Space Cat Rare Cat Battle Cats Wiki Fandom
Battle Cats Wiki
Featured in Battle Cats JP version 13. 7!
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- Cat with Critical Hit
- Cat with Object Object
- Cat with Single Attack
- Cat that Destroys Obstacles
- Cat that needs to be awakened to get this form
Space Cat (Rare Cat)
Galactic Cat is a rare cat added in version 2. 2. 3, and can be obtained by attacking r-Cyclone. In this IRGE, pop Battle Cat! It can be obtained from capsules containing rare cats. This composition increases the chance of facing danger and destroying barriers with a significant good increase.
Main Galactic Cat
Space Sea Cat
Contents
Evolution [ ]
Evolves into Main Space Cat at 10th level.
Evolves into Space Sea Cat if obtained in Revenge of R Cyclone (Fall Guaranteed) and contains grade 20 or higher.
Performance [ ]
+ 4% chance of hitting Nastia danger (now 8%) + 30% chance of damaging obstacles (50% in this form).
Pros [ ]
- Decent reload time
- Fast attack speed
- Large range
Cons [ ]
- Low pit supply and attack power
- Single attack
- Low chance of critical hit.
Class | |
---|---|
Class | |
Normal | Critter, Destroyer |
Evolution | >> |
True | >> |
Ultra | >> |
Strategy/Usage [ ]
At first glance, the Galactic Cat does not look like a very beautiful unit: it does not have enough well-being, has low attack power and a rather low chance of critical hit (4%). However, the advantages of this unit can be considered as a huge exposure radius, a relatively solid reload time and a low price. It is useful, for example, when placed behind a fairly large number of meat shields, and in fact has the ability to wipe out most of the iron opponents that are quite agile and outnumbered.
Thanks to its unique range, it can be quite useful for taking down enemy metalists with powerful rear attacks and simply destroying dangers at small distances, for example, in the Order of Mysteries and the Stairs of the Old Man in the City. In the N77 Nebula, the Cretan's own abilities and the ability to save the connector with barrier destruction remain.
True Form [ ]
Space Marine Cat has been improved a lot over its previous form, with its usability being hung on the metal of the other side by Cretan odds. Apart from this, it has been made more of a reliable destroyer of barriers, surviving any hardships longer, and in fact, more pat, further increasing its usefulness. However, it is inferior to Catazaur in the set playline, but it is still considered to be a great secondary crit and barrier destroyer, especially in the 4♛ phase.
Space Marine Cat also now has access to a whole new combo, Warrior of Justice. However, this is not one of the best combos, but rather a more effective preparation for Holy Blast, so if you can apply this, remember to use it in the most difficult situations with zombies, for example.
Battle Core VisuStella MZ
Welcome to the wiki! Here you'll find resources from Yanfly. Moe, Ækashics. Moe, VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Rina, and other affiliated content creators.
Contents
- 1 Download
- 2 System
- 3 Extension Plugin
- 4 VisuStella MZ
- 5 Introduction
- 6 Requirements
- 7 Main Changes
- 7. 1 Sequence of Actions
- 7. 2 Action Speed
- 7. 3 Support for Enemy Side View Animations
- 7. 4 Battle Sprite Update
- 7. 5 Cooldown Changes During Battle
- 7. 6 Critical Hit - LUK Impact
- 7. 7 Damage Popup
- 7. 8 Double Handling
- 7. 9 Force Action
- 7. 10 Random Vision
- 7. 11 Sprite Set_Battle Update
- 7. 12 TPB/ATB Switch for Active Battle Actor
- 7. 13 Redisplay During Battle
- 11. 1 HP Gauge Related Marks
- 11. 2 Anime Related Tags
- 11. 3 Battle Related Tags
- 11. 4 Battle Command Related Tags
- 11. 5 JavaScript Note Tags: Battle Command Related
- 11. 6 Target tags
- 11. 7 JavaScript note tags: Targeting
- 11. 8 Damage tags
- 11. 9 Critical situations tags
- 11. 10 JavaScript tags: Critical
- 11. 11 Life theft tags
- 11. 12 Action sequence tags
- 11. 13 Side view animation labels
- 11. 14 Enemy tags
- 11. 15 JavaScript comments: Mechanics
- 11. 16 Battle layout tags
- 11. 17 Squad size tags
- 11. 18 Squad comment tags
- 12. 1 Action set
- 12. 2 Action sequence - Camera angles
- 12. 3 Action sequence - Animation
- 12. 4 Action sequence - Battlelog
- 12. 5 Action sequence - Camera
- 12. 6 Action sequence - Dragon bones
- 12. 7 Action Sequence - Elements
- 12. 8 Action Sequence - Grid
- 12. 9 Action Sequence - Horror Effects
- 12. 10 Action Sequence - Impact
- 12. 11 Sequence - Injection
- 12. 12 Action Sequence - Mechanics
- 12. 13 Action Scene - Motion
- 12. 14 Action Scene - Movement
- 12. 15 Action Scene - Projectile
- 12. 16 Action Scene - Warp (Camera)
- 12. 17 Action Scene - Aiming
- 12. 18 Action Sequence - Sound
- 12. 19 Action Sequence - Weapons
- 12. 20 Action Sequence - Zoom (Camera)
- 13. 1 Auto Battle Settings
- 13. 2 Damage Settings
- 13. 3 Mechanical Settings
- 13. 4 Battle Layout Settings
- 13. 5 Battlelog settings
- 13. 6 Battle scale settings
- 13. 7 Batch command window
- 13. 8 Acturo command window
- 13. 9 Status window during battle
- 13. 10 Multiple target window settings
- 13. 11 Combo damage window settings
- 13. 12 Fighter/actor settings
- 13. 13 Enemy hunter settings
- 13. 14 HP indicator settings
- 13. 15 Sequence settings
- 14. 1 Terms of use Japanese
Download
System
This is a plugin created for RPG Maker MZ.
Click here for comments on how to install the plu g-in and the value hierarchy system.
Click here for plu g-in updates.
Click here for trouble shooting the plugin when an error occurs.
Extension Plugins
The following plu g-in is considered an extended plu g-in that requires strong plu g-in as a parent plu g-in.
If you use the applicable plu g-in, place it under this plu g-in with the plu g-in manager.
- Action Series Camera VISUSTELLA MZ
- Action Series Shock Visustella Mz
- Action Series Projector VISUSTELLA MZ
- Intensive circuit skill VISUSUSTELLA MZ
- Damage barrier VISUSUSTELLA MZ
- Sel f-efficacy trigger VISUSTELLA MZ
- Battle comman d-Conversation VISUSTELLA MZ
- Military Mesh System VISUSTELLA MZ
- Battle Syste m-ATB VISUSTELLA MZ
- Battle Syste m-BTB VISUSTELLA MZ
- Battle Syste m-CTB VISUSTELLA MZ
- Battle Syste m-ETB VISUSTELLA MZ
- Fighting Syste m-FTB VISUSTELLA MZ
- Battle Syste m-OTB VISUSTELLA MZ
- Battle Syste m-PTB VISUSTELLA MZ
- Battle Syste m-STB VISUSTELLA MZ
- Fighting Voice VISUSTELLA MZ
- Boost Action VISUSTELLA MZ
- Chain fighting VISUSTELLA MZ
- Call system VISUSUSTELLA MZ
- VISUSUSTELLA MZ Fighting Skill Equipment
- VISUSTELLA MZ Evolution Matrix skill
- VISUSUSTELLA Fight the user interface with a previous skin
- Combo skills VISUSTELLA MZ
- Item Enhancement Skill VISUSTELLA MZ
- Creation skill VISUSTELLA MZ
- Throwing skill VISUSUSTELLA MZ
- Life status effect VISUSTELLA MZ
- Side View Duel user interface VISUSTELLA MZ
- VISUSTELLA MZ State Tool Hints
- VISUSTELLA MZ to steal items
- After the victory VISUSTELLA MZ
- Battle Visual Environment VISUSUSTELLA MZ
- Visustella MZ Calibur Visual Style
- VISUSTELLA MZ status visual effect
- VISUSUSTELLA MZ's weakness area expression
- VISUSTELLA MZ implements an exchange system.
VisuStella MZ
This plugin is part of the VISUSUSTELLA MZ plu g-in library.
Introduction
The Battle Core plu g-in has renewed the military engine of the RPG Maker MZ and provides a more flexible and optimized feature. The updated military engine allows you to customize the action scene, battle design style, and battle mechanics.
The function includes the following:
- An action sequence plu g-i n-command that allows you to completely control the effects generated during skills and items.
- Support enemy animation battle!
- Automatic battle option only for the entire unit and performers.
- Quickly organize events of all units at the bass troop event.
- By managing the battle team, you can change the team displayed in the performance.
- Set the appearance of the battlefield in battle ray out style.
- Supports skill casting animation.
- Control for success judgment and damage ratio of critical hit.
- Add custom aim to skills and items.
- Control of damage calculation formula containing damage style.
- Damage restrictions for both hard and software.
- Damage characteristics such as armor penetration/ armor reduction to avoid defense.
- The core of elements and status menu characteristics support.
- Many JavaScript tags and general plu g-impalameters can create different effects in various situations in battle.
- The batch command window can be completely skipped/ disabled.
- Weather effects are now displayed during the battle.
- Battle logs have been slimmed, unnecessary information has been deleted, and battle progress has been improved.
- Visual HP meters can now be displayed above characters and enemies.
Requirements
This plugin was created for RPG Maker MZ. It does not work with other versions of RPG Maker.
This plu g-in is the first level plu g-in. Place on other lower plugins on the list of plu g-in managers (0, 1, 2, 3, 4, 5, etc.).
This is required to ensure the compatibility of the plu g-in and VISUSUSTELLA MZ plu g-in library.
Major Changes
This plu g-in rewrites the important parts of the RPG Maker MZ base code so that the Battle Core plugin works completely. The following is an explanation of the change.
Action Sequences
The action sequence is completely completed through a battle log window or if tags are used. At the RPG Maker MZ, the default action sequence was a combination of battle log windows, battle managers, and battle scenes, and it was difficult to completely control the situation.
Action Speed
The action speed determines the default turn order in the battle system. AGI, a battle unit, is also considered. However, random fluctuations used in the behavioral speed system make the order of play extremely chaotic, making it difficult for players to determine. Therefore, random dispersion is disabled. To enable by default, do you allow plu g-in option = & amp; amp; gt; mechanics setting = & amp; gt; random speed?
Animated Sideview Battler Support For Enemies
The enemy can now use the side view actor sprite yourself! They can act like an actor and have their own weapons for physical attacks. Customize using a notebook. See the Noteg section for details.
Since sprites are typically used for actors, some changes were made to Sprite_Actor so that it can support both actors and enemies. These changes should have minimal impact on other plugins.
Battle Sprite Updates
Many functions in Sprite_Battler, Sprite_Actor and Sprite_Enemy have been rewritten to enable the new action sprite system added by this plugin. With these changes, sprites can now move anywhere on the screen, jump, swim and change their appearance.
Change Battleback in Battle
By default, the change battleback event command does not work in battle. What you set will be reflected in the next battle. If the change battleback event command is used during a battle, the new change will be reflected immediately.
Critical Hit - LUK Influence
LUK improvement now affects the battleback rate on critical hits. Each stack of LUK improvement doubles the critical hit rate and increases it. That is, a stack of LUK improvement x1 will increase it by x2, a stack of LUK improvement x2 will increase it by x4, a stack of LUK improvement x3 will increase it by x8, etc.
LUK also affects how much damage a critical hit deals. The default critical multiplier has been reduced from x3 to x2. However, a percentage of LUK (based on the user's CRI) is added to the critical damage. If your CRI is 4%, then 4% of your LUK is added to the damage.
This change can be changed in the plugin options Damage Settings =& amp; amp; gt; Critical Hits =& amp; amp; gt; JS: Rate Formula and JS: Damage Formula.
Damage Popups
The damage popup now has + and - formatting to determine healing and damage. Also, MP damage now has "MP" on the back. This is to clarify what each color option in the damage popup means and to allow color blind users to properly read the data on the screen.
The damage popup has also been rewritten to show all aspects instead of just the one aspect that was changed. In previous RPG Maker MZ versions, if an action caused both HP and MP damage, only one of them would be shown. Now everything is separated and both HP and MP are modified at once.
Dual Wield
Previously in RPG Maker MZ, "dual wielding" attacks would use the animations for both weapons at the same time and add up the ATK of each weapon. This was confusing and didn't capture the essence of Dual Wielding.
To add double welding or add the third and fourth weapons, it has been changed to mult i-welding. Each weapon is displayed separately, generates an attack animation, displays each weapon type, and uses only ATK, characteristics, and relevant effects. The complex effects that were standard equipment in RPG Maker MZ are no longer displayed at once.
Even if there are multiple weapons slots, if there is an unstable weapon, the action will be considered a single attack. No attack with bare hands is not added. This is in line with the solution that RP G-maker MZ does not use the second animation in the same scenario.
Force Action
Previously, "forced action" interrupted the event to perform action. However, the addition of a more flexible action sequence has eliminated the existing forced action system and needed to be changed.
The forced action has been added to a separate line from the list of actions. Every time an action or a general event ends, if there is a forced hunter in that line, the turn will be a vision. This is the cleanest way to avoid the most conflicts.
In other words, if you intend to create a cinematic sequence with a forced action, you should take into account the power action queue. However, in the case of cinematic battles, it is strongly recommended to use the recently added Action Sequence Plugin command.
Random Scope
The skills and objects of random enemies, two random enemies, three random enemies, and four random enemies have ignored TGRs and began to use actual accidents.
Spriteset_Battle Update
Hunter (actor and enemy), animation and damage are added by sprite have been added. This is to sort the actors and the enemy's rounds more efficiently (if possible), to avoid animation interference, and do not close the source of damage, and the damage spells depend on the color of the screen. This is so that the players can always see the wings clearly and send information.
TPB/ATB Active Battle Actor Shifting
The image above shows what the error looks like in the empty project. < SPAN> If you add double welding or add the third and fourth weapons, it has been changed to mult i-welding. Each weapon is displayed separately, generates an attack animation, displays each weapon type, and uses only ATK, characteristics, and relevant effects. The complex effects that were standard equipment in RPG Maker MZ are no longer displayed at once.
Even if there are multiple weapons slots, if there is an unstable weapon, the action will be considered a single attack. No attack with bare hands is not added. This is in line with the solution that RP G-maker MZ does not use the second animation in the same scenario.
Weather Displayed in Battle
Previously, "forced action" interrupted the event to perform action. However, the addition of a more flexible action sequence has eliminated the existing forced action system and needed to be changed.
Base Troops
The forced action has been added to a separate line from the list of actions. Every time an action or a general event ends, if there is a forced hunter in that line, the turn will be a vision. This is the cleanest way to avoid the most conflicts.
In other words, if you intend to create a cinematic sequence with a forced action, you should take into account the power action queue. However, in the case of cinematic battles, it is strongly recommended to use the recently added Action Sequence Plugin command.
Damage Styles
The skills and objects of random enemies, two random enemies, three random enemies, and four random enemies have ignored TGRs and began to use actual accidents.
Hunter (actor and enemy), animation and damage are added by sprite have been added. This is to sort the actors and the enemy's rounds more efficiently (if possible), to avoid animation interference, and do not close the source of damage, and the damage spells depend on the color of the screen. This is so that the players can always see the wings clearly and send information.
The image above shows what the error looks like in the empty project. To add double welding or add the third and fourth weapons, it has been changed to mult i-welding. Each weapon is displayed separately, generates an attack animation, displays each weapon type, and uses only ATK, characteristics, and relevant effects. The complex effects that were standard equipment in RPG Maker MZ are no longer displayed at once.
Even if there are multiple weapons slots, if there is an unstable weapon, the action will be considered a single attack. No attack with bare hands is not added. This is in line with the solution that RP G-maker MZ does not use the second animation in the same scenario.
Previously, "forced action" interrupted the event to perform action. However, the addition of a more flexible action sequence has eliminated the existing forced action system and needed to be changed.
The forced action has been added to a separate line from the list of actions. Every time an action or a general event ends, if there is a forced hunter in that line, the turn will be a vision. This is the cleanest way to avoid the most conflicts.
In other words, if you intend to create a cinematic sequence with a forced action, you should take into account the power action queue. However, in the case of cinematic battles, it is strongly recommended to use the recently added Action Sequence Plugin command.
- The skills and objects of random enemies, two random enemies, three random enemies, and four random enemies have ignored TGRs and began to use actual accidents.
- Hunter (actor and enemy), animation and damage are added by sprite have been added. This is to sort the actors and the enemy's rounds more efficiently (if possible), to avoid animation interference, and do not close the source of damage, and the damage spells depend on the color of the screen. This is so that the players can always see the wings clearly and send information.
- The image above shows what the error looks like in the empty project.
- By pressing the "Cancel" button in the Actor on Actor window, the actor will not be switched with full TPB/ATB indicators before entering a party command. This is done to solve several issues: 1) reduce the number of buttons to reach the party command, 2) prevent sequence violations of motion moves and actions. If this feature is important to your battle system, we recommend using either this plugin or the plugin required by BattleCore.
- Previously, weather was not displayed during battle. This meant that all weather effects placed on the map were not reflected in the battle, causing great inconsistency between players. The BattleCore plugin adds weather effects to match the weather on the map. It also reflects weather changes due to events during the battle.
- Basic troops can be found, declared, and modified in the Plug-in = & amp; amp; gt; Mechanic s-settings = & amp; amp; gt; ID Basic troops parameters. All troop identifiers listed here are duplicated and placed under other troops in the database.
- This means that if you trigger an event on the first move of a basic troop, the same event will be triggered on the first move of each troop. This is useful for those who want to further set up their battle system and reduce the work of manually copying/inserting events into each basic army object.
- Damage Styles is a new opportunity added with the Battle Core - Plugin. When using a specific battle style, you can completely refuse to enter the damage formula in the damage formula introduction area and instead insert a force or multiplier value depending on the damage style. The plugin will use this value to automatically calculate damage while taking into account the ATK, DEF, MAT and MDF values.
- A list of damage styles that come with the default plugin. You can add your own or edit them to your liking. You can also remove them.
- Normal formula Does not change Does not change ArmorScaling formula Does not change Does not change CT multiplier Yes Low Normal D4 multiplier No High Normal DQ multiplier No 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
- If you plan to use which damage style, use the table above to determine which style is best for your game.
- The "Standard" style is exactly the same as the "Manual" formula, except that it supports markers.
- The "Armor Scaling" style allows you to enable basic damage scaling without including defense modifiers.
- Note: However, these formulas are based on damage formulas from other games. All of these should not be considered complete clones, since not all RPGs use the same set of features and not all external multipliers work the same way as in RPG Maker MZ.
- That's the "Damage Style".
- This is what you actually insert into the background of the formula.
Formula Enter the formula for the effect as normal.
Multiplier: Enter the multiplier for the impact. Use a floating average. This effectively means that 250% is scored as 2, 50.
Power Enter the power constant for the impact. Use an integer. Enter something like 16 for the power constant.
Are there any differences in how physical and magical attacks are calculated?
If so, different formulas are used for physical and magical attacks.
If not, physical and magical attacks are calculated with similar formulas.
How strongly should the stats be scaled during the game?
Low: Don't go above 100 for best results.
VisuStella MZ Compatibility
Medium: Use numbers in the low to mid 400s for best results.
High: Numbers really shine when they are higher.
Notetags
How much does a small change in parameters change the loss?
Low: A fairly small increase in performance configuration.
Normal: Losses increase roughly proportional to the change in characteristics.
HP Gauge-Related Notetags
High: Losses may increase significantly if characteristics change.
To decide which statistical value is applied to the damage style, the "hit type" of the impact (body attack, magic attack, specific hit, etc.) and the "damage type" (loss, recovery, exhaustion, etc.) of the impact. Depending on the two.
For specific attacks, the meaning of the higher ATK or MAT is applied, and then ignoring the meaning of the target defense. Use a specific hit for actual damage.
The rest is calculated using the table below:
Animation-Related Notetags
MAT) -Agla p-Ignore DE F-Ignor e-Magic Recovery MD F-Ignore the recovery of a specific hit (ATK, MAT) -Agla p-Physical Drain ATK DEK DEK MAT MAT MDF specific drains of specific drains are large ( ATK, MAT) -Angunction-.
These attributes can be changed with each damage style plu g-in parameter.
Skills and items may have a damage style different from the damage style selected by the plu g-in parameter. They can change to different damage styles depending on the marker support:
In this case, the method specified by the plu g-in parameter is applied.
Battleback-Related Notetags
With Manual ", the method is not applied, and all calculations are strictly executed according to the formula in the formula.
This plugin is compatible with most plugins in the Visustella Mz library, but are not compatible with specific plugins or specific features. This section describes how to focus on this plu g-in compatible plu g-in/ function, or to make some functions compatible.
Battle Command-Related Notetags
When using the action series, the booster effect such as damage, displacement, and analysis does not work except for the action series: "Mech: Action Effect" to maintain the controlled effect. However, if you want to use the price for the boost, use "Mech: Boost Save Data" to save the number of times the boost in the variable. This can be applied if it is controlled by action or joint action. < SPAN> To decide which statistical value is applied to the damage style, the "hit type" of the impact (body attack, magic attack, specific hit, etc.) and the "damage type" (loss, recovery, recovery, (Was exhaustion, etc.).
For specific attacks, the meaning of the higher ATK or MAT is applied, and then ignoring the meaning of the target defense. Use a specific hit for actual damage.
The rest is calculated using the table below:MAT) -Agla p-Ignore DE F-Ignor e-Magic Recovery MD F-Ignore the recovery of a specific hit (ATK, MAT) -Agla p-Physical Drain ATK DEK DEK MAT MAT MDF specific drains of specific drains are large ( ATK, MAT) -Angunction-.
These attributes can be changed with each damage style plu g-in parameter.
Skills and items may have a damage style different from the damage style selected by the plu g-in parameter. They can change to different damage styles depending on the marker support:
In this case, the method specified by the plu g-in parameter is applied.
With Manual ", the method is not applied, and all calculations are strictly executed according to the formula in the formula.
This plugin is compatible with most plugins in the Visustella Mz library, but are not compatible with specific plugins or specific features. This section describes how to focus on this plu g-in compatible plu g-in/ function, or to make some functions compatible.
When using the action series, the booster effect such as damage, displacement, and analysis does not work except for the action series: "Mech: Action Effect" to maintain the controlled effect. However, if you want to use the price for the boost, use "Mech: Boost Save Data" to save the number of times the boost in the variable. This can be applied if it is controlled by action or joint action. To decide which statistical value is applied to the damage style, the "hit type" of the impact (body attack, magic attack, specific hit, etc.) and the "damage type" (loss, recovery, exhaustion, etc.) of the impact. Depending on the two.
