• : 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_corpse With 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_sprite Use 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.