============================================================
Introduction简介
============================================================
The Action Sequence Pack 1 plugin is an extension plugin for Yanfly Engine
Plugins' Battle Engine Core. This extension plugin will not work without the
main plugin.
动作序列补丁包1插件是作为战斗引擎核心插件的一个扩展插件。这个扩展插件
无法在缺少战斗引擎核心插件的情况下单独生效。
This extension plugin contains the more basic functions used for customized
action sequences on a technical scale. Here, you are able to change switches,
operate variables, add states, change damage rates, and more.
这个扩展插件包含了更多的基本功能,用来在技术层面自定义动作序列。这样,
你能改变开关,操作变量,添加状态,改变伤害率,等等。
============================================================
Action Sequences - ala Melody动作序列
============================================================
Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
where each individual aspect of the skill and item effects can be controlled
to a degree. These are called Action Sequences, where each command in the
action sequence causes the game to perform a distinct individual action.
战斗引擎核心包含有Yanfly引擎梅洛狄的战斗引擎系统,此系统能在一定程度
上控制技能和道具效果的每一个方面。这些被称为动作序列,在动作序列中的
每个指令会让游戏去执行特定的单个动作。
Each skill and item consists of five different action sequences. They are as
follows:
每个技能和道具都由五个不同的动作序列组成。如下所示:
1. Setup Actions准备动作
They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the
active battler moving forward a bit, unsheathing their weapon, etc. This step
will occur before the active battler expends their skill or item costs.
在当前激活的战斗者执行大部分动作及其效果之前,准备动作会被执行。通常你
所看到的就是像战斗者向前移动一点,拔出武器,等等一类的事情。这个步骤
将发生在当前激活的战斗者产生技能或道具消耗之前。
2. Whole Actions全体动作
These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying
animations upon all enemies. This step occurs after skill and item costs.
这些动作将同时影响所有目标。尽管这部分不是必须的,大部分动作会
用这来显示对全体敌人的动画。这一步发生在技能和道具消耗之后。
3. Target Actions目标动作
This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions
that occur here will not affect other targets unless specifically ordered to
do so otherwise.
这个部分将分别影响所有的单个目标。主要用于物理攻击,这能带来更个
性化的伤害形式。除非特意命令这样做,否则发生于此的动作将不会影响其
他的目标。
4. Follow Actions伴随动作
This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,
start up common events, and more.
这部分将用于单体动作执行之后的清理工作。此时,它将做像移除不死状态
,启动公共事件,等等这样的一些事。
5. Finish Actions结束动作
This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and
items, moving back to place, and others.
这个部分将让激活的战斗者关闭动作序列。其内容通常是运行等待并
维持技能和道具执行的最后一刻,返回技能释放前的位置,等等。
Now that you know each of the five steps each action sequence goes through,
here's the tags you can insert inside of skills and items. Pay attention to
each tag name.
现在你知道每个动作序列都经过了五个步骤,这是你可以在技能和项目里面
插入的标签。注意每个标签的名字。
<setup action>
action list
action list
</setup action>
<whole action>
action list
action list
</whole action>
<target action>
action list
action list
</target action>
<follow action>
action list
action list
</follow action>
<finish action>
action list
action list
</finish action>
They will do their own respective action sets. The methods to insert for the
action list can be found below in the core of the Help Manual.
他们将执行各自的动作集。插入动作列表的方法可以在战斗核心的帮助手册下面找到。
Furthermore, to prevent overflooding every single one of your database item's
noteboxes with action sequence lists, there's a shortcut you can take to copy
all of the setup actions, whole actions, target actions, follow actions, and
finish actions with just one line.
此外,为了防止数据溢出,你的数据库中每个道具的注释盒都得有行动序列,这里
你可以用一行的简写来拷贝整个行动序列。
<action copy: x:y>
Replace x with "item" or "skill" to set the type for the action list code to
directly copy. The integer y is then the ID assigned for that particular
object type. For example, to copy 45th skill's action sequences, the code
would be <action copy: skill:45> for anything that will accept these action
codes. If you do use this notetag, it will take priority over any custom
that you've placed in the notebox.