For specific attacks, the meaning of the higher ATK or MAT is applied, and then ignoring the meaning of the target defense. Use a specific hit for actual damage.
The rest is calculated using the table below:
MAT) -Agla p-Ignore DE F-Ignor e-Magic Recovery MD F-Ignore the recovery of a specific hit (ATK, MAT) -Agla p-Physical Drain ATK DEK DEK MAT MAT MDF specific drains of specific drains are large ( ATK, MAT) -Angunction-.These attributes can be changed with each damage style plu g-in parameter.
Skills and items may have a damage style different from the damage style selected by the plu g-in parameter. They can change to different damage styles depending on the marker support:
JavaScript Notetag: Battle Command-Related
In this case, the method specified by the plu g-in parameter is applied.
With Manual ", the method is not applied, and all calculations are strictly executed according to the formula in the formula.This plugin is compatible with most plugins in the Visustella Mz library, but are not compatible with specific plugins or specific features. This section describes how to focus on this plu g-in compatible plu g-in/ function, or to make some functions compatible.
Targeting-Related Notetags
When using the action series, the booster effect such as damage, displacement, and analysis does not work except for the action series: "Mech: Action Effect" to maintain the controlled effect. However, if you want to use the price for the boost, use "Mech: Boost Save Data" to save the number of times the boost in the variable. This can be applied if it is controlled by action or joint action.
RP G-maker M Z-editor does not apply user ability that game creators can connect to database objects, events, maps, etc. Notebooks are used to avoid these restrictions, and game creators can mark specific functions/ features by supporting specific notebooks declared by appropriate plugins.
The following is a list of notebooks applicable.
The notes added in this plu g-in support are as follows. These tags will not work on your IRGE if this plugin is invalid or does not exist.
The following tags can be introduced from the functional option of the plu g-in to whether or not all the chances of all chances are to be autonomous to any chance HP detector.
-A enemy lapta g-displays the enemy's HP meter. -This is not a player attribute option. -This is generally not bypassing the enemy sensor from the HP.
-We used for enemy item s-hide the HP indicator from the enemy every time. -This does not bypass player functional options.
-Set the movement of the artist and the opponent's opponen t-HP sensor and the artist and the opponent's overhead icon. -Change x 'to the meaning of the number of coordinates X. -Negal meaning X moves to the left. The meaning of the hardware moves to the right. Chang e-y 'is changed to the meaning of the numerical value that shifts coordinates Y'. -Negal meaning Y moves up. Free meaning X moves down.
By using the following tags, you can set the animation in a specific case or standard.
-Visaz_0_coreEngine is required! -The actor, class, weapon, armor, enemy, state memo ta g-HP, MP, and TP are recovered, and this animation is regenerated while the user is alive and visible. -X "should be changed to a number indicating the personal number of the played animation.
-Marker of skil l-Reproduce the animation of battle at the beginning of the impact of skills. -X "is changed to a personal number of animation to be played.
-A enemy ite m-assigns the animation of the attacking enemy and regenerates its basic attacks. -Intes x 'to a number that represents the personal number of animation to play.
JavaScript Notetag: Targeting-Related
With these markers, you can control some fighting in a different range of the map for random or random conferences.- Used for: Map label - If the player starts a battle while in region 'x', the battle name 'filename' will be used. - Replace 'x' with a number representing the ID of the region you want to use. - Replace 'filename' with the filename of the image you want to use. Do not insert the extension. That is, a file called 'Castle1. png' will be inserted just like 'Castle1', without the '. png' at the end. - Note that any battleback settings you specify will be overwritten.
With these markers, you can control some fighting in a different range of the map for random or random conferences.With these markers, you can control some fighting in a different range of the map for random or random conferences.Attack Skills SType: x SType: name All Skills Skill: x Skill: name Guard Items Escape Auto Combat Battle Log Talk Change Weapon
- Used for: Class Note Tag - Changes the commands that are displayed in the actor's command window during combat. If this notetag is not used, the default commands defined in the plugin options will be displayed. - Add/remove/modify as needed. - Attack - Adds a basic attack command. - Skills - Shows all types of skills available to the actor. - SType: x - Stype: name - Adds a specific type of skill. - Replace 'x' with the skill type identifier. - Replace 'name' with the name of the skill type (without the text code). - All skills - Adds all combat skills to be used as individual actions. - Skill: x - Skill: name - Adds a specific skill as a useful action. - Replace 'x' with the skill ID. - Replace 'name' with the name of the skill. - Guard - Adds a basic guard command. - Item - Adds a basic item command. - Party - Requires VisuMZ_2_PartySystem. - Allows the actor to swap places with other party members. - Escape - Adds an escape command. - Autofight - Adds an autofight command. - Combat Log - Requires VisuMZ_4_CombatLog. - Opens the combat log. - Talk - requires VisuMZ_3_BattleCmdTalk! - Shows talk commands. - Change weapons - requires VisuMZ_2_WeaponSwapSystem! - Current- Applies to Skill Articles - If XP is used in a set of articles, you can change the displayed word from the name of the XP to something else. - Change 'x' to the name of the XP you want to display in the acting combat command window. - Suitable implementation: Reduce skill names that are otherwise too large to fit in the acting combat command window.
Damage-Related Notetags
- Applies to Ability Items - If XP is applied to an item set, you can change the displayed XP icon to a different icon. - You can make the XP appear by changing the ID of the icon you want to display in the actor battle command window to 'x'.
- Applies to Skill Markers - Determines whether a battle team is noticeable and whether the performer has mastered this skill. - XP research is considered mandatory. Purchasing XP through a trait is not XP exploration.
- Applies to: Skill Markers - Determines whether a combat team is visible or invisible depending on whether the artist has access to the skill. - Access to the skill is gained by researching XP or by temporarily gaining XP through a trait item.
- Uses: Skill Markers - Determines whether a combat team is visible or invisible with a switch. - Qualifies for illusion skills by changing the 'x' in the switch ID. - If 'All' marker option is used, item is hidden until all switches are merged. Then it is visible. - If 'Any' marker option is used, item is visible if any switch is merged. Otherwise it is hidden. - This can also be used for attack and guard commands.
- Applies to: Skill Markers - Determines whether the fireteam is visible or invisible through the switch. - Qualifies for illusion skills by changing the 'x' in the switch ID. - If 'All' marking option is used, item is visible until all switches are merged. Then it is covered. - If 'Any' marking option is used, item is hidden if at least one switch is merged. Otherwise it is visible. - This can also be used for attack and guard commands.
- Example Usage Artist - Used in military layout 'Portrait'. - Clarifies the artist's battle portrait in 'filename'. - Change 'filename' to an illustration in the img/pictures/ folder of the gameplan. Filenames are case sensitive. Leave out the filename extension from the article tag. - This will set aside all images of rations that are only used for combat.
-Intes on: Acto r-Used in "Portrait" and "Border" without battle. -Change coordinates x and y of combat portraits. Substitut e-x 'is replaced with the numerical value to move the coordinates X. -The negative value X moves to the left. The positive value x moves to the right. Substitut e-y 'is replaced with the value to move the coordinates y. -Negal value Y moves. A positive value x is displayed.
Text Text
-In the following cases: State ta g-Specify the status certificate displayed in the "state" team of the agent. -Text 'should be replaced with the text you want to display in the help window. -It is recommended to write in one line for compatibility with other plugins. -Ifs that are not the same in the status window, for example, the number of absorption barriers, describe %1 in the certificate description.
-Wate for: Statu s-Ta g-Exclude the status in the status list.
The following is the value designed by a user who owns JavaScript to determine whether the skil l-based combat command is visible or hidden.
Code visibility = code;
Critical-Related Notetags
-Skill's ta g-variable 'visible' is a variable that is finally returned to determine the visibility of battle command window skills. -Code 'should be replaced with a JavaScript code that determines the visibility of the battle command window skill. -The variable 'user' represents users who run skills. -Variable 'Skill' represents the skills to be used.
The following numbers are related to the aspects that target skills and objects, and can change the scope of specific skills/ objects.
-Skills, object tag s-Actions always fall, or the hit rate is always equal to x%. -The number 'X' indicating the success rate is replaced.
-The usage example: Change the number of hits applied by skill, object ta g-action. -A replace the x 'with the numbers indicating the number of hits.
-Skill, object labe l-Random targets are selected "X" when using skills. -The target can be actors or enemies. -This parameters are r e-recorded, ignoring the range of the existing database. -X "should be replaced with the numbers indicating the number of random targets.
-This is used for skills, object markers, random targets, forcibly selecting "X". -The target is only enemies with all probability. -This parameters are rewritten and ignored the existing areas of the database. -X "is changed to a number indicating the number of random targets.
JavaScript Notetags: Critical-Related
-Skill markers, object s-enforce the ability to select 'X' for a random target when applying. -Belaws are considered to be the target. -This is a priority on the existing effect range of the database, ignoring, and given. -Change x 'to a number indicating the number of random targets.
With these markers, you can control some fighting in a different range of the map for random or random conferences.-Skills, object marker s-Players can select supporters and opponents with skills/ subjectors. -In practice, this cannot choose a dead party member. -This is rewritten the spectrum of the database, and for this, ignore the database spectrum. -The focus when choosing a target is mainly a supporter. -When using an enemy, it is ignored and is considered a supporter. -Auto Boy artists consider this effect by the supporter's view. -In the specific battle schedule in Frontview mode, the artist selection window will open and you will be able to select artists who support sensory input.
With these markers, you can control some fighting in a different range of the map for random or random conferences.With these markers, you can control some fighting in a different range of the map for random or random conferences.- It is used for: skill markers, objects - This leads to what is basically the impact cannot select the user as a target. - It is not targeted. Instead, it is used with other aiming. - When "All" is applied, the user is removed from the target list.- This can be used outside of combat.- If the user falls into the target pool in any way, the user is replaced with a random supporter in the party.
Code code = code;-Lords: Marking of skills and item s-Used only during battles. -Rate 'variable is a final return value, determining success in reaching the target. -Itemhi t-Skill / Item is launche d-Then the notetag file is execute d-replace "Code" with JavaScript code, and determine the final "Rate" that is returned as a target success rate. -user 'variable indicates who uses skills / items. -Target variables indicate the person hit by skill/ item. -It is effective when used in combination with Visumz Core Engine's QOL formula "Enhanced Accuracy" that combines Hit and EVA.
Life Steal-Related Notetags
Code Code Rate = Code;
Code Code Rate = Code;
-In use: Actor, class, weapon, armor, enemy, government marke r-Used only during battle. -Rate 'variable is the final return value that determines the success of reaching the goal. -Itemhi t-Skills/ Items become active and then the note tag becomes activ e-If the property affected by the property can be accessed to the property, all skills/ items used Applies to. -If the 'as user' variant of NOTETAG is used, this code is performed in response to action by the action user. If the tag option is used, this code will be performed by responding to action from the target part of the action. -Code 'should be replaced with JavaScript code. -user 'variable indicates who uses skills/ items. -Target 'variable indicates a person attacked by skills/ items.
Code Target Code = [Code];
Used: variable 'targets' is an array that is returned to be used as a container for all effective action targets. -Variable 'Targets' contains the initial set of the target defined by the first skill/ item scale. -Code 'should be replaced with a JavaScript code that defines the actual goal.
Used for: Skill, item note tag -< Name '' is replaced with the name of the damage style and the damage calculation method in the input field of the damage calculation formula is changed. -The name can be confirmed in the plu g-in option = & amp; amp; gt; damage setting = & amp; amp; gt; gt.
Action Sequence-Related Notetags
-Actra, class, skills, items, weapons, armor, stat e-o f-th e-scenes tags, state note tags and skills and objects, the quality of the current skill/ object reservation is "x" and/ or "x%" Only clear. -When used in objects, the quality of the decrease in the armor is added in 'X' and/ or 'X%' when calculating personal armor. -In the version of the marker 'X' to determine the flat meaning of armor decrease. Use the tag option 'X%' to determine the percentage of the meaning of reducing.
-This is used for actors, classes, skills, items, weapons, armor, enemies, and state notes. If used for skills and objects, the current skill/ object quality will be clear with 'X' and/ or 'X%'. -When used in the object, the quality of the armor penetration is added to 'X' and/ or 'x%' when calculating the target armor. -In the version of the marker 'X' to determine the flat meaning of penetration. -In the percentage of percentage of deterioration, use the version of the marker 'X%'.
-Actra, class, skills, items, weapons, armor, stat e-o f-th e-scenes tags, state note tags and skills and objects, the quality of the current skill/ object reservation is "x" and/ or "x%" Only clear. -When used in objects, the quality of the decrease in the armor is added in 'X' and/ or 'X%' when calculating personal armor. -This is also applied to magic attacks. -The version of the marker 'X' is used to determine the flat meaning of the decrease. Use Marca 'X%' to determine the percentage of decrease.
-This is used in actors, classes, items, items, weapons, armor, enemies, state laptags, and now in 'X' and/ or 'X%when used in// or objects. Clears the immutability of skills/ subject. -When used in the object, add 'X' and/ or 'X%' when calculating the target armor for the quality of the armor penetration. -This is also applied to magic attacks. -In the version of the marker 'X', determine the flat meaning of BREAK THROUGH. Use the version o f-marker 'X%' to determine the percentage of breakthrough.
-The artists, classes, skills, goods, guns, shields, enemies, governmen t-Skills and/ or objects can lead to an effective thing that the impact is not limited. -If it is used in the drawing object, this leads to the fact that the affected unit will never exceed.
-Actra, class, skills, items, weapons, armor, enemy, state Memota g-Skills and objects are declared that the maximum loss is equal to "X". -When used in the object, this increases the upper limit of strict damage to the meaning of 'X'. If other objects have a higher meaning, use them.
- Applies to Actors, Classes, Skills, Items, Weapons, Armor, Enemy, States Notetag - When applied to a skill or item, the impact loss is not limited to the soft limit. - When used on a property item, the loss of the affected unit is not limited to the soft limit.- Applies to Actors, Classes, Skills, Items, Weapons, Armor, Enemy, States Notetag - When applied to a skill or item, it increases/decreases the fluid impact limit by x%. - When used on a property item, it increases/decreases the soft impact damage limit by x%.
Animated Sideview Battler-Related Notetags
- Applies to: Marking skills, items - Losses are not reduced by introducing a "Guardian" for this skill.
- Applies to: Enemy Markers - Determines the initial deal of this enemy's popup window. - Head - The popup window starts on top of the enemy. - Middle - The popup window starts in the middle of the enemy. - Basic - The popup window starts on the bottom of the enemy. - If this tag is not applied, see the default settings of the plugin feature in the 'Damage settings' section.- Applies to: Enemy note tags - Change the x/y position shift of this enemy popup window. - Change x' to an amount indicating the horizontal offset of the x position. - Negative: to the left. Positive: to the right. - Change y' to an amount indicating the vertical offset of the y position. - Negative: up. Positive: down. - If these tags do not apply, see the plugin's default stats options in the 'Damage settings' section.
The following tags affect the critical hit chance and critical damage multiplier of skills and items.
- Applies to: skill, item note tags - This skill/item has a dangerous loss every time, regardless of what the user's CRI parameter means.
- Applies to: skill, item note tags - This skill/item has a critical hit setting of x% every time, regardless of what the user's CRI parameter means. - Change x' to a percentage.
- Applies to: marking skills, items - Change the calculation of the user's CRI parameter for the specified skill/item. - The notetag option 'x%' multiplies the meaning of the user's CRI parameters for the specified skill/item. - The tag '+x%' and '-x%' variations increase or decrease the meaning of the user's CRI parameters for the specified skill/item.
- Skill markers, object markers, these markers determine the damage multiplier on critical hits. - Notta's 'X%' version multiplies the multiplier by the actual percentage. - The tag options '+x%' and '-x%' increase the coefficient of the specified skill or object.
- This is used in the following cases: Skill or object markers - These markers determine the bonus loss added when applying a critical hit. - Notta's version 'X%' multiplies the loss by this percentage. - The tag options '+x%' and '-x%' modify the bonus loss of the skill or object to increase.
The following is not intended for users of JavaScript to see how the nuances related to critical strokes are calculated.
Code code = code;- This is used for the following: Skill, object notes - Variable 'speed' - This is the final amount returned to determine the success coefficient of the critical hit. - Changes 'code' in JavaScript code to modify the final 'bet' returned for the critical hit. - The variable 'user' returns the person using that skill/item. - The variable 'target' returns the person who received the hit of that skill/item.
code code rate = code;
code code rate = code;- Artist, class, pistol, shield, enemy, city marker - Only used during combat. - The variable 'speed' is the final return for efficiency to determine the success of a critical hit. - The basic meaning comes from game_action. itemcri - Skill/item is launched - Then Notetags is started - Modifies the JavaScript 'code' - Code, to modify the final 'rate' returned as a factor of the splash of a critical hit. - If used on a property object, it is used for all skills/objects used at least until the unit affected by the property object has access to the property object. - If the 'as user' version is used, this code is launched in response to the impact of the impact user. - If the 'as target' version is used, this code is launched in response to the impact of the impact motive part. - Change 'code' to the JavaScript code that will trigger the desired impact. - The variable 'user' returns the person using the skill/item. - The variable 'target' returns the person who was hit by the skill/item.
- Applies to: Enemy Markers - Determines the initial deal of this enemy's popup window. - Head - The popup window starts on top of the enemy. - Middle - The popup window starts in the middle of the enemy. - Basic - The popup window starts on the bottom of the enemy. - If this tag is not applied, see the default settings of the plugin feature in the 'Damage settings' section.-Skills: Skills, item s-variables 'multiplier' will be returned later and are used as a damage ratio to increase critical damage. -Variables 'bonusdamage' will be returned later, applied as additional damage, and will be added to critical damage. -Change 'code' in the javascript code to define the calculation method of variable 'multiplier' and 'bonusDame'. -User 'variable indicates who uses that skill / item. -Target 'variable indicates the person affected by skills/ items.-Skill marker, ite m-Ite m-Disable the specified skill/item's life steel effect, and recover the X%of HP/MP damage. -HP Life Steal has the ability to take only HP from the HP damage assigned. -MP Life Steal has the ability to take only MP from the obtained MP damage. -Change "X" to the amount of damage that applies to the recovery of HP/MP. -It cannot be used with the skills and items with HP drain and MP drain. Life steel is an excellent mechanism of HP drain/MP drain.
Code code = code;-Skilled target: Skill markers, item s-Skills/ Items prevent a life segment effect, including a passbrifseft calculator, from occurring. -A does not affect HP drain/MP drain. Life theft is a wonderful mechanism different from HP drain/MP drain.-As applicable to be applied: Actor, Class, Armor, Enemy, State Notetag s-Prevents the effect of Life Steal if the relevant fighter is subject to Life Steal. -Drain/mp drain does not affect you. Life Steel is another wonderful mechanism from HP drain/MP drain.
code code rate = code;- Uses Used for: Used for: Actor, Class, Armour, Enemy, State - If the linked fighter is the target of Life Steal, the Life Steal recovery effect is cancelled and the Life Steal user takes HP/MP damage instead. - The Life Steal user takes HP/MP damage instead. - Does not prevent the use of skills or items with the "life steal" effect. Only the life steal portion of the skill/item is ineffective. - Does not affect HP drain/MP drain. Life steal is a separate mechanism from HP drain/MP drain.Action Scenes give you full control over the progression of skills and items. These labels allow you to control various aspects of action scenes. More detailed information can be found in the "Action Sequences" help section.
Enemy-Related Notetags
- Usage: Skill and item highlighting - Removes all automatic parts of action sequences from skills. - Everything action sequence related will be done by generic events. - To use custom action sequences, insert a generic event in your skill/item list. - This will prevent generic events from being loaded in item scenes or skill scenes even if you use them outside of battle.
Code code = code;-This is used for the following purposes: Skills, object notTegas-This notte is used for game creators whose plug-in-plug-in-plug-in "auto notetag" is integrated. -This objects and skills can launch their own joint action from the scene diet and do not take these characteristics restrictions, we will launch skills/ items at the joint event based on the priority of action. You cannot. -If the connection is cut or the fake automatic-Zammetka parameters are installed, ignore these settings. By default, this setting is installed in False. Pay the configuration entered in your game and apply this setting.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.
-Marker of skills and object s-When displaying skills and object names in the priority of action, define the displayed icons and words. -Changing the meaning of the number of 'X', which represents the icon ID of the displayed icon. -Changing the tex t-like meaning of 'character string'.
Source source < Span> -This is used for the following purposes: Skills, object notTega s-This notte is a plu g-i n-plu g-i n-plu g-in parameter "Auto Notetag" is integrated. It is used. -This objects and skills can launch their own joint action from the scene diet and do not take these characteristics restrictions, we will launch skills/ items at the joint event based on the priority of action. You cannot. -If the connection is cut or the fake automatic-Zammetka parameters are installed, ignore these settings. By default, this setting is installed in False. Pay the configuration entered in your game and apply this setting.
MAT) -Agla p-Ignore DE F-Ignor e-Magic Recovery MD F-Ignore the recovery of a specific hit (ATK, MAT) -Agla p-Physical Drain ATK DEK DEK MAT MAT MDF specific drains of specific drains are large ( ATK, MAT) -Angunction-.-Marker of skills and object s-When displaying skills and object names in the priority of action, define the displayed icons and words. -Changing the meaning of the number of 'X', which represents the icon ID of the displayed icon. -Changing the tex t-like meaning of 'character string'.
