YEP_X_ActSeqPack1

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Introduction簡介

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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.
動作序列補丁包1插件是作為戰斗引擎核心插件的一個擴展插件。這個擴展插件
無法在缺少戰斗引擎核心插件的情況下單獨生效。

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.
這個擴展插件包含了更多的基本功能,用來在技術層面自定義動作序列。這樣,
你能改變開關,操作變量,添加狀態,改變傷害率,等等。

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Action Sequences - ala Melody動作序列

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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.
戰斗引擎核心包含有Yanfly引擎梅洛狄的戰斗引擎系統,此系統能在一定程度
上控制技能和道具效果的每一個方面。這些被稱為動作序列,在動作序列中的
每個指令會讓游戲去執行特定的單個動作。

Each skill and item consists of five different action sequences. They are as
follows:
每個技能和道具都由五個不同的動作序列組成。如下所示:

1. Setup Actions準備動作

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.
在當前激活的戰斗者執行大部分動作及其效果之前,準備動作會被執行。通常你
所看到的就是像戰斗者向前移動一點,拔出武器,等等一類的事情。這個步驟
將發生在當前激活的戰斗者產生技能或道具消耗之前。

2. Whole Actions全體動作

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.
這些動作將同時影響所有目標。盡管這部分不是必須的,大部分動作會
用這來顯示對全體敵人的動畫。這一步發生在技能和道具消耗之后。

3. Target Actions目標動作

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.
這個部分將分別影響所有的單個目標。主要用于物理攻擊,這能帶來更個
性化的傷害形式。除非特意命令這樣做,否則發生于此的動作將不會影響其
他的目標。

4. Follow Actions伴隨動作

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.
這部分將用于單體動作執行之后的清理工作。此時,它將做像移除不死狀態
,啟動公共事件,等等這樣的一些事。

5. Finish Actions結束動作

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.
這個部分將讓激活的戰斗者關閉動作序列。其內容通常是運行等待并
維持技能和道具執行的最后一刻,返回技能釋放前的位置,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.
現在你知道每個動作序列都經過了五個步驟,這是你可以在技能和項目里面
插入的標簽。注意每個標簽的名字。

<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.
他們將執行各自的動作集。插入動作列表的方法可以在戰斗核心的幫助手冊下面找到。

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,為了防止數據溢出,你的數據庫中每個道具的注釋盒都得有行動序列,這里
你可以用一行的簡寫來拷貝整個行動序列。

<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 替換為 "item" 或 "skill"來為復制的動作序列設置類型。整型變量 y 是指特定對象的ID。
例如,要拷貝第45號技能的動作序列,代碼就是 <action copy: skill:45> 。如果你用了這個注釋標簽,
它的優先級高于任何其他的標簽。

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Target Typing目標分類

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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.
你可能會注意到在本節有些動作下面寫著“參考目標分類”。這里有一個速覽,
里面都是些你可能會用到的各種各樣的目標

user; This will select the active battler.這將會選定激活的戰斗者(即技能或道具的使用者)
target, targets; These will select the active targets in question.這是指技能或道具在數據庫中默認的目標設置
actors, existing actors; These will select all living actors.我方隊伍中所有存活的角色
all actors; This will select all actors including dead ones.我方所有角色包括陣亡的
dead actors: This will select only dead actors.我方陣亡角色
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.通過ID來選擇特定的角色
enemies, existing enemies; This will select all living enemies.所有存活的敵方
all enemies; This will select all enemies, even dead.所有敵方包括已死的
dead enemies: This will select only dead enemies.所有死亡的敵方
enemies not user; This will select all enemies except for the user.除使用者之外的所有敵方
enemy x; This will select the enemy in slot x.敵方第X位角色
friends; This will select the battler's alive allies.選擇所有存活的友方
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.所有存活的敵方
all opponents; This will select the all of the battler's opponents.所有敵方
dead opponents; This will select the battler's dead opponents.已死的敵方
opponent x: This will select the battler's opponent in slot x.第X位敵方
all alive; Selects all living actors and enemies.所有活著的單位
all members; Selects all living and dead actors and enemies.所有單位
all dead; Selects all dead actors and enemies.所有已死的單位
all not user; This will select all living battlers except user.除自身之外所有活著的單位
focus; Selects the active battler and its targets.選中當前施放者及其目標
not focus; Selects everything but the active battler and its targets.選中除當前施放者及其目標之外的其他單位

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Action Sequences - Action List

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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.
以下內容包含了你能在五個動作序列中使用的一系列動作。每一個動作都有
一個唯一的功能并且每個動作都要使用正確的格式來確保正常運行。

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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/項目指定的動畫。動畫將自動選擇技能/項目所指定的目標。
如果使用了target參數,它將指定一個播放動畫的目標。如果使用了
mirror參數,他將播放指定的動畫(鏡像)。


