: Can be used for actors and classes
: Can be used for enemies
: Can be used for equipment
: Can be used for states
: Can be used for skills and items
The tag priority is the following: State > Equipment > Skill > Battler.
Actions
move_points: number
Set the base move points.


move_points: +number
Add move points to the battler.


move_scope: scope_data
Set the base move scope.




move_scope_options: option1, option2, ...
Add options to the move scope.




atk_anim: anim_id
Set the attack animation.
atk_scope: scope_data
Set the attack scope.
atk_aoe: scope_data
Set the attack AoE.

atk_sequence: sequence_id
Set the attack sequence.

one_time_move
With this tag, the blatter can only move one time, regardless of his remaining move points.


one_time_offense
With this tag, the battler can only perform one attack or one skill in his turn.


collapse_anim: anim_id
Set the collapse animation.


pass_on_atk_use
The battler will immediately end his turn after using the attack command.


sequence(old): new
Overload the old sequence.




scope: scope_data
Set the scope.

sope_options: option1, option2, ...
Set the scope options.

aoe_options: option1, option2, ...
Set the aoe options.

aoe: scope_data
Set the aoe.

sequence: sequence_id
Set the sequence.

pass_on_use
Make the user immediatelly pass his turn after the use.

max_use: number
Set the maximum of use per turn.

collision_formula: string
Set the collision formula damage. The default one is in the plugin parameters.

change_move_points: +number
Alter the move points of the targets.
Extra Damage
collision_damage_bonus: number
Add flat collision damage.




collision_damage_bonus%: number
Increase the collision damage rate. For instance, with 200 as the collision damage and the tag collision_damage_bonus%: 50, the collision damage will turn out to be 300.




collision_damage_reduction: number
Reduce the received collision damage by a flat amount.




collision_damage_reduction%: number
Reduce the rate of received collision damage.




immune_knockback
The battler can't be pushed.




knockback_bonus: number
Increase the distance of the knockback effect of the battler's actions.




knockback_reduction: number
Reduce the knockback distance when pushed.




back_dmg_bonus: number
Increase the rate of the inflicted back damage.





back_dmg_reduction: number
Reduce the rate of the received back damage.




side_dmg_bonus: number
Increase the rate of the inflicted side damage.





side_dmg_reduction: number
Reduce the rate of the received side damage.




front_dmg_bonus: number
Increase the rate of the inflicted front damage.





front_dmg_reduction: number
Reduce the rate of the received front damage.




immune_to_marks: id1, id2, ...
Set marks immunity.




immune_to_tile_effects: id1, id2, ...
Set tile effects immunity.




immune_to_auras: id1, id2, ...
Set auras immunity.



Sprite
sprite_name: string
Set the battler's filename. By default it's equal to his name in the database.


sprite_config: config_id
Set the battler sprite configuration id.


sprite_scale: x,y
Set the sprite's scale.


sprite_tone: r,g,b,gray
Set the sprite's tone.


sprite_hue: number
Set the sprite's hue.


loop_animation: anim_id
Set a loop animation to the sprite.




hide_status_window
Hide the status window of the battler.


passable
With this tag entities can walk through the battler.




passable_on_death
With this tag, entities can walk through the battler if he's dead.




has_no_corpseWith this tag the battler won't have a dead pose. He won't appear in the map at the death.




entities_can_stay_on_me
With this tag entities can stay on the battler. Not recommended right now. Having two battlers on the same cell creates a bug.




entities_can_stay_on_me_on_death
With this tag entities can stay on the battler if he's dead. Not recommended




use_character
Use the actor's character in battle.

character_name: string
Use the specified character in battle for the enemy.

character_index: number
Set the character index.
auto_turn_order_face
Use automatically the battle sprite in the turn order hud.


auto_status_spriteUse automatically the battle sprite in the status window.

AI
ai_pattern: pattern_id
See the AI page.


ai_control
Set the actor as playable by the AI.



ai_no_attack
For AI actors. They won't be able to use the attack command.

focused_by_ai_for{ai_skill_type}: priority
Force the AI to focus its skills on a the battler.

Timeline Control
extra_turn: x%
Set the odd to get an extra turn.




accelerate_turn: x%
Accelerate the target's turn.

decelerate_turn: x%
Decelerate the target's turn.

instant_turn: x%
Give an instant turn to the target.

extra_instant_turn: x%
Give an extra instant turn to the target.

charge: turns, anim_id
Set a charging skill.

interrupt_charge: +/-x%
Alter the chance to interrupt a charging skill.




interrupt_charge_defense: +x%
Alter the chance to prevent being interrupted.