JavaScript Notetags: Mechanics-Related
Source source-This is used for the following purposes: Skills, object notTegas-This notte is used for game creators that are integrated with plug-in-plug-in-plug-in parameters "Auto Notetag". Masu. -This objects and skills can launch their own joint action from the scene diet and do not take these characteristics restrictions, we will launch skills/ items at the joint event based on the priority of action. You cannot. -If the connection is cut or the fake automatic-Zammetka parameters are installed, ignore these settings. By default, this setting is installed in False. Pay the configuration entered in your game and apply this setting.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.Source sauce
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.File name: Authority name File name: Authority File name: Authority
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-An actor, class, weapon, armor, state Memotag-Move the economic position of the spray artist by +/- x, +/- Y from the horizontal review. -"X" and "Y" are changed by the numerical value that shows how much the coordinates are moved. This tag does not work by deleting it from the JavaScript code of the plu g-i n-features & amp; gt; gt; artist & amp; gt; gt: js: Hom e-position section.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-Otre, enemy note ta g-Clarify that the shadow of the side evaluation hunter is noticeable or processed.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-A enemy note ta g-showing or not showing the collapse graph? -Calling graph means that the war situation disappears later. -A not accessing the collapsed graph means that the entity of the enemy remains on the screen.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-This feature is used in the following cases: Enemy Notetags (enemy's memo tag) -Changers the enemy's normal inactive movement. -Name "Change to each right technique name:" WALK "," WAIT "," CHANT "," GUARD "," DAMAGE "," Evade "," Thrust "," Swing "," Missile "," SKILL "," SPELL "," ITEM "," Escape "," Victory "," Die "," Abnormal "," Sleep "," -Nothega If countless versions are used, Enemy from the list When developing, the "name" is often noticed by changing the random technical name to the meaning of a number. The higher the weight, the higher the frequency. You can also omit this colon (:) and set a "name" in the return elementary. -As adding or deleting rows as you like. Example: Wait: 25 Wait: 50 Protect an unusual victory
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.- Usage: Enemy Notetag - Gives enemies a side-view weapon. - Replace 'weapon type' with the name of the weapon type found in the database =& amp; amp; gt; type =& amp; amp; gt; Weapon type (not text code). - If a variant with multiple tags is used, a random weapon type will be selected from the list when creating an enemy. - Replace 'weight' with a number representing the frequency of the weapon type. The higher the weight, the higher the frequency. You may omit the colon and just type 'weapon type'. - Add/remove lines as you like. Example Dagger: 25 Sword: 25 Axe
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.- Usage: Enemy Mark - Requires VisuMZ_1_ElementStatusCore - Allows you to give your fighter a unique look with a specific set of properties. - Replace 'filename' with the name of the graphics file you want to use. Do not include the extension. That is, a file called 'Actor1_1. png' will only be inserted as 'Actor1_1' without the '. png' at the end. - If you use a variant with multiple tags, a random filename will be chosen from the list when creating an enemy. - Replace "weight" with a number indicating how often "filename" will appear. The higher the weight, the more frequently it will appear. You can also omit the colon and just type "filename". - Add/remove lines as you like. Example Actor1_1: 25 Actor1_3: 10 Actor1_5 Actor1_7
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.- Used for: Enemy Mark - Requires VisuMZ_1_ElementStatusCore - Allows a fighter to activate their own inactive move with a specific set of properties. - Replace 'name' with one of the following move names: - 'run', 'wait', 'chant', 'guard', 'damage', 'dodge', 'srust', 'swing', 'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'die', 'abnormal', 'sleep', 'death' - If the multiple note tag option is used, a random name from the list of moves will be chosen when creating an enemy. - Replace 'weight' with a number indicating how often 'name' will appear. The higher the weight, the more frequently it will appear. You may omit the colon and just type 'name' instead. - Add and remove lines as you like. Example: wait: 25 win: 10 run
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.weapon type: weight weapon type: weight weapon type: weight
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-As applied below: enemy item s-a series of actions denies the enemy's riding, jumping,/ or swimming ability. Ideal for opponents with roots.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-Aps applied below: Enemy Notetag s-Change the nuance name of the enemy displayed in the lant and plu g-ins supported by the lant and plugin of the I N-BATTLE STATUS. -Onquirt for reflection. -a change to name 'after changing the nuance of the enemy.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.word
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.Code code
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-An actor, class, weapon, armor, Enemy, State Notetag s-Start JavaScript code at the start of battle. Startbattle () -'pre 'starts the function. -After that, 'post' starts. -Change 'code' in the javascript code and start the necessary effects. -Variables 'user' means affecting properties.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.Code code
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.Code code
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-Actra, class, skills, items, weapons, armor, enemies, State Notetag s-Start the JavaScript code at the beginning of the effect. -After that, 'post' starts. -If this function is used for skills and objects, it is used only for used skills and objects and does not affect other skills or objects. -If the function is used in the property object, it is used for at least all used skills/ objects, until the unit affected by the property can access the property object. -Changing the JavaScript code and triggers the necessary effects. -Variable 'user' means a unit affected by property objects.
-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.-In use as a marker for skills and objects. -Change the name "name" to the title of the joint action. -Delete all the I [x] of the title. -When paste a certain number of items, a certain number of collective behavior occurs in order. -This will have all the effects of the tallying measures to capture the base of skills / object data. -Featedly, this is used for users who want to reorganize their tinematic actions, and when their ID is assigned, their skills/ objects want to create a correct priority in action.Code Code
Battle Layout-Related Notetags
Code Code
- Actor, Class, Weapon, Armor, Enemy, Status Notetags - Starts JavaScript code at the beginning of a function that targets an effect. apply () - 'pre' - 'pre ' -' pre' - 'pre ' -' pre' - 'pre ' -' pre' - 'pre ' -' pre' - 'pre ' -' pre' - When used on a property object, it is used to apply all skills/objects that are used at least while the unit affected by the property object contains access to the property object. - If the 'as user' version is used, this code will be fired in response to an impact by the user. - If the 'as target' version is used, this code will be fired in response to an impact on the motive part of the impact. - Change 'code' to the JavaScript code to fire the desired impact. - The variable 'user' returns the person using the skill/item. - The variable 'target' returns the person receiving the hit from the skill/item.
Troop Size Tags
Code
Troop Comment Tags
- Skill, Item NotetAgs - Start JavaScript code before damage is applied to the function: game_action. prototype. exechedAmage() - 'pre' starts before the function. - If used on a skill or object, it is only used on the skill or object it is applied to, it does not affect other skills or objects. - Change 'code' in the JavaScript code to fire the effect you want. - The variable 'user' refers to the person using the skill/item. - The variable 'target' refers to the person receiving the hit from the skill/item.
Code Code
Plugin Commands
Code Code
-Actra, class, weapon, armor, enemies, state notetag s-game_action. prototype. exhedamage () -Preplet the javascript code before the function is executed. -When used in property objects, it is used to use at least all the skills/ objects used while the unit affected by the property can access the property. If the as User 'version is used, this code will be launched by responding to the user's impact. When th e-As Target 'version is used, this code is launched by responding to the impact of the motivation of the impact. -Code 'is changed to JavaScript code to launch the desired impact. -Variables 'user' returns those who use skills/ items. -Variables 'target' returns those who have been hit by skills/ items.
code
-Skills, item notetag s-JavaScript Start code and start game_actototype. exechedamage () -'post '. -When used for skills and objects, it is used only for used skills and objects and does not affect other skills or objects. -Changing 'code' in the javascript code allows you to launch the necessary effects. -Variable 'user' indicates the person who uses skills/ items. -Variables 'target' means those who have received skills / items.
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Action Sequence - Action Sets
-Clut, class, weapon, armor, enemy, state notetag s-JavaScript code is launched, then damage to the function: game_action. Prototedamage () -'post 'is launched in the function function. -When used in property objects, it is used to use at least all the skills/ objects used, and the unit affected by the property is accessible to attribute objects. If the as User 'version is used, this code will be launched in response to the user's impact. If th e-As Target 'version is used, this code will be launched in response to the impact of the impact. -Code 'is changed to JavaScript code to launch the desired impact. -Variables 'user' returns those who use skills/ items. -Variables 'target' returns those who have been hit by skills/ items.
code
-Atable Game_Action. prototype. apping () Run the JavaScript code at the end of the bes t-selling action targeting the function. -When applied to skills and items, it is used only for applied skills and items and does not affect other skills or items. By changing code 'to JavaScript code, you can enable the necessary effects. -user 'variable indicates the person who uses skills/ items. -Target 'variable means the person affected by skills / items.
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Action Sequences - Angle (Camera)
-The applicable Actor, Class, Weapon, Armor, Enemy, State Notetag s-Function: Game_action. prototype. apping () - 'Post' is triggered after the function is executed. -When the property is applied to the object, the unit affected by the property is applied to all applied skills/ items as much as possible access to the property. If the as user 'tag is used, this code will be launched in response to the user's influence. If th e-As Target 'tag is used, this code will be launched in response to the impact of the motivation. If you change "Code" to JavaScript code, the desired effect will be launched.
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-Exmopesome ACTOR, Class, Weapon, Armor, State Notetag s-Execute JavaScript code at the end of the action indicated in the function: Battremanager. endaction () -'pre 'is executed before the function is executed. It will be. -Posted 'is executed after the function is executed. -If the function is applied to the property, the unit affected by the property is used for all applied skills/ items as long as you can access the property. You can enable the necessary effects by changing code 'to JavaScript code. -The variable 'user' means a unit affected by property.
Action Sequences - Animations
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-Atable game_battler. prototype. onturnend () "-Before the function is executed," PRE "is executed. -Posted 'is executed after the function is executed. -Code 'is changed to JavaScript code to enable the necessary effects. -The variable 'user' means the person affected by the property object.
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-An actor, class, weapon, armor, enemy, state notetag s-Start JavaScript code when the unit updates HP/MP: Game_battler. protype. Reignate () -'pre 'is activated and function Start. -The 'post' is then executed. -Changing 'Code' in the javascript code to start the necessary effects. -The variable 'user' means to affect property objects.
Code code
-An actor, class, weapon, armor, enemy, state memo ta g-Start JavaScrip t-Code when you win the battle indicated by the function: Battremanager. Processvictory () -When wins the battle instructed by the function JavaScrip t-Start code. ProcessVictory () -Change 'code' in JavaScript and launch the necessary effects. -Variables 'user' returns what affects property.
Code code
-This is the JavaScript code with a successful escape to a function Battremanager, a functio n-functio n-function Battremanager. Change Anescapesucess () -'code 'to JavaScript to launch the necessary effects. -Variables 'user' returns what affects property objects.
code
-Actra, class, weapon, armor, enemy, state notetags --Function: battlemanager. anescapafairure () -Change 'code' to JavaScrip t-Code to activate the necessary effects. Anescapafailure () -Changing 'Code' to JavaScript code to launch the necessary effects. -Variables 'user' returns what affects property.
Code code
-Changer, class, weapon, armor, enemy, state notetag s-Start the javaScript code when the battle loses, change BattleManager. processdefeat () -'code 'to JavaScript code to launch the necessary effects. Masu.
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Code code
-The actor, class, weapon, armor, enemy, state notetag s-battlemanager. ENDBATTLE () feature the JavaScript code at the end of the battle. -The next 'post' starts. -Change 'code' in the javascript code to launch the necessary effects. -Variables 'user' returns what affects property objects.
These tags usually change the combat layout out of the unit from one because the characteristics of the plugin are usually matched. To enter these tags into the flow, insert them into the notebook or units on the map. If both are in the given battle, the value is given to the settings shown in the unit of the unit.
Action Sequences - Battle Log
-The target: Map tag, unit tag, unit ta g-Change the battle style used in this map and battle. Replace Type 'with' Standard ',' List ',' XP ',' Portrait ',' Border '. -If you are using visumz_3_frontviewBattreui, you can use 'FrontView'. -The person who has visumz_3_soteViewbattleui can use 'SideView'. -When using a tag from a troop comment, the tag is deemed to be functioning as long as the tag is displayed in the troop page comment (even if the troop page is not running).
-This is used for the following purposes: unit tags and troop comment tag s-An enemy of another unit is added to the current army. -The enemies of another separate squad maintain the position in the database. -We replace x 'with ID records on the database of the unit you want to add enemies. -In order to add enemies of other units, place the pair of 'X'. -The enemy unit is added in order of the list. -Please pay attention to the number of enemies to add, as too many enemies will be delayed in the operation of the battle system. We are not responsible for the fall of the personnel.
Place these tags on the comments on the event list on the unit page.
-This is used for the following: Tags in the unit page commen t-Forced to load the unit page immediately (not after it disappeared). This is faster than the unit page with the conditions for the 0th movement. The conditions of the unit page are ignored. -This can be used for action sequence camera plugins, visual battle environment plugins,// initial combat stances, and guarantees the transition to almost seamless combat. -This does not work when you leave the options or party menus. -This is a plu g-in like a Visustella MZ chain combat, and works by no n-stop migration from battle to battle. -When actors move to the starting position, the default is about 30 frames. Use this information appropriately.
Plugi n-Team is an event for events used to call the functions added by the plu g-in, not an essential part of RP G-maker MZ.
The following is a list of plug-ins that can be used: Team list:
The skills and objects used in battle have the actions displayed by players as a means to express what is happening in that action. Some game developers may want to use the action itself more aggressive, which is not enough.
The action set added in this plugin makes it possible. To give user action sequences to skills and objects, you need to take some steps:
1. Insert a label in the field for the skill or object notes (otherwise it won't work the way you want it to). 2. Approve the skill/object for this common event in the "Effect" field. The selected common event will have all the data sequences. 3. Create a general event with the action sequence connection command and/or event command to make the skill/element work the way you want it to.
Plugin commands added with the Battle Core Plugin are entirely focused on action sequences. Despite being made for skills and objects, some of these action con plugin commands can also be used for general troop events and general events.
Action Sequences - Camera
Set action commands are a group of frequently used set action commands that have been collected together for more efficient use.
ACSET: A set of set actions is the common beginning of most actions. Show action: Undying: Contain: Battle Step: Wait for move: Cast animation: Wait for animation: - Use this part of the action set?
ACSET: All targets on target - Affects all targets that perform the following action simultaneously. Dual/Multiweld? - Add attack time depending on number of equipment? Perform an action: Wait: Action animation: Expected animation: Action effect: Invulnerability: Off: - Use this part of the action sequence? - Enter a value for the expected count.
ACSET: A set of actions for each target is an alternative performance of the following actions for each target. Double/Multi-charged weapons? - Add impact time depending on number of weapons? Perform an action: Wait: Action animation: Health counter: Action effect: Invulnerability: Off: - Use this part of the action sequence? - Enter a value for the expected count.
ACSET: Completion of the action is the general completion of most actions. Invulnerability: Off: Wait for new line: Wait for effect: - Use this part of the action sequence?
With these action sequences you can control the camera angle. Requires visaz_3_actseqcamera!
Action Sequences - Dragonbones
Angle: change angle - Change the camera angle. - Requires visaz_3_actseqcamera! Angle: - How many degrees to change the angle of the room. Duration: - Time in frames to change the room angle. Angle softening: - Select the type of softening to apply. - Requires visaz_0_coreEngine. Wait for angle: - Wait for angle to finish before executing next command?
Angle: Reset Angl e-Reset all options of angles. -In need Visaz_3_actseqcamera! Duration: -Time to reset the video camera angle. Simplification of angle (angle software): -swear the image of the softening you want to use. -Price Visaz_0_coreengine is required. Wait for the angle: -When you wait for the end of the angle before executing the correct command?
Angle: Wait for the angl e-Wait for the end of the angle setting before executing the correct command. -In need Visaz_3_actseqcamera!
Action Sequences - Elements
The priority of these actions is associated with the "Animation" on the "Animation" tab at the center of the data.
Anim: Action Animatio n-Reproduce the animation related to exposure. Purpose: -Cut units that reproduce animation. Mirror Animation: -Do you reproduce the animation? Wait for animation? -When you wait for the end of the animation to run the right team?
Anim: Attack Animatio n-Reproduce the animation related to the Wezer tool. ObjectiveS: -Executive Unit (Unit) Animation is played. Mirror Animation: -How to display animation? Wait for animation? -When you wait for the end of the animation to run the right team?
Anim: Attack Animation 2+ -Reproduce the animation related to other users. -If there is no other gun, it will not be reproduced. Purpos e-Cut the unit that reproduces animation. Material: -Which slot of gun will this data be received? -The first hand gun is a gun connector 1: -Do you display the animation? Wait for animation? -Are you wait for the animation to end before executing the right team?
Animation: Balloon Animatio n-Reproduce the animation of the no n-weighted ball in front of the target (goal). Target: -Close the unit where the animation is reproduced. Image of no weigh t-free ball: -Which heavy ball will be reproduced for the target (goal)? Wait for the end: -After waiting for the end of the animation of the weightless ball?
Anim: Balloon Icon (Single) -Reproduce the animation of a no n-heavy ball that supports the goal icon (purpose). -Visaz_4_iconballoons is required! Purpos e-A cut unit that reproduces animation. Icon index: -Ill illuminate the personal number of the icon to be performed. -Hint: Righ t-click on the icon index & amp; amp; gt; Stop and wait for the end: -Wait for the ball animation to end.
Action Sequences - Grid
Anim: Balloon Icon (Range) -The target (purpose) icon reproduces the animation of the no n-weighted ball. -Visaz_4_iconballoons is required! Purpos e-Separate the unit that reproduces animation. Initialize the icon index: -Prose the icon number. -Hint: Righ t-click the icon final index & amp; amp; gt; Show: -. -Hint: Wait for the end: -When you wait for the end of the ball's animation without weight?
Animation: Balloons icons (specific) -Lost animation of no n-weighted ball with specific icons for target (purpose). -Visaz_4_iconballoons is required! Purpose: -Cut the unit where the animation is reproduced. Icon: -Enter the icon identifier to demonstrate. -Hint: Righ t-click the icon index & amp; amp; gt; stop to wait for the end: -Wait for the end of the balance animation.
Anime: Cast Animatio n-Reproduce the animation associated with exposure. Purpose: -The executive unit (UNIT) regenerates animation. Mirror Animation: -How to display animation? Wait for animation? -Are you wait for the animation to end before running the right team?
Anim: Change Battle Portrai t-Change the portrait of a soldier of the artist (in the case of an actor). -It can be used other than battle / action scenes. Purpose: -Colves the unit where the magnification is reproduced. -There is a chance for artists to play as a target. File name: -Cut a file where the artist's portrait changes.
Anim: Change Battle Portrait (JS) -Change the portrait of the artist corresponding to JavaScript. -It can be used other than battle / action scenes. JS: Artist ID: -Enter the artist that affects. -A javascript code is applied. JS: File name: -Enter the file name you want to apply. -A javascript code is applied.
Anim: Guard Animatio n-Reproduce the animation related to the impact of the user guard (if any). Objective: -Executive Unit (Unit), animation is reproduced. Mirror Animation: -Miller animation? Wait for animation: -Do you wait for the end of the animation to run the right team?
Anim: Item Animatio n-Lost animation related to specific themes. SUBJECT ID: -Which ID will be animated? Targe t-Separate the unit where the animation is played. Mirror Animation: -Do you display animation? Wait for animation? -When you wait for the end of the animation to run the right team?
ANIM: Play by Coordinate - Play an animation on screen at a specific x, y coordinate. - Requires VisuMZ_0_CoreEngine! Animation ID: - Play this animation. Coordinates X:Y: - X/Y coordinates used for animation. Can use JavaScript code. Mirror Animation? - Mirror animation? Disable animation? - Disable animation? Wait for completion? - Wait for animation to complete?
ANIM: Show animation - Play a specific animation on device. Target - Select a unit to play animation on. Animation ID: - Select an animation to play. Mirror Animation - Mirror animation? Wait for animation? - Wait for animation to complete before executing next command?
ANIM: Show Animation JS - Play a specific animation. - Use JavaScript to determine animation ID. Target - Select a unit to play animation on. JS: Animation ID: - Select an animation to play. - Determine animation ID with JavaScript. Mirror Animation - Mirror Animation? Wait for animation: - Wait for animation to complete before executing next command?
ANIM: Skill animation - Play animation related to specific skill. Skill ID: - Which skill ID to play animation from. Target - Select unit to play animation on. Mirror animation - Play mirror animation? Wait for animation: - Wait for animation to complete before executing next command?
ANIM: Wait for animation - Wait until animation is complete.
These action scenes are linked to the battle log window at the top of the battle screen.
BTLOG: Add text - Add a new text line to the battle log. Text - Add this text to the battle log. - Text codes are accepted. Copy to battle log - Copy text to battle log. - VisuMZ_4_CombatLog Require battle log icon: - Which icon would you like to associate with this item? - VisuMZ_4_CombatLog
Action Sequences - Horror Effects
BTLOG: Clear battle log: Delete all text from the battle log.
BTLOG: Show Actions - Shows current actions in the battle log.
BTLOG: Delete Baseline - Deletes the baseline and all text added to the end of the battle log, moving it back to its previous location.
BTLOG: Push Base Line - Adds a new baseline where the battle log currently is.
BTLOG: Update battle log - Updates the battle log.
BTLOG: Show/Hide UI - Shows or hides the battle interface (including the battle log). Show/Hide? - Toggles whether the battle interface is visible or hidden.
BTLOG: Wait for Battle Log - Makes the interpreter wait for the end of the battle magazine.
BTLOG: Wait for new line - Wait for a new line in the battle magazine.
Action Sequences - Impact
The priority of these actions is relative to the battle chamber. Requires visaz_3_actseqcamera!
Camera: clamp on/off - Turns the clamp on the military video camera on and off. - Requires visaz_3_actseqcamera! Settings: - Turns the video camera clip on/off.
Camera: Point Focus - Aims the military video camera at a specific screen point. - Requires visaz_3_actseqcamera! X Coordinate: - Shows the point the video camera will be focused on. - JavaScript code can be applied. Y Coordinate: - Steams the point the video camera will be focused on. - JavaScript code can be applied. Duration: - Duration in frames of the video camera focus setting. Video Camera Mitigation: - Swears the image of the mitigate to use. - Requires visaz_0_coreEngine. Wait for camera? - Do you want to wait for the video camera settings to finish before executing the right command?
Camera: Focus target(s) - Point the battle video camera at a specific target. - Requires visaz_3_actseqcamera! Target: - Detach the video camera focusing unit. Duration: - Time to replace the video camera focus with a frame. Video camera reduction: - Swear the image of the reduction you want to use. - Requires visaz_0_coreEngine. Wait for camera? - Do you want to wait for the video camera settings to finish before executing the right command?
Camera: Offset - Offset the battle video camera from the focus target relatively. - Requires visaz_3_actseqcamera! Shift X: - How much X should be shifted. - Negative: to the left. Positive: to the right. Offset Y: - How much to shift. Positive: down. Duration: - Number of frames to set the offset. Camera softening: - Specifies the image of the softening to use. - Requires visaz_0_coreEngine. Wait for camera? - Wait for the video camera to finish changing before executing the right command?
Camera:Reset - Resets the battle video camera options. - Requires visaz_3_actseqcamera! Focus? - Slow focus point? Slow shift? - Slow camera shift? Duration: - Duration in reset settings frames. Camera softening: - Specifies the softening image to use. - Requires visaz_0_coreEngine. Wait for camera? - Wait for the video camera to finish changing before executing the right command? - Camera: Wait for camera - Wait for the video camera to finish changing before executing the right command. - Requires visaz_3_actseqcamera!
These priorities are relative to Dragonbones. Requires visaz_2_dragonbonesunions!
DB: DRAGONBONES ANIMATIO N-Play the Motion animation of Dragon Bones. -In need Visumz_2_dragonBonesunion! Purpos e-Select a unit to execute moving animation. Move animation: -Please tell me the name of the Move animation of Dragon Bones you want to play.
DB: DRAGONBONES TIME SCAL E-Forcibly change the time scale of Dragon Bones. -Visumz_2_dragonBonesunion is required! Purpos e-Select a unit to execute moving animation. Timeline: Change the meaning of the DRAGONBONES timeline.
These series of movements are likely to change the elements used for calculating the damage during the impact.
