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
Action Sequence Pack 1
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.
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.
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.
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.
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.
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.
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
Changes Game Switch X to on, off, toggle (switching between on/off), or to whatever value the switch y is.
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.
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.
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.
common event: 1
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.
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.
gain item 1: 20
lose weapon 2
gain armor 3: 50
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.
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.
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)
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.
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.
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)
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.
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.
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.
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.
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.
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
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.
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)
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.
tp +500: user
tp -variable 5: target
tp +25%: target
tp -variable 7: user
Action Sequence Pack 2
ATTACK ANIMATION: target
Displays the active battler’s attack animation on the target(s). This will be the animation determined by the actor’s weapon(s). If it’s an enemy, it will be determined by the enemy’s attack animation.
attack animation: target
ENEMY EFFECT: target, effect-type
This affects enemies only. Makes the target display either a ‘whiten’ effect or a ‘blink’ effect.
enemy effect: targets, whiten
enemy effect: targets, blink
FACE target1: FORWARD
FACE target1: BACKWARD
FACE target1: HOME
FACE target1: AWAY FROM HOME
FACE target1: POINT, x coordinate, y coordinate
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
FACE target1: target2
FACE target1: AWAY FROM target2
This will cause the battler to face a certain direction. Arguments can be used in the above formats. This action sequence command will cause target1 to face any of those directions. If target2 is used, then target1 will face directions relative to target2.
face user: forward
face target: backward
face enemies: home
face allies: away from home
face target: point, 20, 40
face target: away from point, 500, 600
face user: target
face target: away from user
FADE OUT: (frames)
FADE IN: (frames)
Fades the screen out and fades the screen in respectively. You can set the amount of frames for the fading process. If you omit frames, 60 frames will be used by default.
fade out
fade in: 10
FLASH SCREEN: WHITE, (frames)
FLASH SCREEN: RED, (frames)
FLASH SCREEN: ORANGE, (frames)
FLASH SCREEN: YELLOW, (frames)
FLASH SCREEN: GREEN, (frames)
FLASH SCREEN: BLUE, (frames)
FLASH SCREEN: PURPLE, (frames)
FLASH SCREEN: MAGENTA, (frames)
FLASH SCREEN: BLACK, (frames)
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
Causes the game screen to flash a set color. If for the arguments, you use a color name, it will use a premade flash setting. If you choose to use your own settings, use the red, green, blue, intensity format to determine what color flash you would like. Red, green, blue, and intensity settings range from 0 to 255. If frames are used, that will be the duration of the screen flash. If omitted, the default frame count will be 60 frames.
flash screen: white
flash screen: red, 45
flash screen: 128, 170, 214, 170
flash screen: 68, 68, 68, 170, 45
FLOAT target: (height), (frames)
FLOAT target: (height%), (frames)
Causes the target to float into the air above the ground by height%. The height is relative to the floating target. Using 100% means the target will float above the ground 100% higher than its height. If no ‘%’ sign is used, the target will float that many pixels rather than a percentage of the target’s height. The frames determine how many frames it will take for the target to reach that height. Using 0% for the height will bring the target back to the ground.
float user: 200%
float enemies: 500, 30
float target: 0%, 30
HIDE BATTLE HUD
Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using ‘show battle hud’.
hide battle hud
JUMP target: (height), (frames)
JUMP target: (height%), (frames)
Causes the target to jump a height relative to the target itself. If the target jumps a height of 200%, the height will be 200% of the target’s height. If no ‘%’ sign is used, the target will jump that many pixels rather than a percentage of the target’s height. The frame count is how long the target will be in the air. You can use this with the ‘Move’ action sequence to make the target appear like it is jumping a distance.
jump user: 150%
jump target: 300, 60
MOTION type: target, (no weapon)
Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.
If ‘no weapon’ is used after the target, no weapons will be displayed. This effect will only work with the Thrust, Swing, and Missile motions.
motion walk: user
motion thrust: user, no weapon
MOVE target1: HOME, (frames)
MOVE target1: RETURN, (frames)
MOVE target1: FORWARD, (distance), (frames)
MOVE target1: BACKWARD, (distance), (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
MOVE target1: target2, BASE, (frames)
MOVE target1: target2, CENTER, (frames)
MOVE target1: target2, HEAD, (frames)
MOVE target1: target2, FRONT BASE, (frames)
MOVE target1: target2, FRONT CENTER, (frames)
MOVE target1: target2, FRONT HEAD, (frames)
MOVE target1: target2, BACK BASE, (frames)
MOVE target1: target2, BACK CENTER, (frames)
MOVE target1: target2, BACK HEAD, (frames)
This is a move command. Arguments can be used in the above formats. This action sequence command will move target1 to any of those locations listed in the arguments. If it’s towards target2, you must include what location relative to target2 for target1 to travel to.
move user: home, 20
move target: forward, 48, 12
move enemy 1: point, 400, 300
move actor 2: front base, 20
OPACITY target: x, (frames)
OPACITY target: x%, (frames)
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you use ‘frames’, that will be the frame duration for the change in opacity for the target.
opacity user: 50%, 30
opacity not focus: 0
SHOW BATTLE HUD
If the battle hud was hidden using ‘hide battle hud’, use this to show the battle hud back within the player’s screen.