把 x 替换为 "item" 或 "skill"来为复制的动作序列设置类型。整型变量 y 是指特定对象的ID。
例如,要拷贝第45号技能的动作序列,代码就是 <action copy: skill:45> 。如果你用了这个注释标签,
它的优先级高于任何其他的标签。
============================================================
Target Typing目标分类
============================================================
You may notice that in some of the actions below will say "refer to target
typing" which is this section right here. Here's a quick run down on the
various targets you may select.
你可能会注意到在本节有些动作下面写着“参考目标分类”。这里有一个速览,
里面都是些你可能会用到的各种各样的目标
user; This will select the active battler.这将会选定激活的战斗者(即技能或道具的使用者)
target, targets; These will select the active targets in question.这是指技能或道具在数据库中默认的目标设置
actors, existing actors; These will select all living actors.我方队伍中所有存活的角色
all actors; This will select all actors including dead ones.我方所有角色包括阵亡的
dead actors: This will select only dead actors.我方阵亡角色
actors not user; This will select all living actors except for the user.除了施法者之外的我方存活角色
actor x; This will select the actor in slot x.我方第X位角色
character x; This will select the specific character with actor ID x.通过ID来选择特定的角色
enemies, existing enemies; This will select all living enemies.所有存活的敌方
all enemies; This will select all enemies, even dead.所有敌方包括已死的
dead enemies: This will select only dead enemies.所有死亡的敌方
enemies not user; This will select all enemies except for the user.除使用者之外的所有敌方
enemy x; This will select the enemy in slot x.敌方第X位角色
friends; This will select the battler's alive allies.选择所有存活的友方
all friends; This will select the all of battler's allies, even dead.所有友方包括已死的
dead friends; This will select the battler's dead allies.所有已死的友方
friends not user; This will select the battler's allies except itself.除了自己之外的友方
friend x: This will select the battler's ally in slot x.第X位友方
opponents; This will select the battler's alive opponents.所有存活的敌方
all opponents; This will select the all of the battler's opponents.所有敌方
dead opponents; This will select the battler's dead opponents.已死的敌方
opponent x: This will select the battler's opponent in slot x.第X位敌方
all alive; Selects all living actors and enemies.所有活着的单位
all members; Selects all living and dead actors and enemies.所有单位
all dead; Selects all dead actors and enemies.所有已死的单位
all not user; This will select all living battlers except user.除自身之外所有活着的单位
focus; Selects the active battler and its targets.选中当前施放者及其目标
not focus; Selects everything but the active battler and its targets.选中除当前施放者及其目标之外的其他单位
===========================================================================
Action Sequences - Action List
===========================================================================
The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.
以下内容包含了你能在五个动作序列中使用的一系列动作。每一个动作都有
一个唯一的功能并且每个动作都要使用正确的格式来确保正常运行。
===========================================================================
ACTION ANIMATION: (target), (mirror)
Plays the animation assigned to the skill/item. The animation will
automatically select the skill's/item's assigned targets. If 'target' is
used, it will specify a target to play the animation on. If 'mirror' is
used, it will mirror the animation.
播放技能/项目指定的动画。动画将自动选择技能/项目所指定的目标。
如果使用了target参数,它将指定一个播放动画的目标。如果使用了
mirror参数,他将播放指定的动画(镜像)。
Usage Example: 用法举例
action animation
action animation: target
action animation: user, mirror
===========================================================================
===========================================================================
ACTION COMMON EVENT
Plays the common event found within the skill's/item's traits list. This
will only play the last common event on the list, following the game
engine's original process. Nothing else will continue on the action list
until the common event is finished (unless it is a forced action, in which
case, it will wait until the action is complete first).