To operate these, you need a Visumz_1_elementStatuscore plu g-in.
Ele: Add Element s-Add elements used for damage calculation. -Visumz_1_elementstatuscore is required! Elements: -Select the substance number to be added to the action. -Sto a certain number of component IDs to be added immediately.
ELE: Clear Element Change s-Clear all components created by supporting sequence actions. -Visumz_1_elementstatuscore is required!
ELE: Force Element s-Use only specific elements when calculating damage. -Visumz_1_elementstatuscore is required! Component: -Select the personal number of the substance used in the action. -The entry of a certain number of components will function immediately.
ELE: Null Elemen t-Forced the use of that substance when calculating damage. -Visumz_1_elementstatuscore is required!
These action sets belong to military grid systems. Visumz_2_battlegridSystem is required!
Grid: Action animation on nod e-play action animation with motivation node. -Visumz_2_battleGridSystem is required! Node selected by action? - If possible, do you apply the coordinates of the selected node by the action? -Intes "Empty" or "Any" -If the effect does not work, or if the effect does not use this motivation structure, use the following node coordinates: Unit: -Animation on which unit node. Do you want to play? Ran k-Enter the number that indicates the rank of the node you want to play animation. Flank: -Enter the numbers indicating the aspect of the node you want to play animation. X-OFFSET: -Offset the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Y-OFFSET: -Forward the animation position along the y axis. -The meaning: up. Flattering: Bottom.
Action Sequences - Inject
GRID: Add passive state to node - Add passive state to motivation node - Requires VisuMZ_2_BattleGridSystem! Status ID: - Select the status ID you want to add as passive state. Action Choice Node? - Apply coordinates of action choice node if possible? - Requires "Empty" or "Any" - If your effect doesn't work or your effect doesn't use this motivation structure, please use the following node coordinates: Unit: - To which unit do you want to add the node with passive state? Rank - Enter a quantity indicating the rank of the node you want to add the passive state to. Aspect: - Enter a quantity indicating the aspect of the node you want to add the passive state to.
GRID: Add Trigger to Node - Add a trigger to a motivated node. - Motivated nodes do not have the ability to hold hunters. - Each node can only hold a trigger once! - Otherwise a new trigger will overwrite an old one! - Requires VisuMZ_2_BattleGridSystem! Skill ID: - Select the skill ID you want to add as a trigger. Action Selection Node? - Apply action selection node coordinates if possible? - Requires Empty" or "Any" - If your effect doesn't work or your effect doesn't use this motivation structure, please use the following node coordinates: Unit: - To which unit do you want to add the effect of the trigger node? Rank - -Enter a number indicating the rank of the node you want to add the trigger to. -Aspect:-Enter a number indicating the aspect of the node you want to add the trigger to.
GRID: Add Trigger to JS Node - Add a JS trigger to a motivated node. - Motivated nodes do not have the ability to hold hunters. - Each node can only hold a trigger once! - Otherwise new triggers will overwrite old ones. - Requires VisuMZ_2_BattleGridSystem! JS: Skill ID: - Use JavaScript to determine which personal experience points to add to the specified node. Action Selected Node? - Apply coordinates of action selected node if possible? - If no effect or effect does not use this motivation structure, use the following node coordinates: Unit: - To which unit do you want to add the effect of the trigger node? Rank - Enter a number indicating the rank of the node you want to add the trigger to. -Aspect:-Enter a number indicating the aspect of the node you want to add the trigger to.
Grid: ID Animation on Nod e-Reproduce a specific ID animation with a motivated node. I D-Animation: -Reproduce this animation with a motivated node. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node? -Exes or "something" is require d-If the impact does not work, or if the impact does not use this motivation structure, please use the coordinates of the following node: -Animation on which unit node. Do you want to reproduce? Ran k-Enter the amount indicating the rank of the node you want to play animation. FLANG:-Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -The negative meaning: above. Flattering: Bottom.
Grid: Animation JS at Nod e-Use JS to calculate the animation reproduced with a motivated node. JS: Animatio n-ID: -Copts which animation should be reproduced in the node. -A javascript is used to determine ID-animation. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node?: - If possible, apply the coordinates of the action selection node? --Exle or "Something" is require d-If the impact does not work, or the impact does not use this motivation structure. Use the node coordinates: Unit: -Wh on which unit node to reproduce the animation? Ran k-Enter the quantity indicating the rank of the node you want to reproduce the animation. FLANG:… Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -Naldic meaning: above. Flattering: Bottom. < SPAN> Grid: ID Animation on Nod e-Reproduce a specific ID animation with a motivated node. I D-Animation: -Reproduce this animation with a motivated node. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node? -Exes or "something" is require d-If the impact does not work, or if the impact does not use this motivation structure, please use the coordinates of the following node: -Animation on which unit node. Do you want to reproduce? Ran k-Enter the amount indicating the rank of the node you want to play animation. FLANG:-Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -The negative meaning: above. Flattering: Bottom.
Action Sequences - Mechanics
Grid: Animation JS at Nod e-Use JS to calculate the animation reproduced with a motivated node. JS: Animatio n-ID: -Copts which animation should be reproduced in the node. -A javascript is used to determine ID-animation. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node?: - If possible, apply the coordinates of the action selection node? --Exle or "Something" is require d-If the impact does not work, or the impact does not use this motivation structure. Use the node coordinates: Unit: -Wh on which unit node to reproduce the animation? Ran k-Enter the quantity indicating the rank of the node you want to reproduce the animation. FLANG:… Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -Naldic meaning: above. Flattering: Bottom. Grid: ID Animation on Nod e-Reproduce a specific ID animation with a motivated node. I D-Animation: -Reproduce this animation with a motivated node. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node? -Exes or "something" is require d-If the impact does not work, or if the impact does not use this motivation structure, please use the coordinates of the following node: -Animation on which unit node. Do you want to reproduce? Ran k-Enter the amount indicating the rank of the node you want to play animation. Flang:-Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -The negative meaning: above. Flattering: Bottom.
Grid: Animation JS at Nod e-Use JS to calculate the animation reproduced with a motivated node. JS: Animatio n-ID: -Copts which animation should be reproduced in the node. -A javascript is used to determine ID-animation. mirror? -Do you display this animation? Renie the sound? -A turn off the sound of this animation? Action selection node?: - If possible, apply the coordinates of the action selection node? --Exle or "Something" is require d-If the impact does not work, or the impact does not use this motivation structure. Use the node coordinates: Unit: -Wh on which unit node to reproduce the animation? Ran k-Enter the quantity indicating the rank of the node you want to reproduce the animation. FLANG:… Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -Naldic meaning: above. Flattering: Bottom.
Grid: Animation Type at Nod e-Reproduce the image of a specific animation on the motif node. -In need Visaz_2_battleGridSystem! Type: -Which animation do you want to reproduce? -Alik e-Guar d-Ite m-Skill Slot (attack type): -Which slot of guns to restore data? -It is a gun connector 1. Ite m-ID (item type): -Which ID to get animation from which ID? Skill ID (skill type): -Which experience value gets animation? Actio n-chosen node (selected action node): If possible, apply the coordinates of the selected node. -Exle or "something" is require d-If the impact does not work, or if the impact does not use this motivation structure, please use the coordinates of the following node: -Reproduce the animation on which unit nodes. Do you want? Ran k-Enter the amount indicating the rank of the node you want to play animation. Flang:-Enter the amount indicating the aspect of the node you want to reproduce the animation. Move X: -Amit the animation position along the X axis. -N negative meaning: to the left. Positive meaning: to the right. Displacement Y: -Inimize the animation position along the y axis. -The negative meaning: above. Flattering: Bottom.
Grid: Move Target (S) in Directio n-Move the target in a specific direction to another node. -In need Visaz_2_battleGridSystem! Purpos e-Cut the moving unit. Moving image: -Cuts standards for movement similarity. -Set the certificate of Visumz_2_battlegridSystem for details. Target: -Cut the target of moving. Distance: -Not number of nodes to move. -You can apply JavaScript code. Duration: -Enter the amount of workers used to move. Quiet change: -riner: There is an inconspicuous configuration. It stands out later. -The visual: The configuration is immediately displayed.
Grid: Draw to Target Nod e-Draw a hunter in the target node. -In need Visaz_2_battleGridSystem! Actio n-Selected node? -If you can, apply the coordinates of the selected node? -The unit needs 'empty' or 'some': -Which unit to attract? Ran k-Enter the amount indicating the rank of the node you want to stop. Flang: -Enter the numerical value indicating the side of the node you want to stop. STRENGTH: -Enter the traction. Duration: -Enter the amount showing the number of workers used to move.
Grid: Press the target nod e-Repel fighters from high motivation nodes. -In need Visaz_2_battleGridSystem! Do you apply the coordinates of the action selection node? -Connit "Empty" or "ONLY" is required. Ran k-Enter the quantity indicating the rank of the node you want to push out. Side:-Enter the amount indicating the side of the node you want to push. Power: -Enter the power of the push. Duration: -Enter the amount indicating the number of workers used for movement.
Grid: Remove All Passive States from The Nod e-Remove all the effects of the motivated node. -In need Visaz_2_battleGridSystem! Action selection node?: - If possible, apply the coordinates of the action selection node? --Empty or "SOMETHING" is require d-If Impact does not work or if Impact does not use this Motivated Structure, the coordinates of the node of the node below Use: UNIT: -Which unit nodes do you want to clean? Ran k-Enter the amount indicating the rank of the node you want to remove passive conditions. FLANG:-Enter the amount indicating the aspect of the node you want to remove the passive state.
Grid: Remove Passive State (S) FROM NOD E-Send a passive position (condition) to motivated nodes. -In need Visaz_2_battleGridSystem! I D-State: -Conditions to cancel the sent I D-passive status. Action selection node?: -Is the coordinates of the action selection node if possible? --Empty or "only" is require d-If the impact does not work or the impact is not used, the following structure is not used. Use the node coordinates: Unit: -Delete the impact of the impact? Passive State Meeting? Ran k-Enter the amount indicating the rank of the node you want to cancel the passive state. Flank: -Enter the amount indicating the aspect of the node you want to remove passive status.
Grid: Remove Trigger from Nod e-Delete motivated node triggers. -In need Visaz_2_battleGridSystem! Actio n-Selected node? -If possible, apply the coordinates of the selected node. -Ins the empty or "Any" -If the impact does not work or the impact does not use this motivated structure, use the coordinates of the following node: Unit: -Delive which unit trigger. mosquito? Ran k-Enter the amount indicating the rank of the node you want to delete the trigger. Flang:-Enter the numerical value indicating the aspect of the node you want to erase the trigger.
This action is related to the effect of nightmare.
Horror: Clear all Filter s-Unlock all the target hunter's nightmaire effect. Targe t-Select a unit to cancel the nightmare effect.
Horror: Glitch Creat e-Gives a high motivation fighter a gratch effect. Target: -Select a unit that generates a nightmare effect. Grich Slice: -Gritch shards. Glitch Offset: The default offset. Animate the glitch: -Do you animate the glitch effect? Glitch FreeNcy: -How frequent gratch effect do you make when you animate? -Low = frequent high = sometimes glitch strength: -How strong the gratch effect when you animate? -Low = weak high = strong
Horror: Glitch Remov e-Remove the gratch effect from the target hunter. Targe t-Select the unit to cancel the nightmare effect.
Horror: Noise Creat e-Gives the target hunter a noise effect. Target: -Select a unit that generates a nightmare effect. Sound Speed: -Sounds targeted on the target. Animated Sound: -Do you animate the target sound?
Horror: Noise Remov e-Remove the noise effect of motivated fighters. Purpos e-Select a unit that removes the nightmare effect.
Horror: TV Creat e-Gives the target fighter a TV effect. The purpose is as follows: -Select a unit that generates a nightmare effect. Thickness of TV lines: -A standard TV line thickness-Lower = more than thinner = Thick TV angle amount: ? TV Speed: -Sped when animating TV. -Transm that is slow = fast
Horror: Remove T V-Erase the TV effect of a high motivation fighter. Purpos e-Select a unit and cancel the nightmare effect.
These series of actions are related to creating influence.
Impact: Bizarro Inversio n-Replace the blue and red color of the battle background. -Visumz_3_actseqimpact is required! Vizaro? -Are the effects of Bizarro Inversion?
Impact: Colour Brea k-Destroy the color on the screen and then restore it. -In need Visumz_3_actseqimpact! Tension: -What is the strength of the color breaking effect? Duration: -What is the duration of the color break effect? Deduction image: -Select the palliative image to be used.
Impact: Desection Release: Delete all colors in the battle background. -Visumz_3_actseqimpact is required! -It was created by Manu Gaming! Confusion? -Do you enable the decoleration effect?
Impact: Motion Blur Scree n-Create a motion blur on the entire screen. -Visumz_3_actseqimpact is required! Angle: -Detors the angle where the motion blur is created. Tensio n-determine the tension of the motion blur. -Specify between 0 and 1. Duration: -How many workers will the motion blur continue? -How long time do you last? Softening images: -Select the softening image to be used.
Impact: Motion Blur Target (S) -Create a motion blur to the selected target. -In need Visumz_3_actseqimpact! Target: -Create a motion blur effect Select one or more objects. Angle: -Define the angle to create a motion blur. Tension: -Define the tension of the motion blur. -Please use the amount between 0 and 1. Duration: -How many employees continue the motion blur? -How long time do you last? Softening images: -Select the softening image to be used.
Impact: Motion Trail Creat e-Create a target motion trail effect. -In need Visumz_3_actseqimpact! Targe t-Select a unit that creates a motion trail effect. HI T-UP (Hit Up): -How delay do c o-workers cause motion prints? -In more hesitation, the less traces of movement. Duration: -How many employees should the motion prints last? -How long time should I last? Color: -What should I do with the color of the motion print? First coverage: -What is the first meaning of the coverage you want to apply to motion prints? -The meaning of opaque decreases over the period. Tone: -What are the tones used for motion trucks? -Format: [Red, greenish, blue, gray].
Impact: Motion Trail Remov e-Remove the motion trail effect from the target. -In need Visumz_3_actseqimpact! Target: -Select a unit that removes the motion trail effect.
IMPACT: Intervete d-Return all colors in the battle background. -Visumz_3_actseqimpact is required! -It was created by Manu Gaming! Negative reversal: -Negative reversal?
Impact: Excessive saturatio n-The color of the battle background is excessive. -Visumz_3_actseqimpact is required! Hyakyaretors: -Can to enable hypertrophy?
Impact: Shockwave at Poin t-generate impact wave in the specified coordinates. -Visumz_3_actseqimpact is required! Basta: X: Point: Y: -Which X/Y coordinate do you create shock waves? -You can apply JavaScript code. AMPLITUDE: -What is the amplitude of the shock wave? WaveLENGTH: -How is the wavelength of the shock wave? Duration: -What is the continuation time of the shock wave?
Impact: Each target shock wav e-generates shock wave in each target. -In need Visaz_3_actseqimpact! Target: -Cover the part where the shock wave disappears. Target position: -Select which group is fired from the shock wave. Displacement X: Displacement Y: -How much to move the point of shock wave with x/y? Swing: -What is the amplitude of the impact wave effect? Wavelength: -What is the wavelength of shock wave? What is the continuation time of the shock wave?
Shock: Shock wave from the center of the target (S) generates shock wave from the center of the target (S). -In need Visaz_3_actseqimpact! Targe t-Covers the part where the shock wave disappears. Target position: -Select which group to launch a shock wave. Displacement X: Displacement Y: -How much to move the point of shock wave with x/y? AMPLITUDE: -What is the amplitude of the impact wave? Wavelength: -What is the wavelength of shock wave? Duration: -What is the continuation time of the shock wave?
Impact: Time scal e-Adjust the time faster, slower! -Visaz_3_actseqimpact is required! -Create a game! Scale: -Prake how to proceed with time. -1. 0 0-Not bad. The following is slow. Faster.
Impact: Time Sto p-Pull the time to this milliseconds. -In need Visaz_3_actseqimpact! -Create a manual gaming! Milliseconds: -How many milliseconds do you spend time? -1000 millis second = 1 second.
Impact: Zoom at the poin t-The scales are scaled with the specified coordinates. -In need Visaz_3_actseqimpact! Basta: x: point: Y: -Which coordinates X/Y focus on the zoom? -It can be applied to JavaScript code. Scaling power: -What is the power of scaling effect? -In the amount from 0 to 1. Proponal radius: -What is the radius that stands out from the center? Duration: -What is the duration of scaling? Mitton image: -Prose the image of the softening you want to use.
Impact: Zoom Blur on Target (S) Centra l-Create a zoom blur at the center of the target. -In need Visumz_3_actseqimpact! Target: -Select the unit to start scales. Target position: -Select which component target to start zooming. Offset x: Offset Y: -offset amount of blurred point x/y. Zoom Power: -Specify the power of the zoom effect. Use the value between 0 and 1. Visual radius: -Specify the range visible from the center of the beam. Duration: -Prose the duration of the zoom blur. Soft the image: -Select the softening image to use.
These actions are related to the implementation of sprite animation. Visumz_3_actseqimpact is required!
Inject: Start Animatio n-Insert a full animation and play it on a sprite sheet. -A animated sprite is played on the fighter until it is over. -The original fighter sprite will be invisible until the end. -Visumz_3_actseqimpact is required! Targe t-Select a unit that applies animation. File name: -Select the animation sprite file. -Img/ sv_actors/ folder. Horizontal cell: -The number of cells (columns) on the side. Vertical cell: -cert cell: Vertical cell (or row) number. Frame Freeze: -How many workers are reproduced between cells and cells? Bitmap smoothin g-Do you smooth the sprite sheet image? Offset: Offset X: -offset the X position of input animation. -Nay: to the left. Masao: To the right. Y-OFFSET: -offset the Y position of the input animation. -Negal: above. Masao: Bottom.
INJECT: Animation Ca p-draws and ends each injected animation. -Mrature animation has been completed in advance. -Visumz_3_actseqimpact is required! Targe t-Select a unit that stops the injected animation.
INJECT: Pause/ resume animatio n-Pause/ resume the animation injected on the target. -Visumz_3_actseqimpact is required! Targe t-Select a unit that pause / resume the injected animation. Pause: -Do you pause the injected animation?
INJECT: Wait for the injected animatio n-Waiting for the end of the injected animation before executing the appropriate command. -Visumz_3_actseqimpact is required!
These series of actions are related to various mechanisms related to military systems.
Mechanism: Shock effec t-The unit is under impact damage/ recovery, and you will receive various settings such as reinforcement and abnormal condition. Purpos e-Select a unit that receives the current impact effect.
Mech: Active Chain Input Disable (Active Chain Input Input) -Currently, I am disabling intensive chain skills. -In need Visumz_3_activeChainskills!
Mech: Add Buff/ Debuf f-Add a buff/ debuff to the unit. -Detting which effect will last. Targe t-Select a unit that receives buffs and debuffs. Buff Properties: -Select a buff parameter. -The entry of the parameters to increase the number of times the number of times increases. Debuff statistics: -Select debuff options. -The entry of the parameters a certain number of times increases the stack. Rotation speed: -Claster number applied to parameters. -You can apply JavaScript code.
Mech: Add Stat e-Add position to the unit. Purpose: -Select a unit that applies enhancements. Conditio n-Select the ID to be added to the unit. -If you enter a certain number of state IDs, a certain amount will be added immediately.
Mech: Analysis of weaknesse s-identifies the basic weakness of the target group. -Visumz_3_weaknessdissplay is required! Purpos e-Select a unit and identify basic weaknesses. Install: -How many primitive weaknesses do you want to clarify? -You can apply JavaScript code.
Mech: Armor Penetration (Armor Penetration) ... Add a decrease in penetration / defensive power. -The javascript code can be applied. Armor/Magic Invision: Rate: - Leaks to the armor with a meaningful additional magnification. Flat: -It penetrates the strength of flat armor for this purpose. Armor/Magic Redaction: Rate: -Lower the armor magnification only by this point. Flat: -Lower the armor magnification only this point.
Action Sequences - Motion
Mech: ATB gauge: Change the characteristics of ATB/TPB. -In need Visumz_2_battleSystematb! Targe t-Select a unit that changes the characteristics of ATB/TPB. Charge: Charge rate: -If the ATB is charging, set the diameter. Changing: Casting speed: -In the current chanting, it will be set to the ATB gauge. Suspended: -Do the ATB gauge?
Mech: Change the boost poin t-Change the target boost point. -In need Visumz_3_boostaction! Targe t-Select a unit to change boost points. Change the boost point: -Change the unit boost point. -The flattering: Get points. Minus: Consumes points.
Mech: Boost Store Data (Boost Store Data): Store the number of boosts used in this action in the variable. -In need Visumz_3_boostaction! Variable ID:-Which variable is stored in which variable?
MECH: Break Shield Change - Changes the target's Break Shield if the target is not stunned with Break Stunned. - Requires VisuMZ_4_BreakShields! Target - Select the unit whose break shield needs to be changed. Change Break Shield with: - Changes the unit's break shield. - Positive - Increases shields. Negative - Decreases shields.
MECH: Break Shield Reset - Resets the target's break shield if the target is not stunned with Break Stunned. - Requires VisuMZ_4_BreakShields! Target - Select the unit whose break shield you want to reset.
MECH: BTB Brave Points - Changes the target unit's brave points to the exact value. - Requires VisuMZ_2_BattleSystemBTB! Target - Select the unit whose ATB/TPB you want to change. Change Brave Points - Changes the target's brave points. - Positive - Gain BP. - Negative: Lose points.
MECH: Collapse - When a unit dies, it will perform a falling animation. Purpose - Force death. Force Death: - Force a unit to die even if their HP is not at 0. - This will remove immortality. Wait for Effect: - Wait for the collapse effect to complete before executing the next command?
Action Sequences - Movement
MECH: CTB order - Change the CTB rotation order. - Requires VisuMZ_2_BattleSystemCTB! Target: - Select the unit whose CTB rotation order you want to change. Change Order with: - Change the target's play order by the specified number. - Positive values increase lookahead. Negative values - decrease.
MECH: CTB Speed - Change the CTB speed. - Requires VisuMZ_2_BattleSystemCTB! Target - Select the unit whose STV speed you want to change. Charge Rate: - Change the speed of the CTB if it is charging. Cast Speed: - Change the speed of the CTB while it is casting.
MECH: Custom Damage Formula - Changes the damage formula for the current action to a custom formula. - This uses the MANUAL damage style. Calculation: - Changes the damage formula for the current action to a custom formula. - Use "default" to change the damage formula back.
MECH: Damage Popup - Displays the current stats of damage taken and healed by a unit. Purpose: - Select a unit to enable the damage popup for.
MECH: Emulate Attack Effect - Emulates an "Action Effect", but using the user's attack skill instead of the current action. - This basically allows you to perform the effects of other actions without using or paying the cost of another action. Used By: - Selects the unit to perform the action effect on. Target: - Selects the unit to receive the effect of the current action.
