
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.
immortal: targets, true
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.
motion wait: 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.
perform action
PERFORM FINISH
Causes actor to move back to its home spot.
perform finish
PERFORM START
Causes actor to move forward from its home spot.
perform start
WAIT: frames
Makes the game wait a certain amount of frames before going on to the next action in the action sequence.
wait: 60
WAIT FOR ANIMATION
Waits for all animations to finish before going on to the next action in the action sequence.
wait for animation
WAIT FOR EFFECT
Waits for all effects to finish playing before continuing on.
wait for effect
WAIT FOR MOVEMENT
Waits for all battler movements to finish before going on to the next action in the action sequence.
wait for movement
WAIT FOR NEW LINE
Waits for a new line to appear in the log window before going on to the next action in the action sequence.
wait for new line