执行在技能/项目的注释列表中的公共事件。这只会执行列表中最近一个
公共事件,随着游戏的原始进程。动作列表中其他的动作不会继续执行除
非公共时间执行完毕(除非这是一个强制动作,否则它得先等到公共事件
执行完毕后才能执行)
Usage Example:
action common event
===========================================================================
===========================================================================
ACTION EFFECT: target
Causes the target(s) to take damage/healing from the skill/item and
incurs any changes made to the target(s) such as buffs and states.
使目标承受来自技能或道具的伤害/治疗效果并且给目标套上增益减益状态。
Usage Example:
action effect
===========================================================================
===========================================================================
ADD stat BUFF: target, (turns), (show)
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
target, it will buff the target by that many turns. Include 'show' and it
will show the target getting the buff applied in the battle log.
给目标添加某某增益。把stat换成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'。
如果目标参数后面你加了一个数字,这个数字代表buff的持续回合数。包含'show',
它将显示在战斗日志中。
Usage Example:
add atk buff: user, 3, show
add def buff: target, 8
===========================================================================
===========================================================================
ADD stat DEBUFF: target, (turns), (show)
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
the target, it will debuff the target by that many turns. Include 'show' and
it will show the target getting the debuff applied in the battle log.
给目标添加某某减益。把stat换成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'。
如果目标参数后面你加了一个数字,这个数字代表buff的持续回合数。包含'show',
它将显示在战斗日志中。
Usage Example:
add atk debuff: user, 3, show
add def debuff: target, 8
===========================================================================
===========================================================================
ADD STATE X: target, (show)
ADD STATE X, Y, Z: target (show)
Affects the target with X state (including Y and Z if used in that format).
If 'show' is included, it will display any state related messages.
给目标添加某某号状态。包含'show',相关消息将被显示。
Usage Example:
add state 5: target
add state 6, 7, 8: user, show
=============================================================================
=============================================================================
ANIMATION X: target, (mirror)
Plays animation X on target. 'Mirror' will cause the animation to appear
mirrored. Keep in mind that animations played on actors will automatically
be mirrored and setting the mirror option will reverse it and have it appear
unmirrored.
在目标位置播放第X号动画。'Mirror' 将会让动画镜像显示。注意对角色播放的动画将自动镜像化,此时设置mirror选项将反转它,不镜像显示。
Usage Example:
animation 5: user
animation 6: target, mirror
=============================================================================
=============================================================================
ANIMATION WAIT: X
Waits x animaiton frames. Each frame for an animation does not last one game
frame, but instead, several. To make life easier, you can use this to have
the game wait x frames played for the animation.
等待X动画帧。一个动画的每一帧不是持续一个画面帧,而是几个画面帧。
方便起见,你能用这个命令让游戏等待几帧来播放动画。
Usage Example:
animation wait:10
animation wait:60
=============================================================================
=============================================================================
BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
Changes the current background music at hand. 'Stop' will stop any BGM from
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
memorized BGM if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGM instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
改变当前背景音乐。
Usage Example:
bgm: stop
bgm: memorize
bgm: memory
bgm: Battle7
bgm: Theme2, 80, 100, 0
=============================================================================
=============================================================================
BGS: STOP
BGS: MEMORIZE
BGS: MEMORY
BGS: filename, (volume), (pitch), (pan)
Changes the current background sound at hand. 'Stop' will stop any BGS from
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
memorized BGS if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGS instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
改变当前背景音效。
Usage Example:
bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0
=============================================================================
=============================================================================
BREAK ACTION
This will force the remainder of the action sequences for the part of the
skill/item to shut down and be skipped.
这将会强制关闭跳过剩余的动作序列。
Usage Example:
break action
=============================================================================
=============================================================================
CAST ANIMATION
Plays an animation on the skill's user. Will not occur if the action is
an item or the user's default normal attack.