Mech: Emulat Guard Effec t-Emulates the "Action effect", but uses user protection skills instead of the current action. -Seally, you can execute mechanics of other actions without using other actions or paying for the price. Use r-Select a unit (OV) that executes the effect of action. Targe t-Select the unit that will take the current action effect.
Mecha: Emerging of item effects: "Action of action" is emulated, but specific items are used instead of the current action. -Seally, you can perform mechanics for other actions without using other actions or paying their costs. Subgect ID: -Which sub-genre ID do you emulate? User (multiple): -Select a unit (OV) to execute the action. Target: -Select a unit that will take the effect of the current action.
Mech: EMULATE SKILL COS T-Select the target skills and emulate that cost. -It can pay the cost of a specific skill without actually using it. -This includes the "coagulation" of skills and the use of skills. ID Skill: -Which ID skills do you pay? -Det 0 for current action skills. User (multiple): -Select a unit (OV) that executes the effect of action.
Mech: EMULAT SKILL EFFECT (EMULAT SKILL EFFECT): Emulates the effect of action, but uses specific skills instead of the current action. -Seally, you can perform mechanics for other actions without using other actions or paying costs. ID Skills: -Which ID skill do you emulate? User (multiple): -Select a unit (OV) to execute the action. Target: -Select a unit that will take the effect of the current action.
Mecha: Emerge enemy: Let the enemy unit escape. Target: -Select a unit to escape.
Mech: Dead Label Jum p-If an active hunter is dead, jump to a specific brand at a typical event. Jump to the label: -If an active hunter is dead, jump to this specific mark at a general event.
Mech: ETB Energy coun t-Change the affordable amount of energy in the object object. -Reliver Visaz_2_batlesystemetb! Energy count: -Change the affordable amount of energy in the team. -Plus energy. Negativ e-accompanied by energy loss.
Mech: FTB actions: Change the number of team actions. -In need Visaz_2_batlesystemftb! Number of action s-Count: -Change the number of actions on the team. -Plus when you take action. Losing action is negative.
Mech: HP, MP, TP - Changes the meaning of HP, MP, TP for unity (OV). - Flattering meaning - for healing. Negative meaning - for dealing damage. Target: - Cutoff unit (OB) and where the effect of the current exposure spreads. HP, MP, TP: Rate: - Changes parameters depending on the rate. - Flattering meaning for healing. Negative meaning for dealing damage. Flat: - Flat configuration of parameters. - Flattering meaning for healing. Negative meaning for damage. Damage Popup? - Show the damage popup window?
Mech: Immortal - Changes the immortal flag of the target. If a unit with the immortal flag removed is killed, the unit will disappear. Target: - Changes the immortal flag of these groups. If the immortal flag is removed and the unit dies, the unit will die. Immortal: - Turns the immortal flag of the unit on/off?
Mech: Multipliers - Changes the multiplier of the current effect. - Each can apply JavaScript code. Critical Hit %: Coefficient: - Affects dangerous hits with this multiplier. Flat: - Smooth price of dangerous hits available. Critical Loss Compensation: - Affects dangerous losses with this coefficient. Smooth: - Affects dangerous hits with this smooth value. Damage/Healing Rate: - Clarifies the multiplier/healing for the current effect. Flat: - Specifies the damage/healing price of the current effect. Hit Rate: - Affects the probability of absorbing an attack with this multiplier. Flat: - Affects the probability of turning on an attack with this smooth value.
MECH: Once parallel - Plays a series of events parallel to a combat event only once without repeating them later. Joint Action ID: - Specifies the ID of the parallel joint action. - The ending will not be repeated afterwards. - When leaving a military scene, all single parallels are erased. - Time parallels are not saved when entering a stage. - Parallels are not saved in memory and do not have all the chance to be saved.
MECH: OTB Order - Changes the rotation procedure of the OTB. Then split the target and apply the other one. - Requires Visaz_2_battlesystemotb! Objective - Detach a unit that needs to change the rotation sequence of the OTB. Current Turn Through: - Change the rotation order of the target by the specified value. - Positive means increase expectation. Negative means decrease expectation. Next Turn Through: - Change the rotation order of the target (among her) by this amount. - Positive means increase expectation. Negative means decrease expectation. Follow Turn By: - Change the rotation order of the target (among her) by this number. - Positive means increase expectation. Negative means decrease expectation.
Mech: PTB Cost Chang e-Change exposed price options. -In need Visaz_2_battlesysteMPTB! Conquest? -Set all kinds of "constant" fluctuation options? Changes: -Can the cost image and cost be changed? Change of cost type: -Changing the image of the cost of this scenario. -If you cannot access the change, use "No change". Change cost value: -What is the price of this script default effect?
Mech: Pt b-CONVERSIO N-Convert the complete effect in half. -Visaz_2_battlesystemptb is required! Converse Count: -Convert the full effect in half. -In the smallest effect, half the effect is used.
Mech: PTB FULL/ HALF ACTION (S) -Change the cheap full/ half effect of the team. -In need Visaz_2_battlesysteMPTB! Full effect: -Chants the inexpensive full effect of the team. -Plus to win. If you lose, it will be negative. Half Action: -Change half the impact of inexpensive target teams. -To has a positive effect on profits. Minus for the blow.
Mech: Remove Buff/ Debuf f-Remove the buff/ debuff from the unit. -Detting which feature to remove. Purpose: -Cut off the unit where buffs and debuffs are removed. Buff features: -Select which parameters to be removed. Debuff's characteristics: -Clice which parameters of the debuff are removed.
Mech: Remove Sta t-Send the unit (side) condition (I). Purpos e-Close the unit used to cancel the state. Cut the stats identifier to be removed from the unit (HER). -Take a certain number of personal images to send a certain amount immediately.
Mech: Statlan Chang e-Change of specific numerical target speed. -In need Visaz_1_skillsstateScore! Targets: -Colves the units that require a state change. I D-Country: -What country do you change? -It is valid only for countries that may own a turn. How many times do you change the barken: -How many steps do you change? -Code of JavaScript can be applied. Automatic status addition
Mech: Stat Changes t o-Change the turn of the state in a specific sense (in her). -In need Visaz_1_skillsstateScore! Purpose: -separate units that need to affect the national turn. I D-Country: -What country do you change? -Atable only in countries that may own a turn. Turn change destinatio n-how many turns do you change? -You can apply JavaScript code. Automatically add state
MECH: STB exploitation effect - Use STB exploitation mechanism! - Requires VisuMZ_2_BattleSystemSTB! What to use? - Use it for the following? Purpose - Select the unit to exploit. Force exploit: - Force exploitation state? User exploit: - Hook the user to the exploiter? Force exploit: - Force exploit state?
MECH: STB Extra actions. - Requires VisuMZ_2_BattleSystemSTB! Auxiliary effects: - How many auxiliary actions should active fighters get? - JavaScript code can be applied.
MECH:STB Remove redundant actions - Remove useless actions from intense fighters. - Requires VisuMZ_2_BattleSystemSTB! Remove actions - How many actions should be removed from intense fighters. - JavaScript code can be applied.
Action Sequences - Projectiles
MECH: Change weapon: Changes the weapon a unit is carrying to another weapon. - Requires VisuMZ_2_WeaponSwapSystem! Purpose - Selects the unit to swap weapons with. Weapon Image ID: - Which weapon image to change the weapon to. - This is not the weapon ID. - It is the weapon image.
MECH: Text Popup - Displays a popup text window on the device's screen. Purpose - Selects the unit on which to display the popup text box. Words - Which words to display? Word Paint: - Use #rrggbb for custom color and normal amount from window skin for word color. Paint Flash: - Customize the paint flash popup window. - Format: [Red, Greenish, Cyan, Alpha] Flash Duration: - Specify the length of the flash effect frames.
MECH: Variable Popup - Displays a popup in a block with data stored in a variable. Target - Selects the device on which to display the text popup. Variables: - Which variable's data should be displayed in the popup window appearance? Digit Grouping: - Apply digit grouping to divide numbers? - Requires VisuMZ_0_CoreEngine! Word Paint: - Use #rrggbb for custom color and normal amount of window skin for word color. Paint Flash: - Allows you to customize the Paint Flash popup window. - Format: [Red, Greenish, Cyan, Alpha] Flash Duration: - Duration of flash effect frames.
MECH: Wait for Effect: - Wait for the effect to finish before executing the appropriate command.
Action Sequences - Skew (Camera)
This sequence of actions allows you to control the movement of side view sprites.
MOTION: Freeze Frame Erase - Erases all still frames in a block. Purpose - Select the unit you want to collect still frames from.
Movement: Motion frame freeze: quickly freeze the selected movement. -Cure cleaning mechanically at the time of relocation. Purpos e-Select which device movement to freeze. Motion frame: -Save this movement in the block. Frame Index: -Which frame freezes? -The frame index begins with 0. Display of weapons: "Attack", "Rush", "Swing", "Missile", do you want to display the weapon sprite?
Movement: Movement typ e-Reproduce the movement selected for the unit. Targe t-Select which unit performs that movement. Moving image: -Reproduce the movement of the unit. Display weapons: -In the case of a sprite of the weapon in the case of the attack, "attack", "swing" or "missile"?
Action Sequences - Target
Action: Run action. Targe t-Select the unit to be for motion.
Motion: Renew Motio n-Reset all the unit motion data and use the natural movement at that time. Targe t-Select a unit that updates the motion status.
Motion: Wait by Motion Fram e-Equivalent the waiting time is equal to the number of moving actors passed. -The time based on the plug impalameter = & amp; amp; gt; actors = & amp; amp; gt; Motion Speed. Waiting motion frame: -Each "frame" is equal to the value in the plug impalameter = & amp; gt; acta = & amp; gt; gt; motion speed.
With these series of actions, you can operate the sprites of performers and opponents in the battle.
MOVE: Battle Step: Make the unit forward, avoid the initial deal and prepare for action. Purpos e-Select the unit you want to move. Wait for moving: -Wait for the movement to complete before executing the appropriate command? < SPAN> Movement: Motion frame freeze: quickly freeze the selected movement. -Cure cleaning mechanically at the time of relocation. Purpos e-Select which device movement to freeze. Motion frame: -Save this movement in the block. Frame Index: -Which frame freezes? -The frame index begins with 0. Display of weapons: "Attack", "Rush", "Swing", "Missile", do you want to display the weapon sprite?
Movement: Movement typ e-Reproduce the movement selected for the unit. Targe t-Select which unit performs that movement. Moving image: -Reproduce the movement of the unit. Display weapons: -In the case of a sprite of the weapon in the case of the attack, "attack", "swing" or "missile"?
Action Sequences - Voice
Action: Run action. Targe t-Select the unit to be for motion.
Motion: Renew Motio n-Reset all the unit motion data and use the natural movement at that time. Targe t-Select a unit that updates the motion status.
Action Sequences - Weapon
Motion: Wait by Motion Fram e-Equivalent the waiting time is equal to the number of moving actors passed. -The time based on the plug impalameter = & amp; amp; gt; actors = & amp; amp; gt; Motion Speed. Waiting motion frame: -Each "frame" is equal to the value in the plug impalameter = & amp; gt; acta = & amp; gt; gt; motion speed.
With these series of actions, you can operate the sprites of performers and opponents in the battle.
MOVE: Battle Step: Make the unit forward, avoid the initial deal and prepare for action. Purpos e-Select the unit you want to move. Wait for moving: -Wait for the movement to complete before executing the appropriate command? Movement: Motion frame freeze: quickly freeze the selected movement. -Cure cleaning mechanically at the time of relocation. Purpos e-Select which device movement to freeze. Motion frame: -Save this movement in the block. Frame Index: -Which frame freezes? -The frame index begins with 0. Display of weapons: "Attack", "Rush", "Swing", "Missile", do you want to display the weapon sprite?
Movement: Movement typ e-Reproduce the movement selected for the unit. Targe t-Select which unit performs that movement. Moving image: -Reproduce the movement of the unit. Display weapons: -In the case of a sprite of the weapon in the case of the attack, "attack", "swing" or "missile"?
Action: Run action. Targe t-Select the unit to be for motion.
Action Sequences - Zoom (Camera)
Motion: Renew Motio n-Reset all the unit motion data and use the natural movement at that time. Targe t-Select a unit that updates the motion status.
Motion: Wait by Motion Fram e-Equivalent the waiting time is equal to the number of moving actors passed. -The time based on the plug impalameter = & amp; amp; gt; actors = & amp; amp; gt; Motion Speed. Waiting motion frame: -Each "frame" is equal to the value in the plug impalameter = & amp; gt; acta = & amp; gt; gt; motion speed.
With these series of actions, you can operate the sprites of performers and opponents in the battle.
MOVE: Battle Step: Make the unit forward, avoid the initial deal and prepare for action. Purpos e-Select the unit you want to move. Wait for the movement: -When before you run the right command, do you wait for the movement to complete?
Plugin Parameters
Auto Battle Settings
Moving: Change to the home by distanc e-Changing the home position from the unit (OV) to the current home position (Y). -Deliatric direction only! Targe t-Select which unit (OU) to change home position. Distance adjustmen t-In which direction you change the position or adjust the distance. -Norma l-No adjustmen t-horizonta l-Actor is to the left, the enemy is adjusted to the righ t-vertica l-Adjusted, the enemy is adjuste d-Bot h-Bot h-The horizontal distance and the vertical distance are used: -Intes. Horizontal distance. -JavaScript code can be used. Distance: Y: -The vertical distance for movement. -You can use JavaScript code. Duration: -Time in the frame for the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command?
Moving: Change to the home with JS coordinate s-Changes to the starting position (multiple) in the specified JS coordinates. -Learn in the horizontal direction only! Use JavaScript! Targe t-Select which unit (unit) to change the start position. JS: Coordinates: -Code used to determine the target of the new home position of the target (her). Refein Correction: -Change the displacement value and determine where to adjust the destination. Displacement: X: -horizontal displacement for movement. -JavaScript code can be used. Displacement: Y: -Vertical displacement for movement. -JavaScript code can be used. Duration: -Inside the frame of the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command? < SPAN> Moving: Change to the home by distanc e-Changing the home position from the unit (OV) to the current home position (Y). -Deliatric direction only! Targe t-Select which unit (OU) to change home position. Distance adjustmen t-In which direction you change the position or adjust the distance. -Norma l-No adjustmen t-horizonta l-Actor is to the left, the enemy is adjusted to the righ t-vertica l-Adjusted, the enemy is adjuste d-Bot h-Bot h-The horizontal distance and the vertical distance are used: -Intes. Horizontal distance. -JavaScript code can be used. Distance: Y: -The vertical distance for movement. -You can use JavaScript code. Duration: -Time in the frame for the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command?
Moving: Change to the home with JS coordinate s-Changes to the starting position (multiple) in the specified JS coordinates. -Learn in the horizontal direction only! Use JavaScript! Targe t-Select which unit (unit) to change the start position. JS: Coordinates: -Code used to determine the target of the new home position of the target (her). Refein Correction: -Change the displacement value and determine where to adjust the destination. Displacement: X: -horizontal displacement for movement. -JavaScript code can be used. Displacement: Y: -Vertical displacement for movement. -JavaScript code can be used. Duration: -Inside the frame of the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command? Moving: Change to the home by distanc e-Changing the home position from the unit (OV) to the current home position (Y). -Deliatric direction only! Targe t-Select which unit (OU) to change home position. Distance adjustmen t-In which direction you change the position or adjust the distance. -Norma l-No adjustmen t-horizonta l-Actor is to the left, the enemy is adjusted to the righ t-vertica l-Adjusted, the enemy is adjuste d-Bot h-Bot h-The horizontal distance and the vertical distance are used: -Intes. Horizontal distance. -JavaScript code can be used. Distance: Y: -The vertical distance for movement. -You can use JavaScript code. Duration: -Time in the frame for the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command?
Moving: Change to the home with JS coordinate s-Changes to the starting position (multiple) in the specified JS coordinates. -Learn in the horizontal direction only! Use JavaScript! Targe t-Select which unit (unit) to change the start position. JS: Coordinates: -Code used to determine the target of the new home position of the target (her). Refein Correction: -Change the displacement value and determine where to adjust the destination. Displacement: X: -horizontal displacement for movement. -JavaScript code can be used. Displacement: Y: -Vertical displacement for movement. -JavaScript code can be used. Duration: -Inside the frame of the total number of changes. Fac e-Destination? -Do you go to your destination? Moving restrictions: -Select the type of softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion into a unit (OV). Wait for the movement: -When the traffic completes the next command?
MOVE: Change home to point - Change from initial position to any position on the screen. - Horizontal only! Points are based on the graphic. Purpose: - Select which units to change to change the initial state. Destruction Buster: - Cut out points that enter the tackle footprint. - Center - Point X, Y - Change 'x' and 'y' to coordinates for offset adjustment: - Bring configuration in the sense of displacement to modify in which direction the target point is adjusted. Displacement: X: - Horizontal displacement for the move. - JavaScript code can be applied. Displacement: Y: - Vertical displacement for the move. - JavaScript code can be applied. Duration: - Specify the general number of changes in frames. Fac e-destination? - Rotate to destination? Mitting: - Remove the image you want to use from softening. - Requires visaz_0_coreEngine. Motion Motion: - Reproduce this motion for unit time. Wait for movement: - Wait for the end of the move before executing the correct command?
Move: Change to Home in Target (S) - Move the unit (unit) to the background of the battle of other units (units). - For horizontal consideration only! Target (Move): - Select which part to change and change the initial state. Target (Destination): - Select which part to change the initial state. Target (Destination): Select the target (destination) of the part to change the initial state. - Front Head - Front - Bottom - Front - Middle Head - Middle Middle - Middle Base - Rear Head - Rear Middle - Rear Base Melee Distance: - Specifies the melee distance from the target's lateral space to the hunter's lateral width. Offset Adjustment: - Corrects the meaning of the deviation and determines in which direction to adjust the task. Displacement: X: - Horizontal displacement for the move. - JavaScript code can be applied. Displacement: Y: - Vertical displacement for the move. - JavaScript code can be applied. Duration: - Specifies the general number of changes in frames. Fac e-destination? - Rotate to the destination? Mitting: - Remove the image you want to use from softening. - Requires visaz_0_coreEngine.
Motion Motion: - Reproduce this motion for unit time.
Wait for Move: - Wait for end of movement before executing correct command?
Move: Face Direction - Force unit to face forward or backward. - Sideways only!
Goal: - Decide which unit to turn into target.
Goal: - Cut which direction to face.
MOVE: Face JS COORDINATE S-Forced young people (and so on) to turn to the specified JS coordinates. -Deliatric direction only! I am using JavaScript! Goa l-Save which unit to change your goal. JS: Coordinates: -Cords to determine the coordinates of the target that reverses the face. Release the face
Move: Face Poin t-Rotate as if you move away from the unit on the screen. -Exes only when viewed in the horizontal direction! Targe t-decide which unit (multiple) to change into a target. Busta: -Cut the point to turn your face. -Hom e-Cente r-Point X, Y -'X 'and' Y 'to change to the coordinates of the face? -There is to make your point a face?
Damage Settings
Move: Face Target (S) -Forced the unit to another target on the screen from the face. -Deliatric direction only! Target (person): Select a unit (multiple) to change the target. Target (planned): -Select which unit to target in the rotated unit (multiple). Turn away
Move: Floa t-Forced territory cuts on Unitita (OS). -Leadly examinations in the horizontal direction! Purpose:-Which unit to cut? Desired height: -The vertical distance to the rise. -You can apply JavaScript code. Duration time: -Continue time with the number of frames of the total increase. Float Easting: -Find the image of the softening you want to use. -Price Visaz_0_coreengine is required. Wait for Float: -When before the correct command, do you wait for the bath to finish?
Move: Home Rese t-Forcibly return the unit to the initial state and reverse in the first direction. Purpose: -Select a unit to move in parallel. Wait for the movement: -When before you run the correct command, do you wait for the end of the move?
Move: Jum p-Jump the unit in the air. -Deliatric direction only! Purpos e-Select the unit to be executed. Desired height: -The maximum value of jumping over the territory. Duration: -The continuation time of the entire jump. Wait for a jump: -When you wait for the end of the jump before executing the correct command? < SPAN> Move: Face JS COORDINATE S-Forced young people to turn to the specified JS coordinates. -Deliatric direction only! I am using JavaScript! Goa l-Save which unit to change your goal. JS: Coordinates: -Cords to determine the coordinates of the target that reverses the face. Release the face
Move: Face Poin t-Rotate as if you move away from the unit on the screen. -Exes only when viewed in the horizontal direction! Targe t-decide which unit (multiple) to change into a target. Busta: -Cut the point to turn your face. -Hom e-Cente r-Point X, Y -'X 'and' Y 'to change to the coordinates of the face? -There is to make your point a face?
Move: Face Target (S) -Forced the unit to another target on the screen from the face. -Deliatric direction only! Target (person): Select a unit (multiple) to change the target. Target (planned): -Select which unit to target in the rotated unit (multiple). Turn away
Move: Floa t-Forced territory cuts on Unitita (OS). -Leadly examinations in the horizontal direction! Purpose:-Which unit to cut? Desired height: -The vertical distance to the rise. -You can apply JavaScript code. Duration: -Continuation time with the number of frames of the total increase. Float Easting: -Find the image of the softening you want to use. -Price Visaz_0_coreengine is required. Wait for Float: -When before the correct command, do you wait for the bath to finish?
Move: Home Rese t-Forcibly return the unit to the initial state and reverse in the first direction. Purpose: -Select a unit to move in parallel. Wait for the movement: -When before you run the correct command, do you wait for the end of the move?
Move: Jum p-Jump the unit in the air. -Deliatric direction only! Purpos e-Select the unit to be executed. Desired height: -The maximum value of jumping over the territory. Duration: -The continuation time of the entire jump. Wait for a jump: -When you wait for the end of the jump before executing the correct command? MOVE: Face JS COORDINATE S-Forced young people (and so on) to turn to the specified JS coordinates. -Deliatric direction only! I am using JavaScript! Goa l-Save which unit to change your goal. JS: Coordinates: -Cords to determine the coordinates of the target that reverses the face. Release the face
Move: Face Poin t-Rotate as if you move away from the unit on the screen. -Exes only when viewed in the horizontal direction! Targe t-decide which unit (multiple) to change into a target. Busta: -Cut the point to turn your face. -Hom e-Cente r-Point X, Y -'X 'and' Y 'to change to the coordinates of the face? -There is to make your point a face?