Usage Example: 用法舉例

action animation
action animation: target
action animation: user, mirror

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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).
執行在技能/項目的注釋列表中的公共事件。這只會執行列表中最近一個
公共事件,隨著游戲的原始進程。動作列表中其他的動作不會繼續執行除
非公共時間執行完畢(除非這是一個強制動作,否則它得先等到公共事件
執行完畢后才能執行)


Usage Example:

action common event

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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.
使目標承受來自技能或道具的傷害/治療效果并且給目標套上增益減益狀態。


Usage Example:

action effect

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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.
給目標添加某某增益。把stat換成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'。
如果目標參數后面你加了一個數字,這個數字代表buff的持續回合數。包含'show',
它將顯示在戰斗日志中。


Usage Example:

add atk buff: user, 3, show
add def buff: target, 8

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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.
給目標添加某某減益。把stat換成 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk'。
如果目標參數后面你加了一個數字,這個數字代表buff的持續回合數。包含'show',
它將顯示在戰斗日志中。


Usage Example:

add atk debuff: user, 3, show
add def debuff: target, 8

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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.
給目標添加某某號狀態。包含'show',相關消息將被顯示。


Usage Example:

add state 5: target
add state 6, 7, 8: user, show

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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.
在目標位置播放第X號動畫。'Mirror' 將會讓動畫鏡像顯示。注意對角色播放的動畫將自動鏡像化,此時設置mirror選項將反轉它,不鏡像顯示。


Usage Example:

animation 5: user
animation 6: target, mirror

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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動畫幀。一個動畫的每一幀不是持續一個畫面幀,而是幾個畫面幀。
方便起見,你能用這個命令讓游戲等待幾幀來播放動畫。


Usage Example:

animation wait:10
animation wait:60

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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.
改變當前背景音樂。


Usage Example:

bgm: stop
bgm: memorize
bgm: memory
bgm: Battle7
bgm: Theme2, 80, 100, 0

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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.
改變當前背景音效。


Usage Example:

bgs: stop
bgs: memorize
bgs: memory
bgs: City
bgs: Darkness, 80, 100, 0

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BREAK ACTION

This will force the remainder of the action sequences for the part of the
skill/item to shut down and be skipped.
這將會強制關閉跳過剩余的動作序列。


Usage Example:

break action

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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.
(技能吟唱動畫)在技能使用者上面播放一個動畫。使用道具或普攻,這條命令不會生效。


Usage Example:

cast animation

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CLEAR BATTLE LOG

Clears all the messages at the top of the screen.
清空屏幕頂端的戰斗日志


Usage Example:

clear battle log

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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.
操作開關


Usage Example:

change switch 1: on
change switch 2..4: off
change switch 5 to 8: toggle
change switch 9: switch 5

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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.
在動作序列的中通過變量Y修改變量X。 Y可以是一個整數,也可以是一行代碼。


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

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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.
目標即死


Usage Example:

collapse: user
collapse: target, force

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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).
執行X號公共事件。


Usage Example:

common event: 1

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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.
如果在技能施放期間(無論是由于反擊還是反射)一個使用者要死了,
這條命令將會強制關閉跳過剩余的動作序列。


Usage Example:

death break

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DISPLAY ACTION

Displays the action's name at the top of the battle log. It will remain
there until the battle log is cleared.
在戰斗日志中顯示動作的名字,它將保留到戰斗日志被清空。


Usage Example:

display action

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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.
為了實現一些當前戰斗引擎不支持的效果,你可以使用eval功能運行
一行代碼。注意,不熟悉JavaScript的人應當避免使用這條命令。


Usage Example:

eval: $gameParty.loseItem($dataItems[3], 10)

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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.
你的團隊將獲得/失去數量為y的道具x,武器x,防具x。如果你選擇省略y,y將默認為1。


Usage Example:

gain item 1: 20
lose weapon 2
gain armor 3: 50

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GOLD +x
GOLD -x

Your party will gain/lose gold in the middle of battle by x amount.


Usage Example:

gold +2000
gold -500

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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.
這和編程有點像,你能用if...else語句來執行基于不同條件的不同動作。


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.
注意別在注釋框里縮進代碼,這只是為了好看。
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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.
給目標套上不死狀態來防止他們在攻擊動畫播放中死亡。這個能確保每個動作效果都被執行。


Usage Example:

immortal: targets true

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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.
目標獲得等同于X值的血量。帶上show能顯示傷害數字。


Usage Example:

hp +500: user
hp -variable 5: target
hp +25%: target
hp -variable 7: user

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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

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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

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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

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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.
是使角色向前移動并揮舞武器,然而這是固定動作將被游戲自動執行。


Usage Example:

perform action

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PERFORM FINISH

Causes actor to move back to its home spot.


Usage Example:

perform finish

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PERFORM START

Causes actor to move forward from its home spot.


Usage Example:

perform start

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REFRESH STATUS

Refreshes the status window in the middle of an action sequence.
刷新狀態窗口


Usage Example:

refresh status

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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

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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!
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