show battle hud
SHAKE SCREEN: (power), (speed), (frames)
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9, and the frames to alter the duration of the screen shaking. If those values are omitted, they will default to 5 power, 5 speed, and 60 frames.
shake screen
shake screen: 9
shake screen: 3, 9, 30
TINT SCREEN: NORMAL, (frames)
TINT SCREEN: DARK, (frames)
TINT SCREEN: SEPIA, (frames)
TINT SCREEN: SUNSET, (frames)
TINT SCREEN: NIGHT, (frames)
TINT SCREEN: (red), (green), (blue), (gray), (frames)
Tints the battle screen. If using the arguments ‘normal’, ‘dark’, ‘sepia’, ‘sunset’, or ‘night’ the screen will be be given a premade tint. If not, then the arguments for red, green, blue, and gray values must be inputted for the tint. Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255. If frames are used, that will be the duration for which the screen will change to the tint. If omitted, the default amount of frames used will be 60 frames.
tint screen: normal
tint screen: sepia, 30
tint screen: 68, -34, -34, 0
tint screen: 68, -68, 0, 68, 45
WAIT FOR FLOAT
Waits for all battler float changes to finish before going on to the next action in the action sequence.
wait for float
WAIT FOR JUMP
Waits for all battler jumps to finish before going on to the next action in the action sequence.
wait for jump
WAIT FOR OPACITY
Waits for all battlers to finish changing opacity before going on to the next action in the action sequence.
wait for opacity
Action Sequence Pack 3
CAMERA CLAMP ON
CAMERA CLAMP OFF
By default, the camera clamp is on, which forces the camera to never pan outside of the battlefield’s boundaries. However, in the event you wish to turn this off, use ‘camera clamp off’ to shut off the clamp. The clamp, however, will be turned back on at the end of each ‘perform finish’ action.
camera clamp on
camera clamp off
CAMERA FOCUS: target, (location), (frames)
This will focus on a target(s) (refer to target typing) and a location. If the location is omitted, the camera will focus on the target(s)’s center. Note: The camera will not shift past screen boundaries.
camera focus: user
camera focus: target, front, 40
camera focus: enemies, center, 30
CAMERA OFFSET: direction, distance
Offsets the camera a direction by (distance) amount.
camera offset: left, 200
camera offset: right, Graphics.boxWidth / 4
camera offset: up, 300
camera offset: down, $gameVariables.value(3);
CAMERA PAN: direction, distance, (frames)
Offsets the camera a direction by (distance) amount.
camera pan: left, 200
camera pan: up, 250
camera pan: right, 500, 60
camera pan: down: 300, 60
CAMERA SCREEN: TOP LEFT, (frames)
CAMERA SCREEN: FAR LEFT, (frames)
CAMERA SCREEN: BOTTOM LEFT, (frames)
CAMERA SCREEN: TOP CENTER, (frames)
CAMERA SCREEN: CENTER, (frames)
CAMERA SCREEN: BOTTOM CENTER, (frames)
CAMERA SCREEN: TOP RIGHT, (frames)
CAMERA SCREEN: FAR RIGHT, (frames)
CAMERA SCREEN: BOTTOM RIGHT, (frames)
CAMERA SCREEN: POINT, x, y, (frames)
CAMERA SCREEN: target, FRONT, (frames)
CAMERA SCREEN: target, BASE, (frames)
CAMERA SCREEN: target, BACK, (frames)
CAMERA SCREEN: target, FRONT CENTER, (frames)
CAMERA SCREEN: target, CENTER, (frames)
CAMERA SCREEN: target, BACK CENTER, (frames)
CAMERA SCREEN: target, FRONT TOP, (frames)
CAMERA SCREEN: target, TOP, (frames)
CAMERA SCREEN: target, BACK TOP, (frames)
Moves the camera to a certain part of the screen. If you choose a target, the camera will lock to that part of the target. Using (frames) will determine the duration of the time the camera will move over to the target location. Omitting (frames) will set the camera pan duration to 30 frames. Note: The camera will not shift past screen boundaries.
camera screen: top left
camera screen: far right, 30
camera screen: point, 400, 300, 60
camera screen: user, base
camera screen: targets, base, 60
RESET CAMERA: (frames)
Resets the camera location back to default location, which is the center of the battlefield. Using (frames) will allow you to adjust the duration in which the camera resets. Omitting ‘frames’ will set the camera to reset in 30 frames.
Note: The camera will not shift past screen boundaries.
reset camera
reset camera: 30
RESET ZOOM: (frames)
Resets the camera zoom back to default zoom, which is 100%. Using (frames) will allow you to adjust the duration in which the zoom resets. Omitting ‘frames’ will set the zoom to reset in 30 frames. Note: The camera will not shift past screen boundaries.
reset zoom
reset zoom: 30
WAIT FOR CAMERA
Waits for the camera to finish panning before going on to the next action in the action sequence.
wait for camera
WAIT FOR ZOOM
Waits for the zoom to finish panning before going on to the next action in the action sequence.
wait for zoom
ZOOM: x%, (frames)
ZOOM: x.y, (frames)
Zooms to x% or x.y rate. Using (frames) will allow you to adjust the duration in which the zooming occurs. Omitting ‘frames’ will set the zoom duration to 30 frames.
zoom: 200%
zoom: 1.5, 45
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.