Move: Face Target (S) -Forced the unit to another target on the screen from the face. -Deliatric direction only! Target (person): Select a unit (multiple) to change the target. Target (planned): -Select which unit to target in the rotated unit (multiple). Turn away
Move: Floa t-Forced territory cuts on Unitita (OS). -Leadly examinations in the horizontal direction! Purpose:-Which unit to cut? Desired height: -The vertical distance to the rise. -You can apply JavaScript code. Duration time: -Continue time with the number of frames of the total increase. Float Easting: -Find the image of the softening you want to use. -Price Visaz_0_coreengine is required. Wait for Float: -When before the correct command, do you wait for the bath to finish?
Move: Home Rese t-Forcibly return the unit to the initial state and reverse in the first direction. Purpose: -Select a unit to move in parallel. Wait for the movement: -When before you run the correct command, do you wait for the end of the move?
Move: Jum p-Jump the unit in the air. -Deliatric direction only! Purpos e-Select the unit to be executed. Desired height: -The maximum value of jumping over the territory. Duration: -The continuation time of the entire jump. Wait for a jump: -When you wait for the end of the jump before executing the correct command?
Moving: Move distanc e-Move the unit from the current position to a specific distance. -Deliatric direction only! Purpos e-Select which unit to move. Distance correction: -Conde the meaning of distance to determine in which direction the unit moves. -Bas t-not adjuste d-horizonta l-the artists are on the left, the enemy is adjusted to the righ t-stee p-The artist is adjusted, the enemy is unde r-bot h-horizontal, for example, as a vertical range: -Mover. Horizontal distance for. -You can apply JavaScript code. Distance: Y: -Vertical distance for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the right command?
Move: Move to JS coordinate s-Move the unit to the specified JS coordinates. -L display only in the horizontal direction! I am using JavaScript! Targe t-Select the unit to move. JS: Coordinates: -Codes to determine the coordinates to be moved. Correction of movement: -It is a configuration in the sense of displacement, in order to consider in which direction to adjust the task. Displacement: X: -horizontal displacement for movement. -You can apply JavaScript code. Displacement: Y: -Vertical displacement for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-Destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the right command? < SPAN> Move: Move distanc e-Move the unit from the current position to a specific distance. -Deliatric direction only! Purpos e-Select which unit to move. Distance correction: -Conde the meaning of distance to determine in which direction the unit moves. -Bas t-not adjuste d-horizonta l-the artists are on the left, the enemy is adjusted to the righ t-stee p-The artist is adjusted, the enemy is unde r-bot h-horizontal, for example, as a vertical range: -Mover. Horizontal distance for. -You can apply JavaScript code. Distance: Y: -Vertical distance for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the right command?
Move: Move to JS coordinate s-Move the unit to the specified JS coordinates. -L display only in the horizontal direction! I am using JavaScript! Targe t-Select the unit to move. JS: Coordinates: -Codes to determine the coordinates to be moved. Correction of movement: -It is a configuration in the sense of displacement, in order to consider in which direction to adjust the task. Displacement: X: -horizontal displacement for movement. -You can apply JavaScript code. Displacement: Y: -Vertical displacement for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-Destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the correct command? Moving: Move distanc e-Move the unit from the current position to a specific distance. -Deliatric direction only! Purpos e-Select which unit to move. Distance correction: -Conde the meaning of distance to determine in which direction the unit moves. -Bas t-not adjuste d-horizonta l-the artists are on the left, the enemy is adjusted to the righ t-stee p-The artist is adjusted, the enemy is unde r-bot h-horizontal, for example, as a vertical range: -Mover. Horizontal distance for. -You can apply JavaScript code. Distance: Y: -Vertical distance for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the correct command?
Move: Move to JS coordinate s-Move the unit to the specified JS coordinates. -L display only in the horizontal direction! I am using JavaScript! Targe t-Select the unit to move. JS: Coordinates: -Codes to determine the coordinates to be moved. Correction of movement: -It is a configuration in the sense of displacement, in order to consider in which direction to adjust the task. Displacement: X: -horizontal displacement for movement. -You can apply JavaScript code. Displacement: Y: -Vertical displacement for movement. -You can apply JavaScript code. Duration: -The number of frames of the entire movement. Fac e-Destination? -Do you rotate to your destination? MITTING: -Delete images of the softening you want to use. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the right command?
Move: Move to Poin t-Move the unit to the specified point on the screen. -Learn in the horizontal direction only! The point is guided by graphics. Target: -Select which unit to move. Busta of fate: -Cut the points to go. -Hom e-Middl e-Point X, Y-Offset adjustment changes 'x' and 'y'. Displacement: X:-horizontal displacement for movement. -You can apply JavaScript code. Displacement: Y: -Vertical displacement for movement. -You can apply JavaScript code. Duration: -Specify the number of frames of the entire movement. Fac e-Destination? -Do you rotate to your destination? MITTING: -Remove the image you want to use from the softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion only (second). Wait for movement: -Do you wait for the end of the move to execute the right command?
Move: Go to Target (S) -Move the unit (S) to another unit (AM). -As only back examinations! Target (Move): Select which unit (multiple) to move. Goal (destination): -Save which unit to move. Target position:-Select which part of the target group to be the footprint. -Front hea d-Front centra l-front bas e-middle hea d-medium centra l-medium bas s-rear hea d-rear centra l-Rear base distance: -The distance of close combat from the space next to the width of the fighter. Adjustment of offset: -Correct the meaning of displacement and determine in which direction to adjust the task. Displacement: X: -horizontal displacement for movement. -You can apply JavaScript code. Displacement: Y: -Vertical displacement for movement. -Youvascript code can be applied. Duration: -The number of frames of the entire movement. Fac e-Destination? -Do you rotate to your destination? MITTING: -Remove the image you want to use from the softening. -Price Visaz_0_coreengine is required. Motion motion: -Reproduce this motion of unit time. Wait for movement: -Do you wait for the end of the move to execute the right command?
Move: Opege n-Change the cover range of block (OV). -Deliatric direction only! Purpos e-Which block is transparent? Priority coverage: -Changed this meaning of coverage. -You can apply JavaScript code. Period: -The period within the frame for translucent settings. Opening easier: -Find the image of the easing you want to use. -Visaz_0_coreengine is required. Wait for the opage? -When before the right team is executed, do you wait for the translucent settings?
Displacement: Scale/Grow/Shrink - Causes a scale, growth or shrink in units (OS)? - Only in sideways! Objective - Select the units you want to change the scale to. Laugus X: Scale Y: - What is the target scale value? - 1. 0 - Normal size. Duration: - How long the scaling will take in frames. Scale Softening: - Select the type of softening you want to apply. - Requires visaz_0_coreEngine. Wait for Scale: - Wait for the next team to finish scaling?
Move: Skew/Distort - Causes a unit bias (OV). - Only sideways! Goal: - Select which blocks to skew. Skew X: Skew Y: - What spread to distort? - Use small values for best results. Duration: - Duration in frames to skew. Skew: - Select the type of softening you want to apply. - Requires visaz_0_coreEngine. Wait for Skew? - Do you want to wait for the skew to finish before executing the next command?
Move: spin/rotate - Force a block to rotate. - Horizontal only! Target - Choose which block to rotate. Angle: - How many degrees to rotate. Duration: - Rotation time in frames. Spi n-softening: - Select the type of softening. - Requires visaz_0_coreEngine. Return angle to finish: - Return angle to 0 when rotation is finished. Wait for spin: - Wait for rotation before executing next command?
Move: Wait for Float - Wait for swim to finish before executing next command.
Move: Wait for Jump - Wait for jump to finish before executing next command.
Mechanics Settings
Move: Wait for Move - Wait for move to finish before executing next command.
Move: Wait for opaticity - Wait for change to finish before executing next command.
Move: wait for scale - Wait for scaling to finish before executing next command.
Move: wait for Skew - Wait for transform change to finish before executing next command.
Move: wait for spin - Wait for rotation to finish before executing next command.
Create a shell on the screen and run it on the target. visaz_3_actseqprojects is required!
Design: Animatio n-Simulate the animation projection and execute it in a task. -In need Visaz_3_actseqprojects! Coordinates start position: -Detting the starting position of the optional projection. Type: -Detting the starting position of the projection. -The task starts from the hunter's target (side) -Bust a-Screen target (i) Start from points: -Select which unit to start. Focus: -Do you launch a shell at the center of the target? -Do you create a shell for any target? Target position:-Select which part of the target to fire the bullet. -Front hea d-Fron t-Ded e-Front Bas e-Middle Hea d-Middle Hea d-Rear Hea d-Rear Mil d-Rear Base Shell is fired. -You can apply JavaScript code. Offset X: Offset Y: Specify how many pixels to move the coordinates. -You can apply JavaScript code. Target positio n-Specify where projection starts. Type: -Cut out the place where the projection needs to fly. -The tasks choose the hunter's tas k-batht a-tas k-Busta target on the screen (I): -Select which unit (unit) to fly the launch. Focus: -Do you create a shell time at the center of the target? -Do you create a shell for any goal? Target position: -Select how much the target flies. -The front hea d-the center part on the fron t-front bar
-Acked in Autopol mode. Effect emulation: Action-Effect-only in the first and last targets. ID of the target effect? -When EMILE launched the target effect when you reach the goal? - If not, use 0. -The effect is only effective for the first target and the last target. ID of skill effect? -What is the effect of the skill when you reach EMILE? -In specify 0, it will not be applied. -The effect is only effective for the first target and the last target. Common event ID: -When you reach the target, we will generate a continuous event in parallel. It is not applied whe n-0 is used. -Alobe from the initial target/ final target autonomously. It does not work in < Span> -autopol "mode. Effect emulation: Action-Effect-only in the first and last targets. ID of the target effect? -When EMILE launched the target effect when you reach the goal? - If not, use 0. -The effect is only effective for the first target and the last target. ID of skill effect? -What is the effect of the skill when you reach EMILE? -In specify 0, it will not be applied. -The effect is only effective for the first target and the last target. Common event ID: -When you reach the target, we will generate a continuous event in parallel. It is not applied whe n-0 is used. -Alobe from the initial target/ final target autonomously. -Acked in Autopol mode. Effect emulation: Action-Effect-only in the first and last targets. ID of the target effect? -When EMILE launched the target effect when you reach the goal? - If not, use 0. -The effect is only effective for the first target and the last target. ID of skill effect? -What is the effect of the skill when you reach EMILE? -In specify 0, it will not be applied. -The effect is only effective for the first target and the last target. Common event ID: -When you reach the target, we will generate a continuous event in parallel. It is not applied whe n-0 is used. -Alobe from the initial target/ final target autonomously.
Projectile: Ico n-Create an ico n-shaped projection and fire for the target. -Visumz_3_actseqprojectiles is required! Coordinate starting position: -If the starting position of the project style. Type: -Select a launch location. -Targe t-Start from the target of the hunte r-Poin t-Start from points on the screen target (s): -Select which unit to fire. Focus: -Do you fire one bullet in the center of the target? -Do or, do you create one launch for each target? Target position: -Select where the launch is launched from where the target is. -Front hea d-Front cente r-Front bas e-middle hea d-middle cente r-middle bas e-rear hea d-rear cente r-rear center point X: Point y: -Enter the X/Y coordinates to be fired. -You can use JavaScript code. Offset x: Offset y: -x/y specifies how many pixels are shifted. -You can use JavaScript code. Target positio n-Set where to launch a project. Type: -Specify where to prove. -Targe t-Targe t-Hunter's Targe t-Poin t-Points on the Target Screen: -Select which unit to skip the bullet. Focus: -Do you create one launch in the center of the target? -Do you create one throwing one for each target? Target position: -Select which part of the target to fly the launch. -Span> Projectile: Ico n-Create an ico n-shaped projection and fire for the target. -Visumz_3_actseqprojectiles is required! Coordinate starting position: -If the starting position of the project style. Type: -Select a launch location. -Targe t-Start from the target of the hunte r-Poin t-Start from points on the screen target (s): -Select which unit to fire. Focus: -Do you fire one bullet in the center of the target? -Do or, do you create one launch for each target? Target position: -Select where the launch is launched from where the target is. -Front hea d-Front cente r-Front bas e-middle hea d-middle cente r-middle bas e-rear hea d-rear cente r-rear center point X: Point y: -Enter the X/Y coordinates to be fired. -You can use JavaScript code. Offset x: Offset y: -x/y specifies how many pixels are shifted. -You can use JavaScript code. Target positio n-Set where to launch a project. Type: -Specify where to prove. -Targe t-Targe t-Hunter's Targe t-Poin t-Points on the Target Screen: -Select which unit to skip the bullet. Focus: -Do you create one launch in the center of the target? -Do you create one throwing one for each target? Target position: -Select which part of the target to fly the launch. -Projectile: Ico n-Create an ico n-shaped projection and fire for the target. -Visumz_3_actseqprojectiles is required! Coordinate starting position: -If the starting position of the project style. Type: -Select a launch location. -Targe t-Start from the target of the hunte r-Poin t-Start from points on the screen target (s): -Select which unit to fire. Focus: -Do you fire one bullet in the center of the target? -Do or, do you create one launch for each target? Target position: -Select where the launch is launched from where the target is. -Front hea d-Front cente r-Front bas e-middle hea d-middle cente r-middle bas e-rear hea d-rear cente r-rear center point X: Point y: -Enter the X/Y coordinates to be fired. -You can use JavaScript code. Offset x: Offset y: -x/y specifies how many pixels are shifted. -You can use JavaScript code. Target positio n-Set where to launch a project. Type: -Specify where to prove. -Targe t-Targe t-Hunter's Targe t-Poin t-Points on the Target Screen: -Select which unit to skip the bullet. Focus: -Do you create one launch in the center of the target? -Do you create one throwing one for each target? Target position: -Select which part of the target to fly the launch. -
-Fix the quantity between 0 and 360. Scop e-Set the scale of the launcher volume. -The decimal number is used for clear control. Spin Speed: -Decide on which angle the scale rotates with a frame. < SPAN> -Fix the quantity between 0 and 360. Scop e-Set the scale of the launcher volume. -The decimal number is used for clear control. Spin Speed: -Decide on which angle the scale rotates with a frame. -Fix the quantity between 0 and 360. Scop e-Set the scale of the launcher volume. -The decimal number is used for clear control. Spin Speed: -Decide on which angle the scale rotates with a frame.
PROJECTILE: Image - Model the projectile with an image and fire it in the task. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates Fire Location: - Option to define the starting location of the projectile. Type: - Choose the starting location of the shot. - Target - Start from the Hunter's target - Basta - Start from a point on the screen Target(s): - Choose from which unit to fire. Focus: - Place the projectile once and for all in the center of the target? - Or create a projectile for every target? Target Location: - Choose from which part of the target the projectile will be fired. - front head - front center - front base - middle head - middle - middle base - rear head - rear center - rear base Basta X: Basta Y: - Enter the X/Y coordinates to fire the projectile from. - JavaScript code can be applied. Offset X: Offset Y: - Specify how many pixels to offset the X/Y coordinates. - JavaScript code can be applied. TARGET LOCATION - Specifies where to fire the projectile. TYPE: - Select where the projectile will fly. - TASK: Select the Hunter's task: - Select which unit to fire at. FOCUSING: - Do you want the throw to be centered on the target only once? - Or create a projectile for every target? TARGET LOCATION: - Select which point to fire at.
These action sets allow you to control the camera's skew. Requires visaz_3_actseqcamera!
SCHEW:Change skew - Change the tilt of the camera. - Required visaz_3_actseqcamera! Skew X: - Change the camera's skew along the X axis to this value. Skew Y: - Change the camera's skew along the Y axis to this value. Duration: - The amount of time in frames to change the camera's skew. skew: - Select the type of softening to apply. - Requires visaz_0_coreEngine. Wait for skew correction? - Do you want to wait for the skew correction to complete before executing the following commands?
schew:reset schew - Resets all skew settings. - Required visaz_3_actseqcamera! Duration: - The amount of time in frames to reset the camera's skew. skew-age: - Select the type of softening to apply. - Requires visaz_0_coreEngine. Wait for skew correction? - Wait for distortion correction to finish before executing the next command?
Skew: Wait for skew - Expects deformation changes to finish before executing the next command. - Required visaz_3_actseqcamera!
If you are manually using the "Target for target" set of actions, these commands give you full control over their use.
Consult the image above to see how they work.
Target: Current Index - Set the current index to this value. - Then determine a switch to brand (optional).
Set Index: - Set the current targeting index to this value. - 0 is the first targeting index.
Jump to Label: - If a target is found after changing the index, jump to this mark in the general event.
Target: Next Target - Advance the index by 1 and select a new current target. - Then determine a switch to mark (optional).
Jump to Label: - If a target is found after changing the index, jump to this mark in the general event.
Target: Previous Target - Advance the index by 1 and select a new current target. - Then decide to switch to mark (optional). Jump to tag: - If a target is found after changing index, jump to this mark in a general event.
Target: Random target - Set index to random and determine new current target. - Then decide to switch to brand (optional). Force random? - After setting random, index cannot be previous index value. Jump to label: - If a target is found after changing index, jump to this mark in a general event.
Voice Common lines - Plays common voice for target hunter. - Requires visaz_3_battleVoices! Dictator target: - Select unit (OV) to play voice for. Voice line: - Which voice line do you want to play?
Voice: Play Special LIN E-Play the special line of the target fighter. -In need Visumz_3_battlevoices! Speaker targe t-Select a unit that plays the voice line. Voice line typ e-Which type of voice line do you play? -Action name, casting line, item name, skill name, game name, perfect/ character lines: -Wh for which character/ voice name do you play?
You can control the actors that swing two or multiple weapons more finely.
It is only for actor.
Weapons: Clear Weapon Bo x-Clear the active weapon box (enable other weapons again). -Confirm only for actors. Target s-Select the unit you want to clear an active weapon slot.
Weapons: NEXT Weapon Slot (next weapon slot) -Not to the next active weapon slot (other slots are invalid). -If there is no weapon in the next slot, do not put a jump label. Target: -Select the unit you want to change the following active weapon slot.
Weapons: Set Weapon Loc k-Set an active weapon lock (otherwise invalid). -Acmar only for actors. Target: -Select a unit that changes the active weapon slot. Weapon slot ID: -Select the weapon slot to be active (others will be invalid). -Delete 0 for deletion and normalization. You can use JavaScript code.
These series of actions are related to scaling. Visumz_3_actseqcamera is required!
ZOOM: Change Scale (Zoom: Change Scale) -Change the zoom scale. -Visumz_3_actseqcamera is required! Scale: -Scale to change. Duration: -The number of frames to reset the battle scale. Zoom Smooth: -Select the applicable smoothing type. -Price is required Visumz_0_coreEngine. Wait for zoom? -Are you wait for the scale change to complete before executing the following command?
Zoom: Reset Zoo m-Reset all zoom settings. -In need Visumz_3_actseqcamera! Duration: -Time to reset the battle scale (frame unit). Zoom Eatinging: -Select the type of ring to be applied. -Visumz_0_coreengine is required. Do you wait for zoom? -When the zoom is completed before executing the following command?
ZOOM: Waiting for zoo m-Wait until the zoom is completed, then execute the following command. Visumz_3_actseqcamera is required!
Battle Layout Settings
These plu g-in options can change the aspect added by this plu g-in that supports automatic wrestling and automatic wrestling teams.
The auto boy command can be added to the party command window and/ or the artist's command window. The team used in the party allocation window will walk the entire party to the auto boy position until the button is pressed by pressing the button. The team used in the artist's team window forced the artist to choose the A. I. Auto Boy's impact.
Messag e-News reflected when connecting an auto boy. Text code that can be passed. 1-OK button,% 2-cancellation button.
OK button: -O K-Button: A word that indicates the OK button. -Please ignore visaz_0_coreengine.
Represent the "Cancel (Cancel) button: -Cancel" button. -When Visaz_0_coreEngine is ignored.
Background Type: -Cut the background image of the Autoboy window. -- 0-Windo w-1 - Dar k-2 -Colorless
JS: X, Y, W, H: -This is a code to determine the volume of the window.
Do you want to add options? -Do you add an auto battle to the option?
Adjust the height of the window: -Do you adjust the optional height mechanically?
Star t-Name name: -The function command name.
Style Name: -The function name.
OFF: -Autoboy method is displayed when it is invalid.
ON: -AutoBoy Way.
These characteristics of plugin add many functions to how the loss during battle is processed. These are strict damage and damage balloons, damage po p-ups, formulas for all kinds of qualities, and almost all.
Damage styles are still added by the support of this plugin. You can find more detailed information in the support section "Many Styles".
Enable damage style: -Do you introduce the most strict edge of damage? -This is the ability to violate tag-support.
These characteristics of plugin add many functions to how the loss during battle is processed. These are strict damage and damage balloons, damage po p-ups, formulas for all kinds of qualities, and almost all.
Enable smooth caps: -Smooth cap simplifies the meaning of damage to the merit of a strict cap. -I need to insert a strict inclusion value of damage.
Base soft cap rate: -damage default base index used before damage.
Damage styles are still added by the support of this plugin. You can find more detailed information in the support section "Many Styles".
PO P-UP Duration (Po p-up continuation time): Configure how many employees the po p-up window is.
Show the latest po p-up at the bottom: -Shows a new po p-up at the bottom.
End of Battle Show: -Prose the po p-up window or hide. -Hast po p-up of the end of the battle.
Offset X: Offset Y: -specify how to shift the spring horizontally/ vertically.
Shift X: Shift Y: -Specify how to shift the sprite horizontally/ vertically.
CRITICAL FLASH COLOR: -Set the color of the po p-up window flash. -Format: [Red, greenish, blue, Alpha].
Critical Duration: -Set the duration of the flash.
JS: General formula: -A general calculation formula used for damage calculation.
JS: Balance calculation formula: -A calculation formula used when calculating damage.
JS: Calculator of guard: -A formula used in defense due to damage.
JS: Rate calculation formula: -A formulated formula used to calculate the coefficient of critical hits.
End of Battle Show: -Prose the po p-up window or hide. -Hast po p-up of the end of the battle.
Default Style: -What is the damage method to be introduced by default? Usin g-Manual 'generally does not apply almost all styles. -Manual 'does not support tags. -Manual 'does not support the marker.
List of style: -Inexpensive damage style list. -The these are used to calculate basic damage.
Name: -Damage style title. -Lo is used for items.
Battle Log Settings
JS: Calculation: -Basic calculation formula for damage.
Core items and uniforms:
H P-Damage M P-Damage HP Recovery: MP Recovery: HP Drain: MP Drain: Vocabulary used for data entry.
JS: Damage display: -Codes used to display data in this category.
Several basic options of all kinds of mechanics-military systems may be changed by these plug-in parameters. Most of them connect the javascrip t-code, fake the same thing as the RP G-maker M z-Code to work well, and ask you before carrying it.
Do you allow randomization of speed? -AG I-How to allow randomization of speed based on users?
Tur n-end buff expiration date? -In principle, buff exposure means the end of all actions. "But here, you can arrange the buff so that it ends at the end of the move."