(技能吟唱动画)在技能使用者上面播放一个动画。使用道具或普攻,这条命令不会生效。
Usage Example:
cast animation
=============================================================================
=============================================================================
CLEAR BATTLE LOG
Clears all the messages at the top of the screen.
清空屏幕顶端的战斗日志
Usage Example:
clear battle log
=============================================================================
=============================================================================
CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
Changes Game Switch X to on, off, toggle (switching between on/off), or
to whatever value the switch y is.
操作开关
Usage Example:
change switch 1: on
change switch 2..4: off
change switch 5 to 8: toggle
change switch 9: switch 5
=============================================================================
=============================================================================
CHANGE VARIABLE X = Y
CHANGE VARIABLE X += Y
CHANGE VARIABLE X -= Y
CHANGE VARIABLE X *= Y
CHANGE VARIABLE X /= Y
CHANGE VARIABLE X %= Y
Changes variable X in the middle of the action sequence to be modified
by value Y. Y can be either an integer or a piece of code.
在动作序列的中通过变量Y修改变量X。 Y可以是一个整数,也可以是一行代码。
Usage Example:
change variable 1 = 2
change variable 3 += 4
change variable 5 -= 6
change variable 7 *= 8
change variable 9 /= 10
change variable 11 %= 12
=============================================================================
=============================================================================
COLLAPSE: target, (force)
If the target is to be dead at this point, this will be the point in the
action sequence where you can promt the game to kill the target as long
as the target has 0 HP. If you want to force the death of the target,
include the 'force' command after the targets.
目标即死
Usage Example:
collapse: user
collapse: target, force
=============================================================================
=============================================================================
COMMON EVENT: X
Plays common event X at that point in the action sequence. Nothing else
will continue until the common event is finished (unless it is a forced
action, in which case, it will wait until the action is complete first).
执行X号公共事件。
Usage Example:
common event: 1
=============================================================================
=============================================================================
DEATH BREAK
If a user were to die for any reason during the middle of the skill
(either via counter attack or reflection), this will force the remainder
of the action sequences for the part of the skill/item to shut down and
be skipped.
如果在技能施放期间(无论是由于反击还是反射)一个使用者要死了,
这条命令将会强制关闭跳过剩余的动作序列。
Usage Example:
death break
=============================================================================
=============================================================================
DISPLAY ACTION
Displays the action's name at the top of the battle log. It will remain
there until the battle log is cleared.
在战斗日志中显示动作的名字,它将保留到战斗日志被清空。
Usage Example:
display action
=============================================================================
=============================================================================
EVAL: code
For those who'd like to do something that the current Battle Engine doesn't
support, you can use an eval function to have a piece of code occur. Users
beware, for those unfamiliar with JavaScript should avoid handling this
action sequence command.
为了实现一些当前战斗引擎不支持的效果,你可以使用eval功能运行
一行代码。注意,不熟悉JavaScript的人应当避免使用这条命令。
Usage Example:
eval: $gameParty.loseItem($dataItems[3], 10)
=============================================================================
=============================================================================
GAIN ITEM X: Y
LOSE ITEM X: Y
GAIN WEAPON X: Y
LOSE WEAPON X: Y
GAIN ARMOR X: Y
LOSE ARMOR X: Y
Your party will gain/lose item x, weapon x, or armor x in the amount of
y. If you choose to omit y, it will default to 1.
你的团队将获得/失去数量为y的道具x,武器x,防具x。如果你选择省略y,y将默认为1。
Usage Example:
gain item 1: 20
lose weapon 2
gain armor 3: 50
=============================================================================
=============================================================================
GOLD +x
GOLD -x
Your party will gain/lose gold in the middle of battle by x amount.
Usage Example:
gold +2000
gold -500
=============================================================================
=============================================================================
IF ... ELSE STATEMENTS
For those familiar with programming, you can use if...else statements to
perform different actions based on different conditions. Use 'if' to
specify a block of code to be executed, if a specified condition is true.
Use 'else' to specify a block of code to be executed, if the same
condition is false. Use 'else if' to specify a new condition to test, if
the first condition is false. Use 'end' to specify where the conditions
are to end.
这和编程有点像,你能用if...else语句来执行基于不同条件的不同动作。
Usage Example:
if $gameSwitches.value(1)
action effect
else if $gameSwitches.value(2)
action effect
action effect
else
action effect
action effect
action effect
end
*Note: You do not have to indent the code in between to work. It just
looks better that way in your action sequences.
注意别在注释框里缩进代码,这只是为了好看。
=============================================================================
=============================================================================
IMMORTAL: targets, true/false
Sets the targets to a state of immortality so that they don't die in the
middle of an attack. This is to ensure every action effect goes through.
给目标套上不死状态来防止他们在攻击动画播放中死亡。这个能确保每个动作效果都被执行。
Usage Example:
immortal: targets true
=============================================================================
=============================================================================
HP +X: target, (show)
HP -X: target, (show)
HP +X%: target, (show)
HP -X%: target, (show)
HP +VARIABLE X: target, (show)
HP -VARIABLE X: target, (show)
HP +VARIABLE X%: target, (show)
HP -VARIABLE X%: target, (show)
Target(s) gains HP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
目标获得等同于X值的血量。带上show能显示伤害数字。
Usage Example:
hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user
=============================================================================
=============================================================================
ME: STOP
ME: filename, (volume), (pitch), (pan)
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
playing. If you choose a filename (without the filename extensions), the
game will play that ME instead. Using this option opens up access to the
volume, pitch, and pan control, all of which are optional to use. If no
values are inputed for volume, pitch, and pan, the game will use the
settings in this plugin's parameters.
Usage Example:
me: stop
me: Victory1
me: Darkness, 80, 100, 0
=============================================================================
=============================================================================
MOTION WAIT: target
Makes the game wait 12 frames if the target(s) performing the action is an
actor. If the target(s) is not an actor, no waiting will be done.
Usage Example:
motion wait: user
=============================================================================
=============================================================================
MP +X: target, (show)
MP -X: target, (show)
MP +X%: target, (show)
MP -X%: target, (show)
MP +VARIABLE X: target, (show)
MP -VARIABLE X: target, (show)
MP +VARIABLE X%: target, (show)
MP -VARIABLE X%: target, (show)
Target(s) gains MP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
Usage Example:
mp +500: user
mp -variable 5: target
mp +25%: target
mp -variable 7: user
=============================================================================
=============================================================================
PERFORM ACTION
Causes actors to step forward and swing their weapon, thrust it, however
the motion that is determined will be automatically done by the game.
是使角色向前移动并挥舞武器,然而这是固定动作将被游戏自动执行。
Usage Example:
perform action
=============================================================================
=============================================================================
PERFORM FINISH
Causes actor to move back to its home spot.
Usage Example:
perform finish
=============================================================================
=============================================================================
PERFORM START
Causes actor to move forward from its home spot.
Usage Example:
perform start
=============================================================================
=============================================================================
REFRESH STATUS
Refreshes the status window in the middle of an action sequence.
刷新状态窗口
Usage Example:
refresh status
=============================================================================
=============================================================================
REMOVE stat BUFF: target, (show)
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will show the
target getting the buff removed in the battle log.
Usage Example:
remove atk buff: user, show
remove def buff: target
=============================================================================
=============================================================================
REMOVE stat DEBUFF: target, (show)
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will
show the target getting the debuff removed in the battle log.
Usage Example:
remove atk debuff: user, show
remove def debuff: target
=============================================================================
=============================================================================
REMOVE STATE X: target (show)
REMOVE STATE X, Y, Z: target (show)
Removes X state (including Y and Z if used in that format) from target.
If 'show' is included, it will display any state related messages.
Usage Example:
remove state 5: target
remove state 6, 7, 8: user, show
=============================================================================
=============================================================================
SE: filename, (volume), (pitch), (pan)
SE: PLAY OK
SE: PLAY CURSOR
SE: PLAY CANCEL
SE: PLAY BUZZER
SE: PLAY EQUIP
SE: PLAY SAVE
SE: PLAY LOAD
SE: PLAY BATTLE START
SE: PLAY ESCAPE
SE: PLAY ENEMY ATTACK
SE: PLAY ENEMY DAMAGE
SE: PLAY ENEMY COLLAPSE
SE: PLAY BOSS COLLAPSE 1
SE: PLAY BOSS COLLAPSE 2
SE: PLAY ACTOR DAMAGE
SE: PLAY ACTOR COLLAPSE
SE: PLAY RECOVERY
SE: PLAY MISS
SE: PLAY EVASION
SE: PLAY MAGIC EVASION
SE: PLAY REFLECTION
SE: PLAY SHOP
SE: PLAY USE ITEM
SE: PLAY USE SKILL
Causes the battle to play a Sound Effect. If you choose a filename (without
the filename extensions), the game will play that ME instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters. Using the action
sequences with 'play x' in them will cause the game to play a system sound
set within RPG Maker's database.
Usage Example:
se: play enemy attack
se: Ice1
se: Laser2, 80, 100, 0
=============================================================================
=============================================================================
TP +X: target, (show)
TP -X: target, (show)
TP +X%: target, (show)
TP -X%: target, (show)
TP +VARIABLE X: target, (show)
TP -VARIABLE X: target, (show)
TP +VARIABLE X%: target, (show)
TP -VARIABLE X%: target, (show)
Target(s) gains TP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed. For
TP to actually show popups, another plugin is needed to display TP popups.
Usage Example:
tp +500: user
tp -variable 5: target
tp +25%: target
tp -variable 7: user
=============================================================================
=============================================================================
WAIT: frames
Makes the game wait a certain amount of frames before going on to the
next action in the action sequence.
Usage Example:
wait: 60
=============================================================================
=============================================================================
WAIT FOR ANIMATION
Waits for all animations to finish before going on to the next action in
the action sequence.
Usage Example:
wait for animation
=============================================================================
=============================================================================
WAIT FOR EFFECT
Waits for all effects to finish playing before continuing on.
Usage Example:
wait for effect
=============================================================================
=============================================================================
WAIT FOR MOVEMENT
Waits for all battler movements to finish before going on to the next
action in the action sequence.
Usage Example:
wait for movement
=============================================================================
=============================================================================
WAIT FOR NEW LINE
Waits for a new line to appear in the log window before going on to the
next action in the action sequence.
Usage Example:
wait for new line
=============================================================================
=============================================================================
WAIT FOR POPUPS
Waits for all popups to finish playing before going on to the next action.
Usage Example:
wait for popups
=============================================================================
============================================================================
Changelog
============================================================================
Version 1.11:
- Lunatic Mode fail safes added.
Version 1.10a:
- Changed the 'Change Variable' action sequence to read more effectively.
- Documentation update for 'Action Common Event' and 'Common Event' to
indicate that they will not work immediately if used as a forced action
since another event is already running.
Version 1.09:
- Fixed a bug that didn't allow for HP and MP buff/debuff removal.
Version 1.08:
- Added 'Break Action' action sequence effect to completely cancel out all
of the remaining action effects.
Version 1.07:
- Fixed a bug with the forcing a Collapse action sequence.
Version 1.06:
- If using the Add State action sequence to add the Death state, it will
remove immortality settings.
Version 1.05:
- Optimized status window to refresh at a minimum.
Version 1.04:
- Updated help file to include Character X for target typing.
Version 1.03:
- Fixed a bug that didn't make the sounds played work properly (again).
Version 1.02:
- Fixed a bug that didn't make the sounds played work properly.
Version 1.01:
- Fixed a small bug that didn't allow Change Variable to work properly with
evaluated strings.
Version 1.00:
- Finished plugin!