JS: Calculate: -Code for calculating the action speed.
Base TROOP IDS: -In the page action that overlaps with all other units. -Help information can be found in the special "Help" section above.
General behavior (on map)
Event before the game: Event after the match: victory event: defeat event: Sion victory event: Sion Trouble Event: Continuous queue event that starts when the situation is satisfied. -The value 0 is used to prevent the cumulative event from being executed. - "Event after battle" occurs every time. -If action starts before the battle, it will be executed to the end before the joint action starts from the queue. -This joint behavior is started only in the map phase. It is not expected to use in the battle scene. -If you have a continuous event added to the defeat event, the random encounter will be changed so that you can lose the game over the game. Instead, the game sends the player to the map stage, where the Defeat event starts.
JS: Calc Escape Ratio: -Code that calculates the escape success rate.
JS: Calc Escape Ray: -Code that calculates how the escape success rate increases in the event of a disaster.
Switch: Critical: -The switch will be turned on if a dangerous hit occurs due to a shock. -When impact occurs, the switch returns to OFF. -If you hit a certain number of target/ target, the switch will remain ON until the impact ends until one shot becomes critical.
Switch: Miss/ Avoid: -To switch on when the impact is made/ avoided. -When impact occurs, the switch returns to OFF. -If a certain number of targets/ hits hits, the switch will remain on until the impact is completed until one hit lands.
Variables: -The variable records the target of the target during the impact. -This variable returns to 0 every time an impact occurs. -If a certain number of targets/ hits hit, the variable records the continuous damage amount until the end of the effect (unless the value is manually reset 0 in a series of actions).
Variables: Recovery: -This variable records the recovery of the target under impact. -This variable returns to 0 every time an impact occurs. -If a certain number of targets/ targets hit, the variable records the continuous recovery of the remaining impact time (unless it is manually reduced to 0 during a series of actions).
JS: PR E-START BATTLE: -MOTIVATED FUNCTION: Battremanager. startBattle () -JavaScript code is displayed before the function starts.
JS: Pos t-Start Battle: -MOTIVATED FUNCTION: Battremanager. startBattle () -JavaScript code is displayed after function execution.
JS: Battle victory: -Motivation function: battremanager. processvictory () -A javascript code is displayed before the function is executed.
JS: ESCAPE SUCCESS: -Motivation function: BattleManager. onescapesuccess () -A javascript code is displayed before the function is executed.
JS: Escape Failure: -Motivated Function: BattleManager. onescapefailure () -JavaScript code appears before the function is executed.
JS: Battle Defeat: -Motivated Function: Battremanager. Processdefeat () -JavaScript code appears before the function is executed.
JS: PR E-END BATTLE: -MOTIVATED FUNCTION: BattleManager. ENDBATTLE () -JavaScript code appears before the function is executed.
JS: Pos t-End Battle: -Motivated Function: BattleManager. ENDBATTLE () -JavaScript code is displayed after the function is executed.
JS: PR E-START TURN: -MOTIVATED FUNCTION: Battremanager. startTurn () -JavaScript code appears before the function is executed.
JS: Pos t-Start Turn: -Motivated Function: Battremanager. startTurn () -JavaScript code is displayed after function execution.
JS: PR E-END TURN: -Motivation function: game_battler. prototype. onturnend () -JavaScript code appears before the function is executed.
JS: Pos t-End Turn: -Motivation function: game_battler. prototype. onturnend () -JavaScript code is displayed after the function is executed.
Battleback Scaling Settings
JS: PR E-Regenerate: -Motivation function: game_battler. prototype. RegenerateAll () -A javascript code appears before the function is executed.
JS: Pos t-Regenerate: -MOTIVATED FUNCTION: Game_battler. prototype. Regenerateall () -JavaScript code is displayed after the function is executed.
JS: Before Start Action: -Comotive Function: Battremanager. Startaction () -A javascript code is displayed before the function starts.
Party Command Window
JS: Pos t-Start Action: -Motivated Function: Battremanager. Startaction () -A javascript code is displayed after the function is executed.
JS: Advance: -Motivation function: game_action. prototype. apping () -A javascript code is displayed before the function is executed.
JS: PR E-DAMAGE: -Motivation function: game_action. prototype. executedamage () -JavaScript code appears before the function is executed.
JS: Pos t-Damage: -Mobility Function: Game_Action. prototype. executedamage () -JavaScript code is displayed after the function is executed.
JS: After applying: -Motivated function: game_action. prototype. apping () -A javascript code is displayed after the function is executed.
JS: Before End Action: -Motivation Function: Battremanager. endaction () -The JavaScript code is displayed before the function is executed.
JS: Pos t-Execution Action: -Descriptarget Function: Battremanager. endaction () -A javascript code is displayed after the function is executed.
The battle layout setting plu g-in option allows you to control the appearance, style and appearance of a specific user interface component. There are a variety of things, from the display method of the battle status window to the appearance of windows such as party command windows and artist command windows.
Battle layout style is a method used for battle layouts.
Default: -Displays the actor's face in the battle status window.
Lis t-Displays the list of performers in the battle status.
XP: -Displays the performer's fighter in the extended battle status.
Port rate: -Displays portrait in the expanded battle state.
Edge: -Reflect the window along the edge of the screen.
Show your face: -Displays your face in a list format.
Command Window Width: -determine the window width of the parties and artists' command window. -Affects the standard style and wrist style of battle layout.
Command lin e-X P-style artist's number of action lines of command window.
Sprite height: -In the default splite height and when the sprite height is not yet defined.
Actor Command Window
Spli t-based positio n-determines the location of the sprite in the battle status window. -Shar i-named spac e-Splight is placed on the namespace. -Lowe r-Sprite is located at the bottom of the window. -Centra l-Sprite is located in the center of the window. -A uppe r-sprite is at the top of the window.
Do you want to display a portrait? -Visumz_1_mainMenucore is required. -Please display portraits instead of artists' faces.
The portrait is scaled and reduced: -If you use a portrait, this value is expanded.
Number of columns: -Specify the number of columns on the battlefield skill window and item window.
Do you display a portrait? -Visumz_1_mainMenucore is required. -Please display the artist's portrait at the edge of the screen.
Portrait scaling: -In this value, when using a portrait, it will be reduced.
Skill window and item window
Average layout: -Do you display the skills and items window in the center of the screen?
Number of columns: -Specify the battlefield skills and the number of items in the item window.
Status window element
Fighter name: Truck 1 (HP): Truck 2 (MP): Truck 3 (TP): Status icon: TPB/ATB Track:
Offset: X/Y: -X/Y. A offset of this entity window in the warfare window. -X: Negativ e-to the left. To the right. -Y: Negativ e-To the top. Palac e-downward.
Window skin:
File name: -File name used for the skin of the battle window. -To apply the default Windowskin, remain this background blank.
Hide Windowski n-Do you hide Windowskin in the battle situation window?
Selected background:
Do you hide the selected background? -Cat status Show or hide the selected background of the window window?
attachment
Bac k-in best:
File name: - File name used for the image attached to the back of the battle magazine. Leave blank if none.
Displacement: X/Y: - X/Y displacement of this element of the battle magazine. - If X: negative displacement - left. If positive - right. - Y: negative displacement - up. Positive - down.
Prefix:
File name: - File name to use for the image, attached to the front end of the battle magazine. Leave blank if none.
Sprite height: -In the default splite height and when the sprite height is not yet defined.
Command Window Width: -determine the window width of the parties and artists' command window. -Affects the standard style and wrist style of battle layout.
In-Battle Status Window
Most text is disabled by default in this plugin for faster battle strokes.
Background color: - Use #RRRGGBB in hex.
Maximum number of lines: - Maximum number of lines to display.
Message Wait: - Number of staff expecting a regular message.
Justification: - Justification for Window_Battlelog.
JS: X, Y, W, H: - Code for determining the size of the battle log.
Show Start Turn
Start turn message: - Message displayed at the start of a turn. - 1 - Turn meter
Start Turn Wait: - Number of players waiting after a turn has started.
Show action in center? - Show center text with action name?
Show skill message 1? - Show message about first skill?
Show skill message 2? - Show message about second skill?
Show topic message? - Show message about topic usage?
Show counter? - Show counter text?
Show reflection? - Show magic reflection text?
Show replacement? - Show replacement text?
Show without effect? - Show text without effect?
Show critique? - Show critique text?
Show mistakes/violations? - Show mistakes/violations text?
Show H P-damage? - Show HP-damage text?
Show MP damage? - Show MP-damage text?
Show TP-damage? - Show TP-damage text?
Show added states? - Show added state text?
Show external states? - Show external state text?
Show current states? - Show currently attached state text?
Show added buffs? - Show added buff text?
Show added debuffs? - Show added debuff text?
Show ranged buffs? - Show ranged debuff text?
By default, the battle screen is scaled by the RP G-manufacturer MZ as if the screen size contains 816x624, and is not every time. These options can be modified for you, as you want, so the back of the battle will be scaled for the whole game. These options are not possible during the game or during a battle.
Default style: -The default scaling method used for military spin. -MZ (m z-style default) -1: 1 (no scaling) --SCALE to Fit (adjusted to screen size) --SCALE DOWN (if there are many screens) --SCALE UP (expanded, less screen)
JS: 1: 1: JS: Scale Adjustment: JS: Scale Down: JS: Scale Up: JS: 1: 1: -This code is assigned to control the scaling like this.
These functions of the plu g-in can control the behavior of the party's command window in the battle scene. It can be not displayed or control so that it is not displayed.
Style: -How about drawing a team at a party team party? -Just a word: Displays only words. -Con only: Reflection is only badge. -Con+word: reflected at the beginning of the icon, then words. -Auto: Basically, it is effectively modified to apply another one according to the volume of the cell.
Text alignment: -Call words in the party team window.
Battle icon: -Acon used by battle teams.
Do you want to add Autoba? -Do you add a motorba-team to the command window?
Auto Boy icon: -It used by the aut o-boy team.
AutoBoy Text: -The word used in the autoba command.
Add a status: -Do you add the "Status" team to the command window?
Motion Motion: - Reproduce this motion for unit time.
Multi-Target Windows Settings
Settings icons: -Optio n-icon used by the team.
Active News TPB: -News reflected when selecting settings in the middle of impact.
Escape icon: -icons used for escape commands.
Skip the party team: -DTB: Make a choice of party team at the start of movement. -TPB: Make a choice of party team at the start of the battle.
Swap the arrangement of the party: -Is all the party teams completely turn off?
Fight: -The word displayed when selecting with a caricature of skills. - 1-Title similar to skills
Autobe: -A word displayed when choosing a team from Auto Boy.
Option s-Language options displayed when selecting commands
Escape: -The words displayed when selecting an escape command.
These functions of the plu g-in can change all the nuances of the artist's team and his work in the battle scene. For example, an outdoor appearance or a default battle team.
Damage Combo Window Settings
Mang: -How do you want to pull the team to the actor team window? -Just a word: Reflection is just a word. -Stor just badge: Reflection is just a badge. -Con + word: Displays reflection at the beginning of the icon, then displays the word. -Auto (automatic): Basically, specify that another one is applied according to the cell volume.
Text alignment: -And the word in front of the action window.
SUBSTANCE icon: -Acon used for Substance commands.
Normal type icon (Normal Stype Icon): icons used for normal skill types with little icon. -Connect if Visaz_1_skillStatescore is installed.
Magic icons are probabl y-the icons used for magic skill type that is not substantially assigned by the icon. -Bisaz_1_skillStatescore is ignored.
List of commands: -In the default military team list if there is no knotta.
-ATTAC K-Added basic attack team.
-Skill s-Reflects all types of skills and cheap artists.
-TYPE: x-style: nam e-Add a specific image of skills. -X "is changed to an experienced perso n-style personal number. Chang e-name to a title that resembles an experience value (no text code).
-Not all skill s-Add all combat skills used to the exterior of each action.
-Experience: X-Experience: Nam e-Add a specific experience as a desired effect. -X "is changed to ID" Experience ". -Change the name to the experience value title.
-OR M-Add the basic command of the Guardian.
-ITE M-Add the first command of the substance.
-Escap e-Add a shooting team.
-Autob e-Add an auto boy team.
-TUSOVK A-Visaz_2_Party system is required! -The current artists are replaced with another artist.
-Battle Magazin e-Visaz_4_combatlog is required! -Demonstration of battle magazine.
-Tal k-Visaz_3_battlecmdtalk is required! -If there is, we will demonstrate the talk team.
-Changing tool s-Visumz_2_weaponswappsystem is required! -Current the current tools are replaced with the right one.
Motion Motion: - Reproduce this motion for unit time.
Skill typ e-A word displayed when selecting similarity of skills. - 1-Title of similarity of skills
Target: -The words displayed when selecting the target command.
Escape: -The words displayed when the escape command is selected.
AutoBe: -AtoBoy's words displayed when choosing a team.
Actor Battler Settings
In a new window added in Battle Core Ver. 1. 84, players can see the current intensive parties status. If the artist has abnormalities or buffs, the player can scroll them and read the effects in the support window.
If you want to control the parameters that may be reflected here, you can rank from the "Settings" of Visumz_0_coreengine, and set the functions reflected in the "Extended parameter". These options are also displayed in the "Battle State" window. If it is inconvenient, only the features such as Maxhp, Maxmp, ATK, DEF, MAT, MDF, AGI, Luk, etc. are reflected.
The inverted status window can be used to see the opponent (if this parameter is valid). To see your opponent, you have to scroll all the active opponents. The opponent reflects the image of the fighter. If the enemy has an SV Butler graphic, it will be reflected in exchange. However, if the enemy has a DRAGONBONES, it can be seen that the database hunter score is reflected and the same scheme is used.
The enemy in the battle does not display the current HP. Instead, the percentage of HP, MP, and TP is displayed. This is the main reason that the detector does not correspond to a huge number, and it is suitable for this scene to reflect a higher interest than all other numbers.
Status ico n-Status icon used in the team.
Status Image: -Select a method of reflecting artist images in the battle.
Explanation of proof: -The words displayed when selecting status commands.
Do you allow you to see the enemy? -Is it possible to browse the opponent's status (even with restrictions)?
Display the level? -Do you display the enemy level in the battle status?
Hidden parameters: -It appears when the meaning of the parameter is a secret.
Show Characteristics Every Time: -Displays the characteristics of the enemy every time.
Show Battle Test: -Displays enemy features in battle tests.
Displayed in defeat: -In if the enemy is already defeated, display the clear meaning of the enemy's characteristics.
Display the page button? -Apse the page button to switch the actor? -Touch UI function must be integrated.
Large UI position? -When using a huge resolution, which side is the page button?
Offset X-Move the page header along the X axis. -Nay: Left. Masao: Right.
Offset Y-The position of the page header is shifted along the axis. -Negal value: above. Masao: Bottom.
IncreaseD Meanin g-How is the increase in parameters displayed? - 1-Meaning of parameters
Reduced meanin g-How do you display the increase in parameters? - 1-Meaning of parameters
MAX WIDT H-Maximum width of the state list.
Do you want to create conditions in the list? --When a state list is listed in the list of conditions?
Listed buffer? - List the buffer in the condition list?
What is the debuff list? -Are the debuff displayed on the status list?
Enemy Battler Settings
Buff/ debuff display:
Buf f-format is a text format for displaying a buff. - 1-parameter name
Debuff name format is a text format for displaying debuffs. - 1-parameter name
Normal state:
Normal Icon is an icon for displaying the normal state (not affected by condition, buff, or debuff).
IncreaseD Meanin g-How is the increase in parameters displayed? - 1-Meaning of parameters
Certificate format: -Text format used to describe status certificates - % 1-Description, % 2-Remaining turn/ action
Buff s-certificate format: -text format% 1-parameters,% 2-percent,% 3-color,% 4-rotation speed.
Debuff Hel p-Format: -Text format used to describe debuff certificates -% 1-parameters,% 2-percent,% 3-color,% 4-rotation speed
Normal status: -A certificate to explain the normal status (abnormal condition, buff, and debuff).
Remaining turn/ action:
Action format: -Text format to display the remaining actions. - 1-Action; % 2-color
Slug format: -Text format used to display the remaining turns. - 1-turn; % 2-color
Passive text: -Text showing passive.
Background type: -Select the background type of this window.
JS: Drawing data: -code for drawing hunting data.
JS: X, Y, W, H: -Code to specify the size of the window.
The ACTION Sequence plug impalameter sets a mult i-turning window in battle. These windows are displayed when using the label of skills/ objects when selecting enemies or agents.
In the mouse and sensory management, all the enemy allies could not be selected in this way, so they wonder why this is not regulated by the left or right team of the enemy or agent.
Window width: -What is the width of the multiplot window?
Background type: -Select the background type of these windows.
Display the button: -Click the keyboard/ controller button? -Visaz_0_coreengine is required!
Display the level? -Do you display the enemy level in the battle status?
Hidden parameters: -It appears when the meaning of the parameter is a secret.
Displacement: -Inditional displacemen t-Displacement (Displacement)
Reduced meanin g-How do you display the increase in parameters? - 1-Meaning of parameters
Offset y: -Contract the position of the button in the Y-axial direction. -Negal: above. Masao: Bottom.
If it is recorded, the latest information on the total number of hits and the total damage/ recovery given by HP will be displayed in this window.
This only applies if the HP reduction is directly caused by the result of an action. It does not apply to MP damage, TP damage, diseases, regen, or event commands.
HP Gauge Settings
If you want to adjust your combo damage window mid-impact, you can apply the appropriate script call:
comboWindowReset() - Resets all meanings of the damage combo window.
comboWindowIncreaseHits(x) - Increases the current hit counter in the como window by 'x'. - Enter a number before 'x'. - Example: $comboWindowIncreaseHits(2)
Increases the current combined damage counter in the como window by 'x'. - Enter a number before 'x'. - This offsets each heal added to the damage counter window. - Example: $comboWindowIncreaseDamage(100)
comboWindowIncreaseHealing(x) - Increases the current team healing counter in the combo window by 'x'. - Enter a number before 'x'. - Offsets the damage added to the damage counter window. - Example: $comboWindowIncreaseHealing(200)
Enable: - Should the combo window be visible in combat?
Custom Font: - Insert the title of your custom font here. - Use VisuMZ_1_MessageCore to register a new font.
Text Alignment - Word alignment for this window?
JS:Draw Data: - Code to use for drawing data for this window.
Combo Damage Format: - Text format used to display the number of combo damage hits. - 1 - Consecutive Best Sellers
Healing Combo Format: - Text format used to display the total number of healing best sellers. - 1 - Total Best Sellers
Move: Face Direction - Force unit to face forward or backward. - Sideways only!
Full Healing Format: - Text format used to display the meaning of full heal. - 1 - Full Healing
Action Sequence Settings
Fade Shift X: - Shift the window along the X axis during fade. - Negative: to the left. Flatter: to the right.
Fade Shift Y: - Shift the window position along the y-axis during fading. - Negative: to the top. Flatter: to the bottom.
Offset X: - Offset the window position along the x-axis. - Negative: to the left. Flatter: to the right.
Offset Y: - Offset the window position along the y-axis. - Negative: up. Positive: down.
JS: X, Y, W, H: - Code for determining the window volume.
Number Scroll Time: - Frame time for scrolling damage numbers. - 60 std=1 sec.
Min Dwell Time: - Frame time for standing out the least amount. - 60 std=1 sec.
Min Visible Hits: - Fewer hits after the como window appears?
Coverage Speed: - Coverage speed on entry and exit.
These features in plugin are regulated the actions of Lateral Review Hunters for artists. Some of these features are transmitted to the opponent when using the latising hunter image.
VLIN Distance X: -Normal distance X when shaking.
FLINCH AFFANCE Y: -The simple distance Y for shaking.
Treming duration: -The number of workers in the direction of tremor.
Shivering: -Do you tremble when you take damage?
Maximum duration: -My of shaking limit continuation time. -It depends on the number of damage acquired.
Terms of Use
maximum. POWER: -Shining power when you take full damage. -This indicator is smaller depending on the number of damage acquired.
anchor
Anchor: X: -The default of the side view Butler.
Anchor: Y: -The default of the side view fighter is Achor Y.
Chan's styl e-What actually decides the movement of the chant? -Is it an image of a hit or a skill?
Terms of Use: Japanese
position:
Credits
Offset x: -I n-artist position x displacement. -The negative meaning moves to the left. The meaning of flatterin g-to the right.
Changelog
Offset Y: -Slide the deal Y, where the artist is located. -The negative meaning is above. The meaning of flattering goes down.
- Moving speed: -The number of workers between each movement.
- Priority: Active: -Place intensive artists on artists and enemy sprites.
- Priority: Artist: -When a sprite is placed, the value of the artist is one more friend than the other.
- Get an image: -Is it softened or pixeled the hunter's image?
- Shadow display: -Display or hide the shadow of the hunter of the side review.
- Status tracking:
- Offseet X: -A position X office for imposing a condition to the artist. -The negative meaning shifts to the left. The meaning of flatterin g-to the right.
- Of f-seat Y: -shift a contract to impose an artist. -The negative meaning moves up. The meaning of flatterin g-down.
- JS: HOME POSITION: -Code for calculating the artist's economic position.
- These options for plu g-in characteristics adjust the opponent's visual reflection in the battle scene. Some of these options are redistributed by the options used for artists when used as a side evaluation combatant. Other options include almost everything, such as changing the animation of the opponent's attack, the enemy selection window.
- Attack animation: -A animation of default attacks used by opponents. -We used for user animation.
- Emerge text (Appearance text): -Displays and hides the word "Appearance!" At the start of the battle.
- Offset X: -Slide the diel X with an enemy. -The negative meaning shifts to the left. The meaning of flatterin g-to the right.
- Offset Y: -Slide the diel Y with enemies. -The negative meaning goes up. The meaning of flatterin g-below.
- Smooth image: -Is the Fighters image soft or pixel?
- Volunteer: The last selected enemy: -Is the last selected enemy worth more than the front or side appearance options?
- FV: Right priority: -The enemies on the right are mechanically selected when using the front viewpoint.
- SV: Right value: -If the side view is used, the enemy on the right is mechanically selected.
- Legacy Options: -Use the old version (window) or the latest version (sprite). -Problem: The old version is no longer supported by a bug. -An old versions of all options displayed in the plug impalameter can not be used.
- Font size: -Fonter size of the opponent's name.
Name position:
- Moving speed: -The number of workers between each movement.
- Add a name status: -Link the enemy's state icon to the name?
- Get an image: -Is it softened or pixeled the hunter's image?
- Name display
- Always hide: -Detting whether to display the enemy's name every time. -The highest price.
- Always display: -Detting whether the enemy's name is displayed every time. -Average.
- As Target: -Displays the enemy's name when the enemy is considered a target. -Average.
- At the time of selection? -In the situation where the enemy's name is displayed. -The lowest price.
- Temporary visibility: -After the impact effect during the battle, the number of workers in the direction where the enemy's name is currently reflected. -60 people = 1 second.
- Permit folding: -Is this will actually disappear after the enemy of the SV Butler graphic "disappears" after defeating?
- Anchor: x: -Side View Butler default X anchor.
- Anchor: Y: -The side view butler default Y anchor.
- Motion: INACTIVE: -Clarify the default no n-active animation of the side view butler.
- Mang: -How do you want to pull the team to the actor team window? -Just a word: Reflection is just a word. -Stor just badge: Reflection is just a badge. -Con + word: Displays reflection at the beginning of the icon, then displays the word. -Auto (automatic): Basically, specify that another one is applied according to the cell volume.
- Size: Width: -The default width of the enemy using side view butler.
- Size: Height: -It is the high default of the enemy using a side view butler.
- Weapons: -Clarify the image of the default weapon used in the side view butler. -Det 0 for bare hands.
It is a setting that controls the visual reflection of the HP in the battle.
- Moving speed: -The number of workers between each movement.
- Actor: -Do you want to display HP indicators on the head of the actor plastic? -You need to be able to see the SV performer.
- Enemies: -Do you want to display HP meters above the enemy's sprite? -Shack with NOTETAG support.
You need to defeat: -On once you defeat the enemy, you will demonstrate the HP meter. -It can be avoided with NOTETAG support.
- Battle test avoidance: -A avoid the request when you lose the battle test?
- Animation time: -How many animated sensors animated? -Default: 20 workers.
- ANCHOR X: Anchor Y: -Where to put the X/Y anchor of the gauge plight? -As the value of 0 to 1 just in case.
- Scale: -Specify the scale of the HP gauge scale.
- Get an image: -Is it softened or pixeled the hunter's image?
- Addition of optio n-HP gauge display "Options" Options "Deat"?
- Adjust the height of the window: -Do you adjust the height of the options and windows mechanically?
- Function name: -Mandon name of function.
- Whether to use an automatic action sequence for body tacks, whether to apply standard throwing simulation, or visually display the counter and glare with the ACTION SEQUENCE PLUGIN parameters. You can decide.
- Melee Single Target: -Do you allow this automatic action sequence for body tacks to single targets?
- Melee Multi Target: -After allowed a physical action automatic sequence for multiple targets?
- Quality of life
- Autotag: -Do you use the effects of items and skill tags mechanically in continuous events? -Share and experience without a joint action starts using automatic continuous actions instead. -Anotetag disables this effect on the specified experience and items.
- Specific hit s-Apply animation to specific hit abilities.
- PHYSICAL:-Apply animation to physical skills.
- MAGIC: -Plow magic skills animation.
- Counter back: -Do you play the animation of the attack you used?
- Reflective animation: -An animation played when the impact is reflected.
- Reflect back: -Do you want to play the animation of the attack you used again?
- Melee Distance: -A small distance in pixels for a series of mobile actions.
- Step distance x: -Simple distance X when stepping forward.
- Y step distance: -It is a simple Y distance when stepping forward.
- Step Duration: -The number of staff to complete the impact of the step.
- 1. These plugins can be used in free or paid games if they are purchased from the Visustella. com website and other official sources approved by/ or vistella. com in a regular way. If the VISUSUSTELLA. com website and/ or vistella. com have been purchased in a regular way at the other official sources approved, they can be used in a free or paid game.
2. 2. All programmers described in the "Credit" section of this plugin must be listed in the game or as a team under the name "VISUSTELLA".
- Moving speed: -The number of workers between each movement.
- 5. 5. VISUSTELLA is due to the correct use of unintentional use, incompatibility with plugin not included in the VISUSTELLA MZ library, old plu g-in version, and the correct movement of compatible patches created by third parties. We are not responsible for the issues that occur in the game. VISUSUSTELLA is not responsible for errors caused by custo m-control effects, including the extended JavaScript tag and/ or JavaScript code.
- 8. 8. For the expansion and/ or additional potential of the provided plu g-in, please visit the Vistella. com website.
- Get an image: -Is it softened or pixeled the hunter's image?
- Addition of optio n-HP gauge display "Options" Options "Deat"?
- Version 1.
- Bug correction!
- Move: Change Home by Distance's action order has been corrected to depend on the broken artist and the enemy's position.
- Mech: STB EXPLOIT EFFECT "Continuous techniques have failed.
- Help file has been updated.
- ARISU: new plu g-i n-command has been added.
- Anim: Changed the portrait of the soldiers.
- Change the portrait of the artist in correspondence with JavaScript.
- Can be used in other than battle / action scenes
- Plug impalameter & amp; amp; status window in duel
- In this new window, players can see the current concentrated status. If the performer has a condition and enhancement, the player has the option to scroll them. If the artist has a condition and enhancement, the player can scroll them and read the effects in the support window.
It is reflected in the artist's new "status" command.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Change this enemy's original po p-up window.
- Change the deviation of the X/Y in the po p-up window of this enemy.
- Add a party command window.
- Add a "status" command to the command window?
- Status "" "Added the command.
It's completely new! See the certificate file for additional information.
- Moving speed: -The number of workers between each movement.
- Version 1.
- Scale: -Specify the scale of the HP gauge scale.
- Get an image: -Is it softened or pixeled the hunter's image?
- The reference file will be updated in consideration of new opportunities.
- Fixed a typographical errors including theft of life in MP.
- Added defense from some plu g-in functions in case the user deletes the meaning of the function of the plu g-in. This update was created by Olivia.
- A new priority of action has been added by Olivia:
- Grid: Added trigger to Node JS
Add a JS trigger to a motivated node. Motivated nodes cannot own hunters.
- Moving speed: -The number of workers between each movement.
- A duel that supports skills, objects, and objects can be applied to the JavaScript code that sets the accuracy of action.
- The JavaScript code that sets the critical speed of the action in the duel by drawing skills, objects, and object drawing can be applied.
- Scale: -Specify the scale of the HP gauge scale.
- Combo etching damage parameters
- Get an image: -Is it softened or pixeled the hunter's image?
The secretariat of the X/Y function that imposes a state of artists.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Version 1. 82: 2024 March 14,
- The error has been corrected!
- When changing the movement of the property, the displacement position of the artist and the enemy X/Y was not provided. This should be reflected correctly. This correction was created by IRA.
- Fixed a bug that an artist newly revived at Intensive TPB/ATB has no opportunity to restore the normal movement of the trap. This correction was made by Olivia.
- Version 1. 81: 2024 February 15,
Fix errors
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Added comparative performance of plugin in the future.
- The reference file will be updated in consideration of a new opportunity.
- A new priority of action is added by Olivia:
- Animation: Display animation JS
Lost specific animation on block (AH). JavaScript used to determine ID animation.
- Moving speed: -The number of workers between each movement.
- Grid: Added a passive status to the node
- Get an image: -Is it softened or pixeled the hunter's image?
- Grid: Added ID animation to nodes
- Grid: Node JS Animation
- Grid: Animation image in the node
- Grid: Movement of target (target) in orientation
Grid: Target weight
- Moving speed: -The number of workers between each movement.
- Grid: Send all passions from the node
- Grid: Remove the passive status from the node
- Grid: Send a trigger from the node
- Scale: -Specify the scale of the HP gauge scale.
- Get an image: -Is it softened or pixeled the hunter's image?
- Future Visaz_2_battlegridSystem!
- Please read the support section.
- Version 1. 80: 2024 January 18,
- Fixed a bug!
- Fixed a problem that occurs when used outside the battle. The correction was created by IRA.
- Fixed a bug that the image used for some opponents disappeared. This correction is by Olivia.
- The reference file has been updated in consideration of new opportunities.
- A new priority of action has been added by Olivia:
- The reference file has been updated in consideration of new opportunities.
- Anime: Object cliffs
- Anime: Multiprot of Skills
- Lost animation related to user protection (if any) or specific objects/ skills.
The effect of action is emulated, but in exchange for the current impact, it is an attack, defense-experience, specific experience of users and skills.
- Moving speed: -The number of workers between each movement.
- Select the experience value for the goal (multiple).
- Get an image: -Is it softened or pixeled the hunter's image?
- Change the position of the target (singular or multiple) by only a specific amount/ meaning.
- I need Visaz_1_skillsstateScore!
- See the version 1. 08 settings for Visaz_3_actseqprojectins.
- Version 1. 79: 2023 December 14,
- Update document!
- The certificate file has been updated in consideration of the new probability.
- ARISA has added a new action priority:
- Animation: Makeless ball ratio
- Grid: Added trigger to Node JS
With the introduction of the icon on the target (target), you lose the animation of the no n-weighted ball.
- Visaz_4_iconBalloons is required!
Version 1. 78: 2023 October 12,
- Moving speed: -The number of workers between each movement.
- When using the artist's command, a bug is fixing a freezing from the battle and freezing. Olivia was corrected.
- Get an image: -Is it softened or pixeled the hunter's image?
- Always display: -Detting whether the enemy's name is displayed every time. -Average.
- A new plug impalameter has been added by Olivia:
- Parameters & amp; amp; gt; mechanics & amp; amp; gt; Buff exposure?
- Usually, when you receive a buff, all actions end.
- However, here you can arrange the buff at the end of the course.
- Plugins are essential for more optimized operations.
- Version 1. 77: 2023 August 17,
The error has been corrected!
- Fixed a bug that the TPB effect was not an advantageous object to the dead. This amendment was made by Olivia.
- If the first connector is empty, modified a bug that cannot be used by the dual weapon pistol equipped on the two slurry connectors. This correction was made by Olivia.
- Added comparable functions for future plugins.
- Added comparison with VISUSUSTELLA MZ BATTLE Voices Action-Sequences.
- Updated the reference file in consideration of new opportunities.
- Version 1. 76: 2023 July 13,
- The document has been updated!
- The certificate file has been updated for a new probability.
- Olivia and sponsor NSG added a new priority of action:
- Move: Change to JS coordinates to home
Change the economic position to the specified JS coordinates. Only horizontal display! Use JS!
- Turn the unit to the specified JS coordinates. Only in the horizontal direction! Use JS!
- Move the block to the specified JS coordinates. Use JS only in the horizontal direction!
Version 1. 75: 2023 March 16,
- The document has been updated!
- The certificate file has been updated for a new probability.
- A new marker was added by Olivia and sponsored by announcement:
A quality theft related to HP/MP has been added. Update the percentage of HP/MP damage.
- Moving speed: -The number of workers between each movement.
- Read the certificate file and receive an additional Infa.
Version 1. 74: 2023 February 16,
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Updated the reference file in consideration of new opportunities.
- This method has been restored by this method that a series of actions of sel f-made and sel f-made performances at the time of tasks and users will be invalid only at this time. If you don't have a target, jumping accurately performs everything for visual fix with the player. This update was created by Olivia.
- Olivia and Andyl have added a fresh notebook effect:
- This is basically an impact that users cannot choose as a goal.
- This is not a face. Instead, it applies at least with all other targeting.
- Version 1. 73: 2023 January 20,
- The error has been corrected!
TP B-Action Active user priority is not reproduced in all possible ways, in fact, the fact that the integrity of artists input leads to the movement. The correction is made in aris.
- Moving speed: -The number of workers between each movement.
- Fixed an inconsistency with the side view fighter's illegal movements. Fixed by IRA.
- Added comparative performance for future plugins.
The certificate file has been renewed to add a new opportunity.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- The unit name tag still has the ability to be applied as a marker for the unit explanation.
- The targeting of the action scene has added two freshs in the similarity of the special and special X used in future plug-in.
- A new tag for the article has been added, sponsor and sponsor:
- Allows the player to use skills/items to attack allies and enemies.
See Help for more information.
- Moving speed: -The number of workers between each movement.
- See Help for more information.
- Distributes damage dealt by this skill equally across all targets, including replays.
- Plugin Parameters & amp; amp; Multi-Function Window
Settings to change the multi-purpose window during combat.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Fixed an issue where converting side view enemies to still image enemies and back wasn't working properly. Fixed by Irina.
- Help file updated to reflect new features.
- New plugin parameters added by Irina!
- Plugin Parameters & amp; amp; gt; HP Sensor & amp; amp; gt; Settings & amp; amp; gt; Animation Time
- How many frames should the sensor animate for? Default: 20 frames
- Plugin parameters & amp; amp; gt; Actor Battler Settings & amp; amp; gt; Shake Flinch
- Plugin parameters & amp; amp; gt; Actor Battler Settings & amp; amp; gt; Shake Flinch & amp; amp; gt; Maximum Power
Plugin parameters & amp; t; Actor Battler Settings & amp; t; Shake Flinch & amp; t; Maximum Duration
- Moving speed: -The number of workers between each movement.
- By default, Shake Flinch is disabled and only enabled when needed.
- The plugin should now work more optimally.
Version 1. 71: November 10, 2022
- Moving speed: -The number of workers between each movement.
- Version 1. 70b: October 20, 2022
Bug fixed!
- Fixed an issue in Border Style where the displayed portrait was not updated correctly when changing battle portraits during battle. Fixed by Irina
- Help file updated to reflect new features.
- New action scene added by Olivia:
- Mecha: Active Chain Input Disable
- Disabled skill input for active chain.
VisuMZ_3_ActiveChainSkills required!
- Turn the unit to the specified JS coordinates. Only in the horizontal direction! Use JS!
- Should popup be displayed at end of battle?
Used to hide the popup for deleting battle progress.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Improved compatibility with VisuMZ Active Chain Skills.
- Compatibility with VisuMZ_3_ActiveChainSkills version 1. 02 is checked.
- Added comments to the following ranges:
- MOTION: Remove Freeze Frame, MOTION: Motion Frame Freeze.
- Only applies to sprite sheets.
- Does not work with Dragonbones.
- Use "DB: Dragonbones Time Scale" instead.
- Grid: Added trigger to Node JS
The "Memory" team has begun to remember the position of individual skills. This update was created by Olivia.
- Fixed a bug that the TPB effect was not an advantageous object to the dead. This amendment was made by Olivia.
- update
- Get an image: -Is it softened or pixeled the hunter's image?
- Version 1.
- Function update!
- In the XP "and" Portrait "style, the window coordinates were added if the window size was not a hint. The update was performed by IRINA.
- The rounding of the enemy's name has been forced. This update is IRINA's work.
- Version 1. 66:2022 July 14,
Fixed an error!
- Moving speed: -The number of workers between each movement.
- See Help for more information.
- Update the document!
- The certificate file has been updated in consideration of the new function.
- The automatic action technique (a certain impact) that recovers HP and MP (a certain shock) comes to use the animation of SV "skill" throwing instead of attacking attacks to match the default animation of the RPG Mukur MZ. Ta. Update from Olivia
- Olivia added a new tag of the unit name:
En
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- The extended unit is added in order of displayed in the list.
- The reference file will be updated in consideration of new opportunities.
- Version 1. 64: 2022 June 16,
- Fixed an error!
- Battle team's "all skills" work in the updated version of Visumz Skills & Amp; amp; states core. Fixed Madde by Olivia.
- Increased compatibility between plugins.
- Version 1.
- Update the document!
The certificate file has been updated in consideration of the new function.
- Fixed a bug that the TPB effect was not an advantageous object to the dead. This amendment was made by Olivia.
- A new effect of the action scene has been added to the sponsors of Irina and Milagev:
- Inject a series of effects
For more information, see the Journal of the action sequence effect change.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- RP G-Maker MZ error correction!
- End of forced battle
- Due to various reasons, active fighters can be removed from the battle system. However, if the target is fixed and the action remains, it will fail. This plugin prevents such changes. Fixed by Olivia.
- Version 1. 61: 2022 April 14,
- Documentation Update
- Help files have been updated.
- Added new impact effects developed by Ayla in collaboration with Manu Gaming!
- Impact: Bizarro Inversion
- Impact: Decolorization
Impact: Negative Inversion
- Moving speed: -The number of workers between each movement.
- Impact: Timeline
Impact: Time Stop
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Crash-causing notetags are no longer required. Pending fix by Olivia.
- One of the log window forced cleanup methods has been deprecated to prevent log window messages from being applied with certain options. Updated by Olivia.
- Version 1. 59: March 31, 2022
- Bug Fix!
- Failed escapes no longer trigger post-battle cooperative actions. Submitted fix to Arisu.
- Version 1. 58: March 24, 2022
- Documentation updated:
- Added clarity to article:
This does not change the image size. This is only changed by the HITBOX value.
- Turn the unit to the specified JS coordinates. Only in the horizontal direction! Use JS!
- The regeneration time for TPB-based military systems is now based on personal turn count instead of masteron count for the initial turn 0 check. Refreshed by Olivia.
- Version 1. 57: Feb 17, 2022
- Feature Update!
Updated the offset quality of the disable prevention UI container to correctly match the UI offset when disable prevention is disabled. Updated to Ir.
- Fixed a bug that the TPB effect was not an advantageous object to the dead. This amendment was made by Olivia.
- Scale: -Specify the scale of the HP gauge scale.
- Help files updated.
Parallels for battles now work outside of the battle process and are more stable during battles. Updated by Olivia.
- Moving speed: -The number of workers between each movement.
- What this means is that the squadron page will instantly launch the moment the battlefield starts to disappear (not after the battlefield disappears). This is a replacement for the squadron page with a 0 turn condition. Troop page conditions are ignored.
This can be applied to the Action Sequence Camera plugin, the Visual Battle Environment plugin, and/or Initial Battle Conditions, etc., ensuring a virtually seamless transition to battle.
- Moving speed: -The number of workers between each movement.
- This comes into effect when using a plugin like VisuStella MZ's Chain Battles to move nonstop from battle to battle.
- Get an image: -Is it softened or pixeled the hunter's image?
- The plugin should now work more optimized.
- Version 1. 55: January 27, 2022
- Compatibility update!
- Animations in RPG Maker MV now appear in the correct position relative to the artist's face. Updated by Olivia.
- Updated the help file to reflect the new opportunity.
Animations now play over all artist faces/portraits regardless of how the battle is designed. Updated by Olivia.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- This allows items and skills to trigger their own synergies from the scene regardless of inherent limitations that prevent synergies based on action sequences from being triggered.
- Ignore this setting if you have the Auto Note option disabled or set to false. By default, this setting is set to false. If you make changes to your own game, be careful before applying them.
- Version 1. 54: January 13, 2022
- Bug fixes!
Fixed bugs in RPG Maker MZ!
- Turn the unit to the specified JS coordinates. Only in the horizontal direction! Use JS!
- If a Supporter whose health has gone critical receives a task without a clear hit from an ally skill (such as a heal or enhance) and another Supporter includes a swap position, this Supporter will "protect" the first selected Supporter and receive the heal or buff.
Currently, actions targeting Supporters do not cause swaps.
- Moving speed: -The number of workers between each movement.
- Version 1. 53: December 30, 2021
Documentation Update!
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- New plugin parameters added by Olivia:
- Grid: Added trigger to Node JS
- Do you want to prevent shadowing of UI components?
- This also includes enhancements to these UI components, such as HP indicators, enemy names, battle cursors, and helpless indicators.
- Arisu's plugin "PROJECTILE: Animation" commands have been updated!
New option: Wait for animation?
- Moving speed: -The number of workers between each movement.
- Version 1.
- Compatibility Update
Updated compatibility with RPG Maker MZ 1. 4. 0! 4. 0!
- Moving speed: -The number of workers between each movement.
- Version 1. 51: December 9, 2021
- Scale: -Specify the scale of the HP gauge scale.
- The extended unit is added in order of displayed in the list.
- New action sequence plugin commands have been added:
- MOVE: Change Housing Remotely
MOVE: Change Housing to Point
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- This applies only to side view!
- Does not work in front view!
- For those who are worried, the screen setting and the transition to the parties part are the same. The family's position does not go crazy, as in normal movements.
- Happy Christmas, gang galold!
- Version 1.
- The error has been corrected!
- It is no longer necessary to avoid the auto boy state. This correction was made by Yanfly.
- Version 1.
Update document!
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- SCENE_BATTLE has added defense of failure to prevent the transition to no n-supported scenes such as Scene_equip and Scene_skill. This update was created by Olivia.
- New Action Sequence Plugi n-Team has been added to arisu, and Anon has become a sponsor:
- Mech: Once in parallel
In parallel with the battle event, you will lose a consecutive event that will not be repeated only once.
- Moving speed: -The number of workers between each movement.
- Even if you access the repeated stage, the parallel is not saved.
- Parallels are not stored in memory, and there is no possibility of being stored.
- Version 1. 48: 2021 October 21,
- Even if there are multiple weapons slots, if there is an unstable weapon, the action will be considered a single attack. No attack with bare hands is not added. This is in line with the solution that RP G-maker MZ does not use the second animation in the same scenario.
- Animation is now displayed on the fighter in the XP battle layout preview window. This update was created by IRA.
If you decide to display the battle magazine, it will be updated immediately. The update was performed by IRA.
- Moving speed: -The number of workers between each movement.
- Version 1.
- Compatible update!
- Compatible with future plugins has been added.
The back attachment sprite has been mechanically updated, supporting the Sprite Butler moving to the back.
- Do not display on the status list.
- Get an image: -Is it softened or pixeled the hunter's image?
- Fixed the contradiction that skills and objects without behavioral sequences do not affect. This correction was created by Yanfly.
- Version 1. 45: 2021 September 17,
- Fixed an error!
- In addition, the effects have set a certain number of tests to trust that the hunter who has no action will not activate many times if the hunter with the action has the skill and the action is not activated many times. This amendment was made by Olivia.
The certificate file is updated in consideration of a new probability.
- Moving speed: -The number of workers between each movement.
- This also includes enhancements to these UI components, such as HP indicators, enemy names, battle cursors, and helpless indicators.
- Ignore this setting if you have the Auto Note option disabled or set to false. By default, this setting is set to false. If you make changes to your own game, be careful before applying them.
- Version 1. 55: January 27, 2022
- Bug Fix!
- A new effect of the action scene has been added to the sponsors of Irina and Milagev:
- Version 1.
- Version 1. 64: 2022 June 16,
- See Help for more information.
- Help file updated to reflect new features.
- Distributes damage dealt by this skill equally across all targets, including replays.
- See Help for more information.
- A new tag for the article has been added, sponsor and sponsor:
- Olivia and Andyl have added a fresh notebook effect:
- Updated the reference file in consideration of new opportunities.
- A new plug impalameter has been added by Olivia:
- I need Visaz_1_skillsstateScore!
- The error has been corrected!
- Fixed a typographical errors including theft of life in MP.
- Change the deviation of the X/Y in the po p-up window of this enemy.
- Adjust the height of the window: -Do you adjust the height of the options and windows mechanically?
- As Target: -Displays the enemy's name when the enemy is considered a target. -Average.
- Status tracking: