skills für enu sbs
Hey @ all
Kann jemand ein paar neue skills für das enu sbs machen???
Hier erst einmal das script:
zum skills erstellen einfach weiter nach unten scrollen.. müsst euch da einfach durchkämpfen
Was ich für skills benötige: Also: Es ist mir auf gut deutsch Wurst, es sollten einige lustioge skills sein, wie:"throw friend" aber auch ein paar echt coole: "Multi attack"..
Die Belohnung: Einen echt fetten Credit eintrag, je mehr skills, desto weiter oben
na dann, ran ans werkeln, und thx schon mal im vorraus
Kann jemand ein paar neue skills für das enu sbs machen???
Hier erst einmal das script:
#==============================================================================
# ■ Sideview Battle System Configurations Version 1.9xp
#==============================================================================
# Original Script by:
# Enu (http://rpgex.sakura.ne.jp/home/)
# Conversion to XP by:
# Atoa
# Original translation versions by:
# Kylock
# Translation continued by:
# Mr. Bubble
# XP version Translation by:
# cairn
# Special thanks:
# Shu (for translation help)
# Moonlight (for her passionate bug support for this script)
# NightWalker (for his community support for this script)
# XRXS (for the script of damage gravity, which was modified and
# used as the system's base of damage exibition)
# Squall (for the FF styled damage script, which was modified
# and added to the damage exibition system)
# KGC (for the STBreaker script, which was the base for the
# attribute limit system)
# Herena Isaberu (for her support in XP version bug fixes)
# Enu (for making an awesome battle system)
#==============================================================================
#==============================================================================
# ■ module N01
#------------------------------------------------------------------------------
# Sideview Battle System Config
#==============================================================================
module N01
#--------------------------------------------------------------------------
# ● Settings
#--------------------------------------------------------------------------
# Battle member starting positions
# X Y X Y X Y X Y
ACTOR_POSITION = [[460,180],[480,210],[500,240],[520,270]]
# Maximum party members that can fight at the same time.
# Remember to add/remove coordinates in ACTOR_POSITION if you adjust
# the MAX_MEMBER value.
MAX_MEMBER = 4
# Delay time after a battler completes an action in frames.
ACTION_WAIT = 6
# Delay time before enemy collapse (defeat of enemy) animation in frames.
COLLAPSE_WAIT = 6
# Delay before victory is processed in frames.
WIN_WAIT = 30
# Animation ID for any unarmed attack.
NO_WEAPON = 4
# Damage modifications when using two weapons. Values are percentages.
# 1st Wpn, 2nd Wpn
TWO_SWORDS_STYLE = [100,50]
# Auto-Life State: Revivial Animation ID
RESURRECTION = 25
# POP Window indicator words. For no word results, use "".
POP_MISS = "Verfehlt" # Attack missed
POP_EVA = "Ausgewichen" # Attack avoided
POP_CRI = "Extrem" # Attack scored a critical hit
# Set to false to remove shadow under actors
SHADOW = true
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = true
# Number of frames in a battler animation file. (horizontal frames)
ANIME_PATTERN = 4
# Number of types of battler animation file. (vertical frames)
ANIME_KIND = 4
#==============================================================================
# ■ Single Action Engine
#------------------------------------------------------------------------------
# These are utilized by sequenced actions and have no utility alone.
#==============================================================================
# A single-action cannot be used by itself unless it is used as part of a
# sequence.
ANIME = {
#--------------------------------------------------------------------------
# ● Battler Animations
#--------------------------------------------------------------------------
# No. - Battler graphic file used.
# 0: Normal Battler Graphic. In the case of Actors, 0 refers to
# default walking graphic.
# n: "Character Name + _n", where n refers to the file number
# extension. An example file would be "$Ralph_1". These
# files are placed in the Characters folder.
# Use "1" for non-standard battler, like Minkoff's.
#
# Row - Vertical position (row) of cells in battler graphic file. (0~3)
# Speed - Refresh rate of animation. Lower numbers are faster.
# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
# [2: One Loop, no repeat] Example: 1 2 3 .
# Wait - Time, in frames, before animation loops again.
# Does not apply if Loop=2
# Fixed - Defines loop behavior or specific fixed cell display.
# -2: Reverse Loop Animation
# -1: Normal Loop Animation
# 0: No Loop Animation
# 0~3: Fixed cell display. Refers to cell on character sprite
# sheet starting where 0 = left-most cell.
# Z - Set battler's Z priority.
# Shadow - Set true to display battler shadow during animation; false to hide.
# Weapon - Weapon animation to play with battler animation. For no weapon
# animation, use "".
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 0, 0, true,"" ],
"RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 0, 0, true,"" ],
"DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 1, 0, true,"" ],
"MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
"WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
"WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
"WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
#--------------------------------------------------------------------------
# ● Weapon Animations
#--------------------------------------------------------------------------
# Weapon Animations can only be used with Battler Animations as seen
# and defined above.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - If true, weapon sprite is displayed over battler sprite.
# If false, weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -6, -12,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -6, -12,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -6, -12,false],
#--------------------------------------------------------------------------
# ● Battler Movements
#--------------------------------------------------------------------------
# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
# 1 unit = 1 pixel
# [0: Battler's Current Position]
# [1: Battler's Selected Target]
# [2: Screen; (0,0) is at upper-left of screen]
# [3: Battle Start Position]
# X - X-axis pixels from origin.
# Y - Y-axis pixels from origin. Please note that the Y-axis is
# inverted. This means negative values move up, positive values move down.
# Time - Travel time. Larger numbers are slower. The distance is
# divided by one frame of movement.
# Accel - Positive values accelerates frames. Negative values decelerates.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Battler Animation utilized during movement.
# Origin X Y Time Accel Jump Animation
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
"START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
"BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
"AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_1" => [ 2, 564, 186, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_2" => [ 2, 564, 212, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_3" => [ 2, 504, 174, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_4" => [ 2, 504, 254, 12, -1, 0, "MOVE_TO"],
"DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
"EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
"MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
"MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
"PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
"PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
"MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
"MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
"JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
"JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
"THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
"PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
#--------------------------------------------------------------------------
# ● Battler Float Animations
#--------------------------------------------------------------------------
# These types of single-actions defines the movement of battlers from their
# own shadows. Please note that it is not possible to move horizontally
# while floating from a shadow.
#
# Type - Always "float".
# A - Starting float height. Negative values move up.
# Positive values move down.
# B - Ending float height. This height is maintained until another action.
# Time - Duration of movement from point A to point B
# Animation - Specifies the Battler Animation to be used.
# Type A B Time Animation
"FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
"FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
"FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
"FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
"JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
"JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
"LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
#--------------------------------------------------------------------------
# ● Battler Position Reset
#--------------------------------------------------------------------------
# These types of single-actions define when a battler's turn is over and
# will reset the battler back to its starting coordinates. This type of
# single-action is required in all sequences.
#
# Please note that after a sequence has used this type of single-action,
# no more damage can be done by the battler since its turn is over.
#
# Type - Always "reset"
# Time - Time it takes to return to starting coordinates. Movement speed
# fluctuates depending on distance from start coordinates.
# Accel - Positive values accelerate. Negative values decelerate.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Specifies the Battler Animation to be used.
# Type Time Accel Jump Animation
"COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
#--------------------------------------------------------------------------
# ● Forced Battler Actions
#--------------------------------------------------------------------------
# These types of single-actions allow forced control of other battlers
# that you define.
#
# Type - Specifies action type. "SINGLE" or "SEQUENCE"
#
# Object - The battler that will execute the action defined under Action
# Name. 0 is for selected target, and any other number is a State
# number (1~999), and affects all battlers with the State on them.
# By adding a - (minus sign) followed by a Skill ID number (1~999),
# it will define the actors that know the specified skill, besides
# the original actor.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Reset Type - Specifies method of returning the battler to its original
# location.
# Action Name - Specifies action used. If Type is SINGLE, then Action Name
# must be a single-action function. If Type is SEQUENCE,
# the Action Name must an action sequence name.
# Type Object Reset Type Action Name
"LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
"RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
"DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
"LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
"4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
"4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
"4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
"ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
#--------------------------------------------------------------------------
# ● Target Modification
#--------------------------------------------------------------------------
# Changes battler's target in battle. Original target will still be stored.
# Current battler is the only battler capable of causing damage.
#
# Type - Always "target"
#
# Object - The battler that will have its target modified. 0 is selected
# target, any other number is a State ID number (1~999), and
# changes all battlers with that state on them to target the new
# designated target.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Target - New Target. [0=Self] [1=Self's Target]
# [2=Self's Target After Modification]
# [3=Reset to Previous Target (if 2 was used)]
# Target Mod name Type Object Target
"REAL_TARGET" => ["target", 0, 0],
"TWO_UNIFIED_TARGETS" => ["target", 18, 1],
"FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
"ALLY_TO_THROW" => ["target", 1000, 2],
"THROW_TARGET" => ["target", 1000, 3],
#--------------------------------------------------------------------------
# ● Skill Linking
#--------------------------------------------------------------------------
# Linking to the next skill will stop any current action. Linking to the
# next skill will also require and consume MP/HP cost of that skill.
#
# Type - Always "der"
# Chance - Chance, in percent, to link to the defined skill ID. (0~100)
# Link - true: actor does not require Skill ID learned to link.
# false: actor requires Skill ID learned.
# Skill ID - ID of the skill that will be linked to.
# Action Name Type Chance Link Skill ID
"LINK_SKILL_91" => ["der", 100, true, 91],
"LINK_SKILL_92" => ["der", 100, true, 92],
#--------------------------------------------------------------------------
# ● Action Conditions
#--------------------------------------------------------------------------
# If the condition is not met, all current actions are canceled.
#
# A: Type - always "nece"
# B: Object - Object that Condition refers to. [0=Self] [1=Target]
# [2=All Enemies] [3=All Allies]
# C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
#
# D: Condition - This value is determined by the value you set for Content.
# [0] State: State ID
# [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEX] [4=AGI] [5=INT]
# [2] Switch: Game Switch Number
# [3] Variable: Game Variable Number
# [4] Skill: Skill ID
#
# E: Supplement - Supplement for the Condition as defined above.
# [0] State: Amount required. If number is positive, the condition is how
# many have the state, while a negative number are those who
# don't have the state.
# [1] Parameter: If Object is more than one battler, average is used.
# Success if Parameter is greater than value. If Value
# is negative, then success if lower.
# [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
# [3] Variable: Game variable value used to determine if condition is met. If
# supplement value is positive, Game Variable must have more
# than the defined amount to succeed. If supplement value has a
# minus symbol (-) attached, Game Variable must have less than
# the defined amount to succeed. (Ex: -250 means the Game
# Variable must have a value less than 250 to succeed.)
# [4] Skill: Required amount of battlers that have the specified skill
# ID learned.
# Type Obj Cont Cond Supplement
# A B C D E
"2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
"4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
"FLOAT_STATE" => ["nece", 0, 0, 17, 1],
"CAT_STATE" => ["nece", 0, 0, 20, 1],
#--------------------------------------------------------------------------
# ● Battler Rotation
#--------------------------------------------------------------------------
# Rotates battler image. Weapon Animations are not automatically adjusted
# for Battler Rotation like with Invert settings.
#
# Type - always "angle"
# Time - Duration duration of rotation animation in frames.
# Start - Starting angle. 0-360 degrees. Can be negative.
# End - Ending Angle. 0-360 degrees. Can be negative.
# Return - true: End of rotation is the same as end of duration.
# false: Rotation animation as defined.
# Type Time Start End Return
"FALLEN" => ["angle", 1, -90, -90,false],
"CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
"COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
#--------------------------------------------------------------------------
# ● Battler Zoom
#--------------------------------------------------------------------------
# Stretch and shrink battler sprites with these single-actions.
#
# Type - always "zoom"
# Time - Duration of zoom animation in frames.
# X - X scale - Stretches battler sprite horizontally by a factor of X.
# 1.0 is normal size, 0.5 is half size.
# Y - Y scale - Stretches battler sprite vertically by a factor of Y.
# 1.0 would be normal size, 0.5 would be half size.
# Return - true: End of rotation is the same as end of duration.
# false: Zoom animation as defined.
# Battler zoom is still temporary.
# Type Time X Y Return
"X_SHRINK" => ["zoom", 16, 0.5, 1.0, true],
"Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
#--------------------------------------------------------------------------
# ● Damage and Database-Assigned Animations
#--------------------------------------------------------------------------
# These single-actions deal with animations, particularly with those assigned
# in the Database for Weapons, Skills and Items. These are what causes
# any damage/healing/state/etc. application from Weapons, Skills and Items.
#
# A difference between "anime" and "m_a" single-actions is that
# "anime" triggered animations will move with the Object on the screen. The
# Z-axis of animations will always be over battler sprites. If "OBJ_ANIM"
# is added at the beginning of the name, it will be both damage and defined
# animation.
#
# Type - always "anime"
# ID - (-1): Uses assigned animation from game Database.
# (-2): Uses equipped Weapon animation as assigned in the Database.
# (1~999): Database Animation ID.
# Object - [0=Self] [1=Target]
# Invert - If set to true, the animation is inverted horizontally.
# Wait - true: Sequence will not continue until animation is completed.
# false: Sequence will continue regardless of animation length.
# Weapon2 - true: If wielding two weapons, damage and animation will be
# based off Weapon 2.
# Type ID Object Invert Wait Weapon2
"OBJ_ANIM" => ["anime", -1, 1, false,false, false],
"OBJ_ANIM_WEIGHT" => ["anime", -1, 1, false, true, false],
"OBJ_ANIM_WEAPON" => ["anime", -2, 1, false,false, false],
"OBJ_ANIM_L" => ["anime", -1, 1, false,false, true],
"HIT_ANIM" => ["anime", 14, 1, false,false, false],
"KILL_HIT_ANIM" => ["anime", 67, 1, false,false, false],
#--------------------------------------------------------------------------
# ● Movement and Display of Animations
#--------------------------------------------------------------------------
# These single-actions provide motion options for animations used for
# effects such as long-ranged attacks and projectiles. Weapon sprites
# may also substitute animations.
#
# A difference between "m_a" and "anime" single-actions is that "m_a"
# animations will stay where the Object was even if the Object moved.
#
# Type - always "m_a"
# ID - 1~999: Database Animation ID
# 0: No animation displayed.
# Object - Animation's target. [0=Target] [1=Enemy's Area]
# [2=Party's Area] [4=Self]
# Pass - [0: Animation stops when it reaches the Object.]
# [1: Animation passes through the Object and continues.]
# Time - Duration of animation travel time and display. Larger values
# decrease travel speed. Increase this value if the animation
# being played is cut short.
# Arc - Trajectory - Positive values produce a low arc.
# Negative values produce a high arc.
# [0: No Arc]
# Xp - X Pitch - This value adjusts the initial X coordinate of the
# animation. Enemy calculation will be automatically inverted.
# Yp - Y Pitch - This value adjusts the initial X coordinate of the
# animation.
# Start - Defines origin of animation movement.
# [0=Self] [1=Target] [2=No Movement]
# Z-axis - true: Animation will be over the battler sprite.
# false: Animation will be behind battler sprite.
# Weapon - Insert only "Throwing Weapon Rotation" and
# "Throwing Skill Rotation" actions. For no weapon sprite, use "".
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon
"START_MAGIC_ANIM" => ["m_a", 2, 4, 0, 52, 0, 0, 0, 2,false,""],
"OBJ_TO_SELF" => ["m_a", 51, 0, 0, 18, 0, 0, 0, 1,false,""],
"START_WEAPON_THROW"=> ["m_a", 0, 0, 0, 16, -24, 0, 0, 0,false,"WPN_ROTATION"],
"END_WEAPON_THROW" => ["m_a", 0, 0, 0, 16, 24, 0, 0, 1,false,"WPN_ROTATION"],
"STAND_CAST" => ["m_a",100, 1, 0, 64, 0, 0, 0, 2, true,""],
#--------------------------------------------------------------------------
# ● Throwing Weapon Rotation
#--------------------------------------------------------------------------
# These are used to rotate weapon sprites that are "thrown" with Movement of
# Animation single-actions. These must be used while the sprite is in flight.
# You may assign a different weapon graphic to be thrown in this
# configuration script under Throwing Weapon Graphic Settings.
#
# Start - Starting angle in degrees (0-360)
# End - Ending angle in degrees. (0-360)
# Time - Duration, in frames, of a single rotation. Rotation will continue
# until the animation is complete.
# Start Angle Time
"WPN_ROTATION" => [ 0, 360, 8],
#--------------------------------------------------------------------------
# ● Throwing Skill Rotation
#--------------------------------------------------------------------------
# Different from Throwing Weapon Rotation. These single-actions are used to
# rotate weapon sprites that are "thrown" with Movement of Animation single
# actions. These are specifically used with skills. You may assign a different weapon graphic to be
# thrown in this configuration script under Throwing Weapon Graphic Settings.
#
# Start - Starting angle in degrees (0-360)
# End - Ending angle in degrees. (0-360)
# Time - Duration, in frames, of a single rotation. Rotation will continue
# until the animation is complete.
# Type - Always "skill".
# Weapon Action Name Start End Time Type
"WPN_THROW" => [ 0, 360, 8, "skill"],
#--------------------------------------------------------------------------
# ● Status Balloon Animation
#--------------------------------------------------------------------------
# Uses Balloon.png in the System folder.
#
# Type - Always "balloon"
# Row - Determines row from the Balloon.png (0~9)
# Loop - Balloon loop behavior. Balloon disappears when loop is
# complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
# Emote Name Type Row Loop
"STATUS-NORMAL" => ["balloon", 6, 1],
"STATUS-CRITICAL" => ["balloon", 5, 1],
"STATUS-SLEEP" => ["balloon", 9, 1],
#--------------------------------------------------------------------------
# ● Sound Effect Actions
#--------------------------------------------------------------------------
# Type1 - always "sound"
# Type2 - ["se","bgm","bgs"]
# Pitch - Value between 50 and 150.
# Vol - Volume - Value between 0 and 100.
# Filename - Name of the sound to be played.
# Type1 Type2 Pitch Vol Filename
"062-Swing01" => ["sound", "se", 80, 100, "062-Swing01"],
#--------------------------------------------------------------------------
# ● Game Speed Modifier
#--------------------------------------------------------------------------
# Type - always "fps"
# Speed - Speed in Frames Per Second. 40 is normal frame rate.
# Use with care as this function modifies FPS directly and will conversly
# affect any active timers or time systems.
# Type Speed
"FPS_SLOW" => ["fps", 20],
"FPS_NORMAL" => ["fps", 40],
#--------------------------------------------------------------------------
# ● State Granting Effects
#--------------------------------------------------------------------------
# Type - always "sta+"
# Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
# [4=All Allies (excluding user)]
# State ID - State ID to be granted.
# Type Object State ID
"2_MAN_TECH_GRANT" => ["sta+", 0, 18],
"4_MAN_TECH_GRANT" => ["sta+", 0, 19],
"CATFORM_GRANT" => ["sta+", 0, 20],
#--------------------------------------------------------------------------
# ● State Removal Effects
#--------------------------------------------------------------------------
# Type - always "sta-"
# Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
# [4=All Allies (excluding user)]
# State ID - State ID to be removed.
# Type Object State ID
"2_MAN_TECH_REVOKE" => ["sta-", 3, 18],
"4_MAN_TECH_REVOKE" => ["sta-", 3, 19],
#--------------------------------------------------------------------------
# ● Battler Transformation Effects
#--------------------------------------------------------------------------
# Type - always "change"
# Reset - true: Battler sprite reverts back to default file after battle.
# false: Transformation is permanent after battle.
# Filename - Battler graphics file that will be transformed to.
# Type Reset Filename
"TRANSFORM_CAT" => ["change", true,"007-Fighter07"],
"TRANSFORM_CANCEL" => ["change", true,"040-Mage08"],
#--------------------------------------------------------------------------
# ● Cut-In Image Effects
#--------------------------------------------------------------------------
# Only one image can be displayed at a time.
#
# X1 - Image's starting X-coordinate.
# Y1 - Starting Y-coordinate.
# X2 - Ending X-coordinate.
# Y2 - Ending Y-coordinate.
# Time - Length of time from start to end. Higher value is slower.
# Z-axis - true: Image appears over BattleStatus Window.
# false: Image appears behind BattleStatus Window.
# Filename - File name from .Graphics\Pictures folder.
# Type X1 Y1 X2 Y2 Time Z-axis Filename
"CUT_IN_START" => ["pic",-280, 48, 0, 64, 14, false,"016-Thief01"],
"CUT_IN_END" => ["pic", 0, 48, 640, 64, 12, false,"016-Thief01"],
#--------------------------------------------------------------------------
# ● Game Switch Settings
#--------------------------------------------------------------------------
# Type - Always "switch"
# Switch - Switch number from the game database.
# ON/OFF - [true:Switch ON] [false:Switch OFF]
#
# Type Switch ON/OFF
"GAME_SWITCH_1_ON" => ["switch", 1, true],
#--------------------------------------------------------------------------
# ● Game Variable Settings
#--------------------------------------------------------------------------
# Type - Always "variable"
# Var - Variable Number from the game database.
# Oper - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
# X - value of the operation.
#
# Type Var Oper X
"GAME_VAR_1_+1" => ["variable", 1, 1, 1],
#--------------------------------------------------------------------------
# ● Script Operation Settings
#--------------------------------------------------------------------------
# Type - Always "script"
#
# Inserts a simple script code into the action sequence. In the sample,
# where it says p=1 can be replaced with any script. Character strings
# and anything beyond functions will not work. (?)
# Type
"TEST_SCRIPT" => ["script", "
p = 1
"],
#--------------------------------------------------------------------------
# ● Special Modifiers - DO NOT CHANGE THESE NAMES
#--------------------------------------------------------------------------
# Clear image - Clears images such as Cut-in graphics.
# Afterimage ON - Activates Afterimage of battler.
# Afterimage OFF - Deactivates Afterimage.
# Invert - Invert animation. Use Invert again in a sequence to cancel
# because "COORD_RESET" does not reset Invert.
# Don't Wait - Any actions after Don't Wait is applied are done instantly.
# Apply "Don't Wait" again in a sequence to trigger off.
# Can Collapse - Triggers collapse of battler when HP is 0.
# Required in every damage sequence.
# Two Wpn Only - The single-action following Two Wpn Only will only execute
# if the actor is wielding two weapons. If the actor is not,
# the single-action will be skipped and will move on to the next.
# One Wpn Only - The single-action following One Wpn Only will only execute
# if the actor is wielding one weapon. If the actor is not,
# the single-action will be skipped and will move on to the next.
# Process Skill - The Return marker for individual processing of a skill.
# Process Skill End - The End marker for individual processing of a skill.
# Start Pos Change - Changes the Start Position to wherever the battler
# currently is on screen.
# Start Pos Return - Returns battler to original Start Position.
# Cancel Action - Trigger the "end" of battler's turn which will cause the
# the next battler's turn to execute.
# This includes the function of Can Collapse, and no
# additional damage can be dealt by the battler after this.
# End - This is used when no action is automatically recognized.
#
# Note: If you wish to understand how Process Skill and Process Skill End
# functions, please examine the "SKILL_ALL" sequence in this Config
# and use the Float All skill provided in the demo to see how it works.
"Clear image" => ["Clear image"],
"Afterimage ON" => ["Afterimage ON"],
"Afterimage OFF" => ["Afterimage OFF"],
"Invert" => ["Invert"],
"Don't Wait" => ["Don't Wait"],
"Can Collapse" => ["Can Collapse"],
"Two Wpn Only" => ["Two Wpn Only"],
"One Wpn Only" => ["One Wpn Only"],
"Process Skill" => ["Process Skill"],
"Process Skill End" => ["Process Skill End"],
"Start Pos Change" => ["Start Pos Change"],
"Start Pos Return" => ["Start Pos Return"],
"Cancel Action" => ["Cancel Action"],
"End" => ["End"]
#--------------------------------------------------------------------------
# ● About Wait
#--------------------------------------------------------------------------
# When there is only a numerical value as a single-action name, it will be
# considered a delay, in frames, before the Action Sequence continues.
# (i.e. "10", "42") Because of this, single-action function names for the
# effects defined above cannot be entirely numerical. Any Battler Animations
# that have been prompted will persist when Waiting.
}
#==============================================================================
# ■ Action Sequence
#------------------------------------------------------------------------------
# Action sequences are made of the single-action functions defined above.
#==============================================================================
# Action Sequences defined here can be used for Actor/Enemy actions below.
# Sequences are processed left to right in order.
ACTION = {
#------------------------------- Basic Actions --------------------------------
"BATTLE_START" => ["START_POSITION","COORD_RESET"],
"WAIT" => ["WAIT"],
"WAIT-CRITICAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-CRITICAL","22"],
"WAIT-NORMAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
"WAIT-SLEEP" => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
"WAIT-FLOAT" => ["WAIT(FIXED)","6","FLOAT_","4",
"FLOAT_2","4","FLOAT_3","4",
"FLOAT_4","4"],
"DEAD" => ["FALLEN","ATTACK_FAIL"],
"DAMAGE" => ["DEAL_DAMAGE","COORD_RESET"],
"FLEE" => ["FLEE_SUCCESS"],
"ENEMY_FLEE" => ["FLEE_SUCCESS","COORD_RESET"],
"FLEE_FAIL" => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
"COMMAND_INPUT" => ["BEFORE_MOVE"],
"COMMAND_SELECT" => ["COORD_RESET"],
"GUARD_ATTACK" => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
"2","FLOAT_2","2","FLOAT_3","2",
"FLOAT_4","2"],
"EVADE_ATTACK" => ["JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)","16",
"COORD_RESET"],
"ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","WAIT(FIXED)","16","COORD_RESET"],
"VICTORY" => ["WAIT(FIXED)","16","RIGHT(FIXED)","VICTORY_JUMP",
"WAIT(FIXED)","Don't Wait","CAT_STATE",
"START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
"RESET_POSITION" => ["COORD_RESET"],
#---------------------- "Forced Action" Sequences --------------------------
"ULRIKA_ATTACK_1" => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
"START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
"4_MAN_ATTACK_1" => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","90",
"LEFT_DASH_ATTACK","96","FLEE_RESET"],
"4_MAN_ATTACK_2" => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
"OBJ_ANIM","128","FLEE_RESET"],
"4_MAN_ATTACK_3" => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
"OBJ_ANIM","144","FLEE_RESET"],
"THROW" => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
"WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
#---------------------- Basic Action Oriented ------------------------------
"NORMAL_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
"12","WPN_SWING_VL","OBJ_ANIM_L","Two Wpn Only","16",
"Can Collapse","FLEE_RESET"],
"ENEMY_UNARMED_ATK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
"Can Collapse","FLEE_RESET"],
"SKILL_USE" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
"OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
"SKILL_ALL" => ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"Process Skill","WPN_SWING_V","OBJ_ANIM","24",
"Process Skill End","Can Collapse","COORD_RESET"],
"ITEM_USE" => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
"Can Collapse","COORD_RESET"],
#------------------------------ Skill Sequences -------------------------------
"MULTI_ATTACK" => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
"WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
"OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
"Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
"JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
"OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
"Afterimage OFF","16","FLEE_RESET"],
"MULTI_ATTACK_RAND" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
"RAPID_MULTI_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"Can Collapse","12","COORD_RESET"],
"2-MAN_ATTACK" => ["2_MAN_ATK_COND","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK",
"MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
"WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","OBJ_ANIM",
"Can Collapse","FLEE_RESET","2_MAN_TECH_REVOKE"],
"2-MAN_ATTACK_ASSIST"=> ["2_MAN_TECH_GRANT"],
"4-MAN_ATTACK" => ["4_MAN_ATK_COND","FOUR_UNIFIED_TARGETS","4_MAN_ATK_1",
"4_MAN_ATK_2","4_MAN_ATK_3","4_MAN_ATTACK_1","WAIT(FIXED)",
"START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED","90",
"KILL_HIT_ANIM","RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT",
"Can Collapse","FLEE_RESET","4_MAN_TECH_REVOKE"],
"4-MAN_ATTACK_ASSIST"=> ["4_MAN_TECH_GRANT"],
"THROW_WEAPON" => ["BEFORE_MOVE","WPN_SWING_V","062-Swing01","WAIT(FIXED)",
"START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
"END_WEAPON_THROW","COORD_RESET"],
"MULTI_SHOCK" => ["JUMP_TO","JUMP_STOP","Process Skill",
"REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
"OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
"JUMP_LAND","COORD_RESET"],
"SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
"OBJ_ANIM_WEIGHT","Can Collapse"],
"SKILL_90_SEQUENCE" => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
"16","LINK_SKILL_91","COORD_RESET"],
"SKILL_91_SEQUENCE" => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"8","OBJ_ANIM","LINK_SKILL_92","COORD_RESET"],
"CUT_IN" => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
"75","CUT_IN_END","8","PREV_MOVING_TARGET",
"WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
"Clear image","FLEE_RESET"],
"STOMP" => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
"TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
"TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
"JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
"ALL_ATTACK_1" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
"WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
"OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
"TRANSFORM_CAT" => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
"TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],
"THROW_FRIEND" => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
"062-Swing01","THROW_TARGET","ALLY_FLING",
"THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
"WAIT(FIXED)","32"],
#-------------------------------------------------------------------------------
"End" => ["End"]}
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# Actor Basic Action Settings
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Actor Unarmed Attack Animation Sequence
#--------------------------------------------------------------------------
# when 1 <- Actor ID number
# return "NORMAL_ATTACK" <- Corresponding action sequence name.
def non_weapon
case @actor_id
when 1 # Actor ID
return "NORMAL_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "NORMAL_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Wait/Idle Animation
#--------------------------------------------------------------------------
def normal
case @actor_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Actor IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Actor Critical (1/4th HP) Animation
#--------------------------------------------------------------------------
def pinch
case @actor_id
when 1
return "WAIT-CRITICAL"
end
# Default action sequence for all unassigned Actor IDs.
return "WAIT-CRITICAL"
end
#--------------------------------------------------------------------------
# ● Actor Guarding Animation
#--------------------------------------------------------------------------
def defence
case @actor_id
when 1
return "GUARD_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "GUARD_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Damage Taken Animation
#--------------------------------------------------------------------------
def damage_hit
case @actor_id
when 1
return "DAMAGE"
end
# Default action sequence for all unassigned Actor IDs.
return "DAMAGE"
end
#--------------------------------------------------------------------------
# ● Actor Evasion Animation
#--------------------------------------------------------------------------
def evasion
case @actor_id
when 1
return "EVADE_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "EVADE_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Command Input Animation
#--------------------------------------------------------------------------
def command_b
case @actor_id
when 1
return "COMMAND_INPUT"
end
# Default action sequence for all unassigned Actor IDs.
return "COMMAND_INPUT"
end
#--------------------------------------------------------------------------
# ● Actor Command Selected Animation
#--------------------------------------------------------------------------
def command_a
case @actor_id
when 1
return "COMMAND_SELECT"
end
# Default action sequence for all unassigned Actor IDs.
return "COMMAND_SELECT"
end
#--------------------------------------------------------------------------
# ● Actor Flee Success Animation
#--------------------------------------------------------------------------
def run_success
case @actor_id
when 1
return "FLEE"
end
# Default action sequence for all unassigned Actor IDs.
return "FLEE"
end
#--------------------------------------------------------------------------
# ● Actor Flee Failure Animation
#--------------------------------------------------------------------------
def run_ng
case @actor_id
when 1
return "FLEE_FAIL"
end
# Default action sequence for all unassigned Actor IDs.
return "FLEE_FAIL"
end
#--------------------------------------------------------------------------
# ● Actor Victory Animation
#--------------------------------------------------------------------------
def win
case @actor_id
when 1
return "VICTORY"
end
# Default action sequence for all unassigned Actor IDs.
return "VICTORY"
end
#--------------------------------------------------------------------------
# ● Actor Battle Start Animation
#--------------------------------------------------------------------------
def first_action
case @actor_id
when 1
return "BATTLE_START"
end
# Default action sequence for all unassigned Actor IDs.
return "BATTLE_START"
end
#--------------------------------------------------------------------------
# ● Actor Return Action when actions are interuptted/canceled
#--------------------------------------------------------------------------
def recover_action
case @actor_id
when 1
return "RESET_POSITION"
end
# Default action sequence for all unassigned Actor IDs.
return "RESET_POSITION"
end
#--------------------------------------------------------------------------
# ● Actor Shadow
#--------------------------------------------------------------------------
# return "shadow01" <- Image file name in .Graphics\Characters
# return "" <- No shadow used.
def shadow
case @actor_id
when 1
return "shadow00"
end
# Default shadow for all unassigned Actor IDs.
return "shadow00"
end
#--------------------------------------------------------------------------
# ● Actor Shadow Adjustment
#--------------------------------------------------------------------------
# return [ X-Coordinate, Y-Coordinate]
def shadow_plus
case @actor_id
when 1
return [ 0, 4]
end
# Default shadow positioning for all unassigned Actor IDs.
return [ 0, 4]
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# Enemy Basic Action Settings
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Enemy Unarmed Attack Animation Sequence
#--------------------------------------------------------------------------
# when 1 <- EnemyID#
# return "ENEMY_UNARMED_ATK" <- Corresponding action sequence name.
def base_action
case @enemy_id
when 1
return "ENEMY_UNARMED_ATK"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_UNARMED_ATK"
end
#--------------------------------------------------------------------------
# ● Enemy Wait/Idle Animation
#--------------------------------------------------------------------------
def normal
case @enemy_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Enemy IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Enemy Critical (1/4th HP) Animation
#--------------------------------------------------------------------------
def pinch
case @enemy_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Enemy IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Enemy Guarding Animation
#--------------------------------------------------------------------------
def defence
case @enemy_id
when 1
return "GUARD_ATTACK"
end
# Default action sequence for all unassigned Enemy IDs.
return "GUARD_ATTACK"
end
#--------------------------------------------------------------------------
# ● Enemy Damage Taken Animation
#--------------------------------------------------------------------------
def damage_hit
case @enemy_id
when 1
return "DAMAGE"
end
# Default action sequence for all unassigned Enemy IDs.
return "DAMAGE"
end
#--------------------------------------------------------------------------
# ● Enemy Evasion Animation
#--------------------------------------------------------------------------
def evasion
case @enemy_id
when 1
return "ENEMY_EVADE_ATTACK"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_EVADE_ATTACK"
end
#--------------------------------------------------------------------------
# ● Enemy Flee Animation
#--------------------------------------------------------------------------
def run_success
case @enemy_id
when 1
return "ENEMY_FLEE"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_FLEE"
end
#--------------------------------------------------------------------------
# ● Enemy Battle Start Animation
#--------------------------------------------------------------------------
def first_action
case @enemy_id
when 1
return "BATTLE_START"
end
# Default action sequence for all unassigned Enemy IDs.
return "BATTLE_START"
end
#--------------------------------------------------------------------------
# ● Enemy Return Action when action is interuptted/discontinued
#--------------------------------------------------------------------------
def recover_action
case @enemy_id
when 1
return "RESET_POSITION"
end
# Default action sequence for all unassigned Enemy IDs.
return "RESET_POSITION"
end
#--------------------------------------------------------------------------
# ● Enemy Shadow
#--------------------------------------------------------------------------
# return "shadow01" <- Image file name in .Graphics\Characters
# return "" <- No shadow used.
def shadow
case @enemy_id
when 1
return "shadow01"
when 30
return ""
end
# Default shadow for all unassigned Enemy IDs.
return "shadow01"
end
#--------------------------------------------------------------------------
# ● Enemy Shadow Adjustment
#--------------------------------------------------------------------------
# return [ X-Coordinate, Y-Coordinate]
def shadow_plus
case @enemy_id
when 1
return [ 0, -8]
end
# Default shadow positioning for all unassigned Enemy IDs.
return [ 0, 0]
end
#--------------------------------------------------------------------------
# ● Enemy Equipped Weapon
#--------------------------------------------------------------------------
# return 0 (Unarmed/No weapon equipped.)
# return 1 (Weapon ID number. (1~999))
def weapon
case @enemy_id
when 1 # Enemy ID
return 0 # Weapon ID
end
# Default weapon for all unassigned Enemy IDs.
return 0
end
#--------------------------------------------------------------------------
# ● Enemy Screen Positioning Adjustment
#--------------------------------------------------------------------------
# return [ 0, 0] <- [X-coordinate、Y-coordinate]
def position_plus
case @enemy_id
when 1
return [0, 0]
end
# Default positioning for all unassigned Enemy IDs.
return [ 0, 0]
end
#--------------------------------------------------------------------------
# ● Enemy Collapse Animation Settings
#--------------------------------------------------------------------------
# return 1 (Enemy sprite stays on screen after death.)
# return 2 (Enemy disappears from the battle like normal.)
# return 3 (Special collapse animation.) <- Good for bosses.
def collapse_type
case @enemy_id
when 1
return 2
when 30
return 3
end
# Default collapse for all unassigned Enemy IDs.
return 2
end
#--------------------------------------------------------------------------
# ● Enemy Multiple Action Settings
#--------------------------------------------------------------------------
# Maximum Actions, Probability, Speed Adjustment
# return [ 2, 100, 100]
#
# Maximum Actions - Maximum number of actions enemy may execute in a turn.
# Probability - % value. Chance for a successive action.
# Speed Adjustment - % value that decreases enemy's speed after
# each successive action.
def action_time
case @enemy_id
when 1
return [ 1, 100, 100]
end
# Default action for all unassigned Enemy IDs.
return [ 1, 100, 100]
end
#--------------------------------------------------------------------------
# ● Enemy Animated Battler Settings
#--------------------------------------------------------------------------
# return true - Enemy battler uses same animation frames as actors.
# return false - Default enemy battler.
# [Settings]
# 1.Enemy animated battler file must be in .Graphics\Characters folder.
# 2.Enemy battler file names must match between .Graphics\Characters and
# .Graphics/Battlers folders.
def anime_on
case @enemy_id
when 1
return false
end
# Default setting for all unassigned Enemy IDs.
return false
end
#--------------------------------------------------------------------------
# ● Enemy Invert Settings
#--------------------------------------------------------------------------
# return false <- Normal
# return true <- Inverts enemy image
def action_mirror
case @enemy_id
when 1
return false
end
# Default setting for all unassigned Enemy IDs.
return false
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# State Action Settings
#==============================================================================
class RPG::State
#--------------------------------------------------------------------------
# ● State Affliction Wait Animation Settings
#--------------------------------------------------------------------------
# when 1 <- State ID number
# return "DEAD" <- Action sequence when afflicted by specified state.
def base_action
case @id
when 1 # Incapacitated(HP0). Has the highest priority.
return "DEAD"
when 2,3,4,5,7
return "WAIT-NORMAL"
when 6
return "WAIT-SLEEP"
when 17
return "WAIT-FLOAT"
end
# Default action sequence for all unassigned State IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● State Enhancement Extension Settings
#--------------------------------------------------------------------------
# Note about REFLECT and NULL states:
# An item/skill is considered physical if "Physical Attack" is
# checked under "Options" in your Database. Otherwise, it is magical.
#
# "AUTOLIFE/50" - Automatically revives when Incapacitated.
# Value after "/" is % of MAXHP restored when revived.
# "MAGREFLECT/39" - Reflects magical skills to the original caster.
# Value after "/" is Animation ID when triggered.
# "MAGNULL/39" - Nullify magical skills and effects.
# Value after "/" is Animation ID when triggered.
# "PHYREFLECT/39" - Reflects physical skills to the original caster.
# Value after "/" is Animation ID when triggered.
# "PHYNULL/39" - Nullify physical skills and effects.
# Value after "/" is Animation ID when triggered.
# "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when
# affected. This will not appear as POP Damage. This
# function is similar to Celes' "Runic" from FF6.
# "ZEROTURNLIFT" - State is lifted at the end of turn regardless.
# "EXCEPTENEMY" - Enemies will not use animation sequence assigned
# under State Affliction Wait Animation Settings when
# afflicted. (Actors still will.)
# "NOPOP" - State name will not appear as POP Damage.
# "HIDEICON" - State icon will not appear in the BattleStatus Window.
# "NOSTATEANIME" - State's caster and enemies will not use animation
# sequence assigned under State Affliction Wait Animation
# Settings when afflicted.
# "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings.
# "REGENERATION" - Apply regeneration. Assign values under Slip Damage Settings.
# "NONE" - No extension. Used as a default.
def extension
case @id
when 1 # Incapacitated State. Has highest priority.
return ["NOPOP","EXCEPTENEMY"]
when 2 # Poison
return ["SLIPDAMAGE"]
when 18 # 2-Man Tech
return ["ZEROTURNLIFT","HIDEICON"]
when 19 # 4-Man Tech
return ["ZEROTURNLIFT","HIDEICON"]
when 20 # Cat Transformation
return ["HIDEICON","NOSTATEANIME"]
end
# Default extension for unassigned State IDs.
return ["NONE"]
end
#--------------------------------------------------------------------------
# ● Slip Damage Settings
#--------------------------------------------------------------------------
# Also includes regeneration options.
#
# when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
# Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
#
# Type, Constant, %, POP?, Allow Death
# return [["hp", 0, 10, true, true]]
#
# Type – "hp" or "mp".
# Constant – Set a constant value to apply each turn.
# Positive values are damage. Negative values are recovery.
# % - Set a percentage value to apply each turn based on MAX HP/MP.
# Positive values are damage. Negative values are recovery.
# POP? - Determines whether or not you want slip damage value to
# appear as POP Damage.
# Allow Death - true: Slip damage can kill.
# false: Slip damage will not kill. (Battler will be left at 1 HP)
def slip_extension
case @id
when 2 # Poison
return [["hp", 0, 10, true, true]]
end
return []
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Weapon Action Settings
#==============================================================================
class RPG::Weapon
#--------------------------------------------------------------------------
# ● Weapon Animation Sequence Settings
#--------------------------------------------------------------------------
# Assigns a specific animation sequence when using a weapon.
#
# when 1 <- Weapon ID number
# return "NORMAL_ATTACK" <- Action sequence for assigned Weapon ID.
def base_action
case @id
when 1
return "NORMAL_ATTACK"
end
# Default action sequence for unassigned Weapon IDs.
return "NORMAL_ATTACK"
end
#--------------------------------------------------------------------------
# ● Weapon Graphic Assignment Settings
#--------------------------------------------------------------------------
# Allows use of a seperate weapon graphic besides the one assigned
# from Iconset.png
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def graphic
case @id
when 1
return ""
end
# Default weapon graphic for unassigned Weapon IDs.
return ""
end
#--------------------------------------------------------------------------
# ● Throwing Weapon Graphic Settings
#--------------------------------------------------------------------------
# Allows use of a seperate throwing weapon graphic besides the one assigned
# from Iconset.png. This is useful for arrows when you don't want the bow
# to be thrown.
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def flying_graphic
case @id
when 1
return ""
end
# Default throwing weapon graphic for unassigned Weapon IDs.
return ""
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Skill Action Settings
#==============================================================================
class RPG::Skill
#--------------------------------------------------------------------------
# ● Skill ID Sequence Assignments
#--------------------------------------------------------------------------
# Assign a skill ID from the Database to execute a defined action sequence.
# Only action sequence names can be assigned. Single-action names cannot
# be directly assigned here.
def base_action
case @id
when 82
return "THROW_WEAPON"
when 83
return "MULTI_ATTACK"
when 84
return "RAPID_MULTI_ATTACK"
when 85
return "MULTI_SHOCK"
when 86
return "SHOCK_WAVE"
when 87
return "MULTI_ATTACK_RAND"
when 89
return "SKILL_90_SEQUENCE"
when 89
return "SKILL_91_SEQUENCE"
when 90
return "NORMAL_ATTACK"
when 91
return "CUT_IN"
when 92
return "STOMP"
when 93
return "ALL_ATTACK_1"
when 94
return "SKILL_ALL"
when 95
return "TRANSFORM_CAT"
when 96
return "2-MAN_ATTACK"
when 97
return "2-MAN_ATTACK_ASSIST"
when 98
return "4-MAN_ATTACK"
when 99
return "4-MAN_ATTACK_ASSIST"
when 100
return "4-MAN_ATTACK_ASSIST"
when 101
return "4-MAN_ATTACK_ASSIST"
when 102
return "THROW_FRIEND"
end
# Default action sequence for unassigned Skill IDs.
return "NORMAL_ATTACK" if self.atk_f > 0
return "SKILL_USE"
end
#--------------------------------------------------------------------------
# ● Skill Enhancement Extension Settings
#--------------------------------------------------------------------------
# Multiple extensions may be applied to a skill ID.
# If "CONSUMEHP" is applied along with any other extensions that deal with
# MP in a forumla, it will be HP instead.
# This script WILL have compatibility issues with KGC_MPCostAlter.
#
# "NOEVADE" -Cannot be evaded regardless.
# "CONSUMEHP" -Consumes HP instead of MP.
# "%COSTMAX" -Consumes % of MAXMP. Example: Actor MAXMP500,
# 10 set in Database, MP50 cost.
# "%COSTNOW" -Consumes % of current MP.
# "IGNOREREFLECT" -Ignores damage reflection states.
# "%DAMAGEMAX/30" -Changes damage formula of skill to:
# damage = ENEMY MAX HP * [Integer] / 100
# [Integer] is the number you apply after "/".
# "%DAMAGENOW/30" -Changes damage formula of skill to:
# damage = ENEMY CURRENT HP * [Integer] / 100
# [Integer] is the number you apply after "/".
# "COSTPOWER" -Changes damage formula of skill to:
# damage = base damage * cost / MAX MP
# The more the skill costs, the more damage it will do.
# "HPNOWPOWER" -Changes damage formula of skill to:
# damage = base damage * CURRENT HP / MAX HP
# The less current HP you have, the less damage.
# "MPNOWPOWER" -Changes damage formula of skill to:
# damage = base damage * CURRENT MP / MAX MP
# The less current MP you have, the less damage.
# "NOHALFMPCOST" -"Half MP Cost" from armor options will not apply.
# "HELPHIDE" -Help window when casting will not appear.
# "TARGETALL" -Will affect all enemies and allies simultaneously.
# "RANDOMTARGET" -Target is chosen at random.
# "OTHERS" -Skill will not affect caster.
# "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
# "NOFLASH" -Battler will not flash when taking action.
# "FAST" -Battler will be the first to take action in the turn
# "SLOW" -Battler will be the last to take action in the turn
# "SPDAMAGE" -Damage is dealt to the target's SP instead of HP.
# "%DMGABSORB/50" -Part of the damage is converted into HP/SP to the user
# of the skill. Recovered % is the number after "/".
# "NONE" -No extension. Used as a default.
def extension
case @id
when 86
return ["NOOVERKILL"]
when 89
return ["RANDOMTARGET"]
when 94
return ["NOOVERKILL"]
when 96
return ["TARGETALL"]
when 98
return ["NOOVERKILL"]
when 99
return ["HELPHIDE","NOFLASH","FAST"]
when 100
return ["NOOVERKILL"]
when 101
return ["HELPHIDE","NOFLASH","FAST"]
when 102
return ["HELPHIDE","NOFLASH","FAST"]
when 103
return ["HELPHIDE","NOFLASH","FAST"]
end
# Default extensions for unassigned Skill IDs.
return ["NONE"]
end
#--------------------------------------------------------------------------
# ● Skill Throwing Weapon Graphic Settings
#--------------------------------------------------------------------------
# - Allows use of a seperate throwing weapon graphic besides the one assigned
# from Iconset.png. This section is specifically for skills.
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def flying_graphic
case @id
when 1
return ""
end
# Default throwing skill graphic for unassigned Weapon IDs.
return ""
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Item Action Settings
#==============================================================================
class RPG::Item
#--------------------------------------------------------------------------
# ● Item ID Sequence Assignment
#--------------------------------------------------------------------------
def base_action
case @id
when 1
return "ITEM_USE"
end
# Default action sequence for unassigned Item IDs.
return "ITEM_USE"
end
#--------------------------------------------------------------------------
# ● Item Enhancement Extension Settings
#--------------------------------------------------------------------------
# "NOEVADE" -Cannot be evaded regardless.
# "IGNOREREFLECT" -Ignores damage reflection states.
# "HELPHIDE" -Help window when casting will not appear.
# "TARGETALL" -Will affect all enemies and allies simultaneously.
# "RANDOMTARGET" -Target is chosen at random.
# "OTHERS" -Item will not affect caster.
# "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
# "NOFLASH" -Battler will not flash when taking action.
# "FAST" -Battler will be the first to take action in the turn
# "SLOW" -Battler will be the last to take action in the turn
# "NONE" -No extension. Used as a default.
def extension
case @id
when 1
return ["NONE"]
end
# Default extensions for unassigned Item IDs.
return ["NONE"]
end
end
# ■ Sideview Battle System Configurations Version 1.9xp
#==============================================================================
# Original Script by:
# Enu (http://rpgex.sakura.ne.jp/home/)
# Conversion to XP by:
# Atoa
# Original translation versions by:
# Kylock
# Translation continued by:
# Mr. Bubble
# XP version Translation by:
# cairn
# Special thanks:
# Shu (for translation help)
# Moonlight (for her passionate bug support for this script)
# NightWalker (for his community support for this script)
# XRXS (for the script of damage gravity, which was modified and
# used as the system's base of damage exibition)
# Squall (for the FF styled damage script, which was modified
# and added to the damage exibition system)
# KGC (for the STBreaker script, which was the base for the
# attribute limit system)
# Herena Isaberu (for her support in XP version bug fixes)
# Enu (for making an awesome battle system)
#==============================================================================
#==============================================================================
# ■ module N01
#------------------------------------------------------------------------------
# Sideview Battle System Config
#==============================================================================
module N01
#--------------------------------------------------------------------------
# ● Settings
#--------------------------------------------------------------------------
# Battle member starting positions
# X Y X Y X Y X Y
ACTOR_POSITION = [[460,180],[480,210],[500,240],[520,270]]
# Maximum party members that can fight at the same time.
# Remember to add/remove coordinates in ACTOR_POSITION if you adjust
# the MAX_MEMBER value.
MAX_MEMBER = 4
# Delay time after a battler completes an action in frames.
ACTION_WAIT = 6
# Delay time before enemy collapse (defeat of enemy) animation in frames.
COLLAPSE_WAIT = 6
# Delay before victory is processed in frames.
WIN_WAIT = 30
# Animation ID for any unarmed attack.
NO_WEAPON = 4
# Damage modifications when using two weapons. Values are percentages.
# 1st Wpn, 2nd Wpn
TWO_SWORDS_STYLE = [100,50]
# Auto-Life State: Revivial Animation ID
RESURRECTION = 25
# POP Window indicator words. For no word results, use "".
POP_MISS = "Verfehlt" # Attack missed
POP_EVA = "Ausgewichen" # Attack avoided
POP_CRI = "Extrem" # Attack scored a critical hit
# Set to false to remove shadow under actors
SHADOW = true
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = true
# Number of frames in a battler animation file. (horizontal frames)
ANIME_PATTERN = 4
# Number of types of battler animation file. (vertical frames)
ANIME_KIND = 4
#==============================================================================
# ■ Single Action Engine
#------------------------------------------------------------------------------
# These are utilized by sequenced actions and have no utility alone.
#==============================================================================
# A single-action cannot be used by itself unless it is used as part of a
# sequence.
ANIME = {
#--------------------------------------------------------------------------
# ● Battler Animations
#--------------------------------------------------------------------------
# No. - Battler graphic file used.
# 0: Normal Battler Graphic. In the case of Actors, 0 refers to
# default walking graphic.
# n: "Character Name + _n", where n refers to the file number
# extension. An example file would be "$Ralph_1". These
# files are placed in the Characters folder.
# Use "1" for non-standard battler, like Minkoff's.
#
# Row - Vertical position (row) of cells in battler graphic file. (0~3)
# Speed - Refresh rate of animation. Lower numbers are faster.
# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
# [2: One Loop, no repeat] Example: 1 2 3 .
# Wait - Time, in frames, before animation loops again.
# Does not apply if Loop=2
# Fixed - Defines loop behavior or specific fixed cell display.
# -2: Reverse Loop Animation
# -1: Normal Loop Animation
# 0: No Loop Animation
# 0~3: Fixed cell display. Refers to cell on character sprite
# sheet starting where 0 = left-most cell.
# Z - Set battler's Z priority.
# Shadow - Set true to display battler shadow during animation; false to hide.
# Weapon - Weapon animation to play with battler animation. For no weapon
# animation, use "".
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 0, 0, true,"" ],
"RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 0, 0, true,"" ],
"DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 1, 0, true,"" ],
"MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
"WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
"WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
"WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
#--------------------------------------------------------------------------
# ● Weapon Animations
#--------------------------------------------------------------------------
# Weapon Animations can only be used with Battler Animations as seen
# and defined above.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - If true, weapon sprite is displayed over battler sprite.
# If false, weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -6, -12,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -6, -12,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -6, -12,false],
#--------------------------------------------------------------------------
# ● Battler Movements
#--------------------------------------------------------------------------
# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
# 1 unit = 1 pixel
# [0: Battler's Current Position]
# [1: Battler's Selected Target]
# [2: Screen; (0,0) is at upper-left of screen]
# [3: Battle Start Position]
# X - X-axis pixels from origin.
# Y - Y-axis pixels from origin. Please note that the Y-axis is
# inverted. This means negative values move up, positive values move down.
# Time - Travel time. Larger numbers are slower. The distance is
# divided by one frame of movement.
# Accel - Positive values accelerates frames. Negative values decelerates.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Battler Animation utilized during movement.
# Origin X Y Time Accel Jump Animation
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
"START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
"BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
"AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_1" => [ 2, 564, 186, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_2" => [ 2, 564, 212, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_3" => [ 2, 504, 174, 12, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_4" => [ 2, 504, 254, 12, -1, 0, "MOVE_TO"],
"DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
"EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
"MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
"MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
"PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
"PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
"MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
"MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
"JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
"JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
"THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
"PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
#--------------------------------------------------------------------------
# ● Battler Float Animations
#--------------------------------------------------------------------------
# These types of single-actions defines the movement of battlers from their
# own shadows. Please note that it is not possible to move horizontally
# while floating from a shadow.
#
# Type - Always "float".
# A - Starting float height. Negative values move up.
# Positive values move down.
# B - Ending float height. This height is maintained until another action.
# Time - Duration of movement from point A to point B
# Animation - Specifies the Battler Animation to be used.
# Type A B Time Animation
"FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
"FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
"FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
"FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
"JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
"JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
"LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
#--------------------------------------------------------------------------
# ● Battler Position Reset
#--------------------------------------------------------------------------
# These types of single-actions define when a battler's turn is over and
# will reset the battler back to its starting coordinates. This type of
# single-action is required in all sequences.
#
# Please note that after a sequence has used this type of single-action,
# no more damage can be done by the battler since its turn is over.
#
# Type - Always "reset"
# Time - Time it takes to return to starting coordinates. Movement speed
# fluctuates depending on distance from start coordinates.
# Accel - Positive values accelerate. Negative values decelerate.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Specifies the Battler Animation to be used.
# Type Time Accel Jump Animation
"COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
#--------------------------------------------------------------------------
# ● Forced Battler Actions
#--------------------------------------------------------------------------
# These types of single-actions allow forced control of other battlers
# that you define.
#
# Type - Specifies action type. "SINGLE" or "SEQUENCE"
#
# Object - The battler that will execute the action defined under Action
# Name. 0 is for selected target, and any other number is a State
# number (1~999), and affects all battlers with the State on them.
# By adding a - (minus sign) followed by a Skill ID number (1~999),
# it will define the actors that know the specified skill, besides
# the original actor.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Reset Type - Specifies method of returning the battler to its original
# location.
# Action Name - Specifies action used. If Type is SINGLE, then Action Name
# must be a single-action function. If Type is SEQUENCE,
# the Action Name must an action sequence name.
# Type Object Reset Type Action Name
"LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
"RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
"DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
"LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
"4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
"4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
"4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
"ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
#--------------------------------------------------------------------------
# ● Target Modification
#--------------------------------------------------------------------------
# Changes battler's target in battle. Original target will still be stored.
# Current battler is the only battler capable of causing damage.
#
# Type - Always "target"
#
# Object - The battler that will have its target modified. 0 is selected
# target, any other number is a State ID number (1~999), and
# changes all battlers with that state on them to target the new
# designated target.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be canceled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Target - New Target. [0=Self] [1=Self's Target]
# [2=Self's Target After Modification]
# [3=Reset to Previous Target (if 2 was used)]
# Target Mod name Type Object Target
"REAL_TARGET" => ["target", 0, 0],
"TWO_UNIFIED_TARGETS" => ["target", 18, 1],
"FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
"ALLY_TO_THROW" => ["target", 1000, 2],
"THROW_TARGET" => ["target", 1000, 3],
#--------------------------------------------------------------------------
# ● Skill Linking
#--------------------------------------------------------------------------
# Linking to the next skill will stop any current action. Linking to the
# next skill will also require and consume MP/HP cost of that skill.
#
# Type - Always "der"
# Chance - Chance, in percent, to link to the defined skill ID. (0~100)
# Link - true: actor does not require Skill ID learned to link.
# false: actor requires Skill ID learned.
# Skill ID - ID of the skill that will be linked to.
# Action Name Type Chance Link Skill ID
"LINK_SKILL_91" => ["der", 100, true, 91],
"LINK_SKILL_92" => ["der", 100, true, 92],
#--------------------------------------------------------------------------
# ● Action Conditions
#--------------------------------------------------------------------------
# If the condition is not met, all current actions are canceled.
#
# A: Type - always "nece"
# B: Object - Object that Condition refers to. [0=Self] [1=Target]
# [2=All Enemies] [3=All Allies]
# C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
#
# D: Condition - This value is determined by the value you set for Content.
# [0] State: State ID
# [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEX] [4=AGI] [5=INT]
# [2] Switch: Game Switch Number
# [3] Variable: Game Variable Number
# [4] Skill: Skill ID
#
# E: Supplement - Supplement for the Condition as defined above.
# [0] State: Amount required. If number is positive, the condition is how
# many have the state, while a negative number are those who
# don't have the state.
# [1] Parameter: If Object is more than one battler, average is used.
# Success if Parameter is greater than value. If Value
# is negative, then success if lower.
# [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
# [3] Variable: Game variable value used to determine if condition is met. If
# supplement value is positive, Game Variable must have more
# than the defined amount to succeed. If supplement value has a
# minus symbol (-) attached, Game Variable must have less than
# the defined amount to succeed. (Ex: -250 means the Game
# Variable must have a value less than 250 to succeed.)
# [4] Skill: Required amount of battlers that have the specified skill
# ID learned.
# Type Obj Cont Cond Supplement
# A B C D E
"2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
"4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
"FLOAT_STATE" => ["nece", 0, 0, 17, 1],
"CAT_STATE" => ["nece", 0, 0, 20, 1],
#--------------------------------------------------------------------------
# ● Battler Rotation
#--------------------------------------------------------------------------
# Rotates battler image. Weapon Animations are not automatically adjusted
# for Battler Rotation like with Invert settings.
#
# Type - always "angle"
# Time - Duration duration of rotation animation in frames.
# Start - Starting angle. 0-360 degrees. Can be negative.
# End - Ending Angle. 0-360 degrees. Can be negative.
# Return - true: End of rotation is the same as end of duration.
# false: Rotation animation as defined.
# Type Time Start End Return
"FALLEN" => ["angle", 1, -90, -90,false],
"CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
"COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
#--------------------------------------------------------------------------
# ● Battler Zoom
#--------------------------------------------------------------------------
# Stretch and shrink battler sprites with these single-actions.
#
# Type - always "zoom"
# Time - Duration of zoom animation in frames.
# X - X scale - Stretches battler sprite horizontally by a factor of X.
# 1.0 is normal size, 0.5 is half size.
# Y - Y scale - Stretches battler sprite vertically by a factor of Y.
# 1.0 would be normal size, 0.5 would be half size.
# Return - true: End of rotation is the same as end of duration.
# false: Zoom animation as defined.
# Battler zoom is still temporary.
# Type Time X Y Return
"X_SHRINK" => ["zoom", 16, 0.5, 1.0, true],
"Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
#--------------------------------------------------------------------------
# ● Damage and Database-Assigned Animations
#--------------------------------------------------------------------------
# These single-actions deal with animations, particularly with those assigned
# in the Database for Weapons, Skills and Items. These are what causes
# any damage/healing/state/etc. application from Weapons, Skills and Items.
#
# A difference between "anime" and "m_a" single-actions is that
# "anime" triggered animations will move with the Object on the screen. The
# Z-axis of animations will always be over battler sprites. If "OBJ_ANIM"
# is added at the beginning of the name, it will be both damage and defined
# animation.
#
# Type - always "anime"
# ID - (-1): Uses assigned animation from game Database.
# (-2): Uses equipped Weapon animation as assigned in the Database.
# (1~999): Database Animation ID.
# Object - [0=Self] [1=Target]
# Invert - If set to true, the animation is inverted horizontally.
# Wait - true: Sequence will not continue until animation is completed.
# false: Sequence will continue regardless of animation length.
# Weapon2 - true: If wielding two weapons, damage and animation will be
# based off Weapon 2.
# Type ID Object Invert Wait Weapon2
"OBJ_ANIM" => ["anime", -1, 1, false,false, false],
"OBJ_ANIM_WEIGHT" => ["anime", -1, 1, false, true, false],
"OBJ_ANIM_WEAPON" => ["anime", -2, 1, false,false, false],
"OBJ_ANIM_L" => ["anime", -1, 1, false,false, true],
"HIT_ANIM" => ["anime", 14, 1, false,false, false],
"KILL_HIT_ANIM" => ["anime", 67, 1, false,false, false],
#--------------------------------------------------------------------------
# ● Movement and Display of Animations
#--------------------------------------------------------------------------
# These single-actions provide motion options for animations used for
# effects such as long-ranged attacks and projectiles. Weapon sprites
# may also substitute animations.
#
# A difference between "m_a" and "anime" single-actions is that "m_a"
# animations will stay where the Object was even if the Object moved.
#
# Type - always "m_a"
# ID - 1~999: Database Animation ID
# 0: No animation displayed.
# Object - Animation's target. [0=Target] [1=Enemy's Area]
# [2=Party's Area] [4=Self]
# Pass - [0: Animation stops when it reaches the Object.]
# [1: Animation passes through the Object and continues.]
# Time - Duration of animation travel time and display. Larger values
# decrease travel speed. Increase this value if the animation
# being played is cut short.
# Arc - Trajectory - Positive values produce a low arc.
# Negative values produce a high arc.
# [0: No Arc]
# Xp - X Pitch - This value adjusts the initial X coordinate of the
# animation. Enemy calculation will be automatically inverted.
# Yp - Y Pitch - This value adjusts the initial X coordinate of the
# animation.
# Start - Defines origin of animation movement.
# [0=Self] [1=Target] [2=No Movement]
# Z-axis - true: Animation will be over the battler sprite.
# false: Animation will be behind battler sprite.
# Weapon - Insert only "Throwing Weapon Rotation" and
# "Throwing Skill Rotation" actions. For no weapon sprite, use "".
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon
"START_MAGIC_ANIM" => ["m_a", 2, 4, 0, 52, 0, 0, 0, 2,false,""],
"OBJ_TO_SELF" => ["m_a", 51, 0, 0, 18, 0, 0, 0, 1,false,""],
"START_WEAPON_THROW"=> ["m_a", 0, 0, 0, 16, -24, 0, 0, 0,false,"WPN_ROTATION"],
"END_WEAPON_THROW" => ["m_a", 0, 0, 0, 16, 24, 0, 0, 1,false,"WPN_ROTATION"],
"STAND_CAST" => ["m_a",100, 1, 0, 64, 0, 0, 0, 2, true,""],
#--------------------------------------------------------------------------
# ● Throwing Weapon Rotation
#--------------------------------------------------------------------------
# These are used to rotate weapon sprites that are "thrown" with Movement of
# Animation single-actions. These must be used while the sprite is in flight.
# You may assign a different weapon graphic to be thrown in this
# configuration script under Throwing Weapon Graphic Settings.
#
# Start - Starting angle in degrees (0-360)
# End - Ending angle in degrees. (0-360)
# Time - Duration, in frames, of a single rotation. Rotation will continue
# until the animation is complete.
# Start Angle Time
"WPN_ROTATION" => [ 0, 360, 8],
#--------------------------------------------------------------------------
# ● Throwing Skill Rotation
#--------------------------------------------------------------------------
# Different from Throwing Weapon Rotation. These single-actions are used to
# rotate weapon sprites that are "thrown" with Movement of Animation single
# actions. These are specifically used with skills. You may assign a different weapon graphic to be
# thrown in this configuration script under Throwing Weapon Graphic Settings.
#
# Start - Starting angle in degrees (0-360)
# End - Ending angle in degrees. (0-360)
# Time - Duration, in frames, of a single rotation. Rotation will continue
# until the animation is complete.
# Type - Always "skill".
# Weapon Action Name Start End Time Type
"WPN_THROW" => [ 0, 360, 8, "skill"],
#--------------------------------------------------------------------------
# ● Status Balloon Animation
#--------------------------------------------------------------------------
# Uses Balloon.png in the System folder.
#
# Type - Always "balloon"
# Row - Determines row from the Balloon.png (0~9)
# Loop - Balloon loop behavior. Balloon disappears when loop is
# complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
# Emote Name Type Row Loop
"STATUS-NORMAL" => ["balloon", 6, 1],
"STATUS-CRITICAL" => ["balloon", 5, 1],
"STATUS-SLEEP" => ["balloon", 9, 1],
#--------------------------------------------------------------------------
# ● Sound Effect Actions
#--------------------------------------------------------------------------
# Type1 - always "sound"
# Type2 - ["se","bgm","bgs"]
# Pitch - Value between 50 and 150.
# Vol - Volume - Value between 0 and 100.
# Filename - Name of the sound to be played.
# Type1 Type2 Pitch Vol Filename
"062-Swing01" => ["sound", "se", 80, 100, "062-Swing01"],
#--------------------------------------------------------------------------
# ● Game Speed Modifier
#--------------------------------------------------------------------------
# Type - always "fps"
# Speed - Speed in Frames Per Second. 40 is normal frame rate.
# Use with care as this function modifies FPS directly and will conversly
# affect any active timers or time systems.
# Type Speed
"FPS_SLOW" => ["fps", 20],
"FPS_NORMAL" => ["fps", 40],
#--------------------------------------------------------------------------
# ● State Granting Effects
#--------------------------------------------------------------------------
# Type - always "sta+"
# Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
# [4=All Allies (excluding user)]
# State ID - State ID to be granted.
# Type Object State ID
"2_MAN_TECH_GRANT" => ["sta+", 0, 18],
"4_MAN_TECH_GRANT" => ["sta+", 0, 19],
"CATFORM_GRANT" => ["sta+", 0, 20],
#--------------------------------------------------------------------------
# ● State Removal Effects
#--------------------------------------------------------------------------
# Type - always "sta-"
# Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
# [4=All Allies (excluding user)]
# State ID - State ID to be removed.
# Type Object State ID
"2_MAN_TECH_REVOKE" => ["sta-", 3, 18],
"4_MAN_TECH_REVOKE" => ["sta-", 3, 19],
#--------------------------------------------------------------------------
# ● Battler Transformation Effects
#--------------------------------------------------------------------------
# Type - always "change"
# Reset - true: Battler sprite reverts back to default file after battle.
# false: Transformation is permanent after battle.
# Filename - Battler graphics file that will be transformed to.
# Type Reset Filename
"TRANSFORM_CAT" => ["change", true,"007-Fighter07"],
"TRANSFORM_CANCEL" => ["change", true,"040-Mage08"],
#--------------------------------------------------------------------------
# ● Cut-In Image Effects
#--------------------------------------------------------------------------
# Only one image can be displayed at a time.
#
# X1 - Image's starting X-coordinate.
# Y1 - Starting Y-coordinate.
# X2 - Ending X-coordinate.
# Y2 - Ending Y-coordinate.
# Time - Length of time from start to end. Higher value is slower.
# Z-axis - true: Image appears over BattleStatus Window.
# false: Image appears behind BattleStatus Window.
# Filename - File name from .Graphics\Pictures folder.
# Type X1 Y1 X2 Y2 Time Z-axis Filename
"CUT_IN_START" => ["pic",-280, 48, 0, 64, 14, false,"016-Thief01"],
"CUT_IN_END" => ["pic", 0, 48, 640, 64, 12, false,"016-Thief01"],
#--------------------------------------------------------------------------
# ● Game Switch Settings
#--------------------------------------------------------------------------
# Type - Always "switch"
# Switch - Switch number from the game database.
# ON/OFF - [true:Switch ON] [false:Switch OFF]
#
# Type Switch ON/OFF
"GAME_SWITCH_1_ON" => ["switch", 1, true],
#--------------------------------------------------------------------------
# ● Game Variable Settings
#--------------------------------------------------------------------------
# Type - Always "variable"
# Var - Variable Number from the game database.
# Oper - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
# X - value of the operation.
#
# Type Var Oper X
"GAME_VAR_1_+1" => ["variable", 1, 1, 1],
#--------------------------------------------------------------------------
# ● Script Operation Settings
#--------------------------------------------------------------------------
# Type - Always "script"
#
# Inserts a simple script code into the action sequence. In the sample,
# where it says p=1 can be replaced with any script. Character strings
# and anything beyond functions will not work. (?)
# Type
"TEST_SCRIPT" => ["script", "
p = 1
"],
#--------------------------------------------------------------------------
# ● Special Modifiers - DO NOT CHANGE THESE NAMES
#--------------------------------------------------------------------------
# Clear image - Clears images such as Cut-in graphics.
# Afterimage ON - Activates Afterimage of battler.
# Afterimage OFF - Deactivates Afterimage.
# Invert - Invert animation. Use Invert again in a sequence to cancel
# because "COORD_RESET" does not reset Invert.
# Don't Wait - Any actions after Don't Wait is applied are done instantly.
# Apply "Don't Wait" again in a sequence to trigger off.
# Can Collapse - Triggers collapse of battler when HP is 0.
# Required in every damage sequence.
# Two Wpn Only - The single-action following Two Wpn Only will only execute
# if the actor is wielding two weapons. If the actor is not,
# the single-action will be skipped and will move on to the next.
# One Wpn Only - The single-action following One Wpn Only will only execute
# if the actor is wielding one weapon. If the actor is not,
# the single-action will be skipped and will move on to the next.
# Process Skill - The Return marker for individual processing of a skill.
# Process Skill End - The End marker for individual processing of a skill.
# Start Pos Change - Changes the Start Position to wherever the battler
# currently is on screen.
# Start Pos Return - Returns battler to original Start Position.
# Cancel Action - Trigger the "end" of battler's turn which will cause the
# the next battler's turn to execute.
# This includes the function of Can Collapse, and no
# additional damage can be dealt by the battler after this.
# End - This is used when no action is automatically recognized.
#
# Note: If you wish to understand how Process Skill and Process Skill End
# functions, please examine the "SKILL_ALL" sequence in this Config
# and use the Float All skill provided in the demo to see how it works.
"Clear image" => ["Clear image"],
"Afterimage ON" => ["Afterimage ON"],
"Afterimage OFF" => ["Afterimage OFF"],
"Invert" => ["Invert"],
"Don't Wait" => ["Don't Wait"],
"Can Collapse" => ["Can Collapse"],
"Two Wpn Only" => ["Two Wpn Only"],
"One Wpn Only" => ["One Wpn Only"],
"Process Skill" => ["Process Skill"],
"Process Skill End" => ["Process Skill End"],
"Start Pos Change" => ["Start Pos Change"],
"Start Pos Return" => ["Start Pos Return"],
"Cancel Action" => ["Cancel Action"],
"End" => ["End"]
#--------------------------------------------------------------------------
# ● About Wait
#--------------------------------------------------------------------------
# When there is only a numerical value as a single-action name, it will be
# considered a delay, in frames, before the Action Sequence continues.
# (i.e. "10", "42") Because of this, single-action function names for the
# effects defined above cannot be entirely numerical. Any Battler Animations
# that have been prompted will persist when Waiting.
}
#==============================================================================
# ■ Action Sequence
#------------------------------------------------------------------------------
# Action sequences are made of the single-action functions defined above.
#==============================================================================
# Action Sequences defined here can be used for Actor/Enemy actions below.
# Sequences are processed left to right in order.
ACTION = {
#------------------------------- Basic Actions --------------------------------
"BATTLE_START" => ["START_POSITION","COORD_RESET"],
"WAIT" => ["WAIT"],
"WAIT-CRITICAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-CRITICAL","22"],
"WAIT-NORMAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
"WAIT-SLEEP" => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
"WAIT-FLOAT" => ["WAIT(FIXED)","6","FLOAT_","4",
"FLOAT_2","4","FLOAT_3","4",
"FLOAT_4","4"],
"DEAD" => ["FALLEN","ATTACK_FAIL"],
"DAMAGE" => ["DEAL_DAMAGE","COORD_RESET"],
"FLEE" => ["FLEE_SUCCESS"],
"ENEMY_FLEE" => ["FLEE_SUCCESS","COORD_RESET"],
"FLEE_FAIL" => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
"COMMAND_INPUT" => ["BEFORE_MOVE"],
"COMMAND_SELECT" => ["COORD_RESET"],
"GUARD_ATTACK" => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
"2","FLOAT_2","2","FLOAT_3","2",
"FLOAT_4","2"],
"EVADE_ATTACK" => ["JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)","16",
"COORD_RESET"],
"ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","WAIT(FIXED)","16","COORD_RESET"],
"VICTORY" => ["WAIT(FIXED)","16","RIGHT(FIXED)","VICTORY_JUMP",
"WAIT(FIXED)","Don't Wait","CAT_STATE",
"START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
"RESET_POSITION" => ["COORD_RESET"],
#---------------------- "Forced Action" Sequences --------------------------
"ULRIKA_ATTACK_1" => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
"START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
"4_MAN_ATTACK_1" => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","90",
"LEFT_DASH_ATTACK","96","FLEE_RESET"],
"4_MAN_ATTACK_2" => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
"OBJ_ANIM","128","FLEE_RESET"],
"4_MAN_ATTACK_3" => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
"OBJ_ANIM","144","FLEE_RESET"],
"THROW" => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
"WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
#---------------------- Basic Action Oriented ------------------------------
"NORMAL_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
"12","WPN_SWING_VL","OBJ_ANIM_L","Two Wpn Only","16",
"Can Collapse","FLEE_RESET"],
"ENEMY_UNARMED_ATK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
"Can Collapse","FLEE_RESET"],
"SKILL_USE" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",
"WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
"OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
"SKILL_ALL" => ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"Process Skill","WPN_SWING_V","OBJ_ANIM","24",
"Process Skill End","Can Collapse","COORD_RESET"],
"ITEM_USE" => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
"Can Collapse","COORD_RESET"],
#------------------------------ Skill Sequences -------------------------------
"MULTI_ATTACK" => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
"WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
"OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
"Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
"JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
"OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
"Afterimage OFF","16","FLEE_RESET"],
"MULTI_ATTACK_RAND" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
"RAPID_MULTI_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
"Can Collapse","12","COORD_RESET"],
"2-MAN_ATTACK" => ["2_MAN_ATK_COND","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK",
"MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
"WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","OBJ_ANIM",
"Can Collapse","FLEE_RESET","2_MAN_TECH_REVOKE"],
"2-MAN_ATTACK_ASSIST"=> ["2_MAN_TECH_GRANT"],
"4-MAN_ATTACK" => ["4_MAN_ATK_COND","FOUR_UNIFIED_TARGETS","4_MAN_ATK_1",
"4_MAN_ATK_2","4_MAN_ATK_3","4_MAN_ATTACK_1","WAIT(FIXED)",
"START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED","90",
"KILL_HIT_ANIM","RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT",
"Can Collapse","FLEE_RESET","4_MAN_TECH_REVOKE"],
"4-MAN_ATTACK_ASSIST"=> ["4_MAN_TECH_GRANT"],
"THROW_WEAPON" => ["BEFORE_MOVE","WPN_SWING_V","062-Swing01","WAIT(FIXED)",
"START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
"END_WEAPON_THROW","COORD_RESET"],
"MULTI_SHOCK" => ["JUMP_TO","JUMP_STOP","Process Skill",
"REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
"OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
"JUMP_LAND","COORD_RESET"],
"SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
"OBJ_ANIM_WEIGHT","Can Collapse"],
"SKILL_90_SEQUENCE" => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
"16","LINK_SKILL_91","COORD_RESET"],
"SKILL_91_SEQUENCE" => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
"8","OBJ_ANIM","LINK_SKILL_92","COORD_RESET"],
"CUT_IN" => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
"75","CUT_IN_END","8","PREV_MOVING_TARGET",
"WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
"Clear image","FLEE_RESET"],
"STOMP" => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
"TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
"TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
"JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
"ALL_ATTACK_1" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
"WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
"OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
"TRANSFORM_CAT" => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
"TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],
"THROW_FRIEND" => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
"062-Swing01","THROW_TARGET","ALLY_FLING",
"THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
"WAIT(FIXED)","32"],
#-------------------------------------------------------------------------------
"End" => ["End"]}
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# Actor Basic Action Settings
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● Actor Unarmed Attack Animation Sequence
#--------------------------------------------------------------------------
# when 1 <- Actor ID number
# return "NORMAL_ATTACK" <- Corresponding action sequence name.
def non_weapon
case @actor_id
when 1 # Actor ID
return "NORMAL_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "NORMAL_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Wait/Idle Animation
#--------------------------------------------------------------------------
def normal
case @actor_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Actor IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Actor Critical (1/4th HP) Animation
#--------------------------------------------------------------------------
def pinch
case @actor_id
when 1
return "WAIT-CRITICAL"
end
# Default action sequence for all unassigned Actor IDs.
return "WAIT-CRITICAL"
end
#--------------------------------------------------------------------------
# ● Actor Guarding Animation
#--------------------------------------------------------------------------
def defence
case @actor_id
when 1
return "GUARD_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "GUARD_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Damage Taken Animation
#--------------------------------------------------------------------------
def damage_hit
case @actor_id
when 1
return "DAMAGE"
end
# Default action sequence for all unassigned Actor IDs.
return "DAMAGE"
end
#--------------------------------------------------------------------------
# ● Actor Evasion Animation
#--------------------------------------------------------------------------
def evasion
case @actor_id
when 1
return "EVADE_ATTACK"
end
# Default action sequence for all unassigned Actor IDs.
return "EVADE_ATTACK"
end
#--------------------------------------------------------------------------
# ● Actor Command Input Animation
#--------------------------------------------------------------------------
def command_b
case @actor_id
when 1
return "COMMAND_INPUT"
end
# Default action sequence for all unassigned Actor IDs.
return "COMMAND_INPUT"
end
#--------------------------------------------------------------------------
# ● Actor Command Selected Animation
#--------------------------------------------------------------------------
def command_a
case @actor_id
when 1
return "COMMAND_SELECT"
end
# Default action sequence for all unassigned Actor IDs.
return "COMMAND_SELECT"
end
#--------------------------------------------------------------------------
# ● Actor Flee Success Animation
#--------------------------------------------------------------------------
def run_success
case @actor_id
when 1
return "FLEE"
end
# Default action sequence for all unassigned Actor IDs.
return "FLEE"
end
#--------------------------------------------------------------------------
# ● Actor Flee Failure Animation
#--------------------------------------------------------------------------
def run_ng
case @actor_id
when 1
return "FLEE_FAIL"
end
# Default action sequence for all unassigned Actor IDs.
return "FLEE_FAIL"
end
#--------------------------------------------------------------------------
# ● Actor Victory Animation
#--------------------------------------------------------------------------
def win
case @actor_id
when 1
return "VICTORY"
end
# Default action sequence for all unassigned Actor IDs.
return "VICTORY"
end
#--------------------------------------------------------------------------
# ● Actor Battle Start Animation
#--------------------------------------------------------------------------
def first_action
case @actor_id
when 1
return "BATTLE_START"
end
# Default action sequence for all unassigned Actor IDs.
return "BATTLE_START"
end
#--------------------------------------------------------------------------
# ● Actor Return Action when actions are interuptted/canceled
#--------------------------------------------------------------------------
def recover_action
case @actor_id
when 1
return "RESET_POSITION"
end
# Default action sequence for all unassigned Actor IDs.
return "RESET_POSITION"
end
#--------------------------------------------------------------------------
# ● Actor Shadow
#--------------------------------------------------------------------------
# return "shadow01" <- Image file name in .Graphics\Characters
# return "" <- No shadow used.
def shadow
case @actor_id
when 1
return "shadow00"
end
# Default shadow for all unassigned Actor IDs.
return "shadow00"
end
#--------------------------------------------------------------------------
# ● Actor Shadow Adjustment
#--------------------------------------------------------------------------
# return [ X-Coordinate, Y-Coordinate]
def shadow_plus
case @actor_id
when 1
return [ 0, 4]
end
# Default shadow positioning for all unassigned Actor IDs.
return [ 0, 4]
end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
# Enemy Basic Action Settings
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ● Enemy Unarmed Attack Animation Sequence
#--------------------------------------------------------------------------
# when 1 <- EnemyID#
# return "ENEMY_UNARMED_ATK" <- Corresponding action sequence name.
def base_action
case @enemy_id
when 1
return "ENEMY_UNARMED_ATK"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_UNARMED_ATK"
end
#--------------------------------------------------------------------------
# ● Enemy Wait/Idle Animation
#--------------------------------------------------------------------------
def normal
case @enemy_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Enemy IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Enemy Critical (1/4th HP) Animation
#--------------------------------------------------------------------------
def pinch
case @enemy_id
when 1
return "WAIT"
end
# Default action sequence for all unassigned Enemy IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● Enemy Guarding Animation
#--------------------------------------------------------------------------
def defence
case @enemy_id
when 1
return "GUARD_ATTACK"
end
# Default action sequence for all unassigned Enemy IDs.
return "GUARD_ATTACK"
end
#--------------------------------------------------------------------------
# ● Enemy Damage Taken Animation
#--------------------------------------------------------------------------
def damage_hit
case @enemy_id
when 1
return "DAMAGE"
end
# Default action sequence for all unassigned Enemy IDs.
return "DAMAGE"
end
#--------------------------------------------------------------------------
# ● Enemy Evasion Animation
#--------------------------------------------------------------------------
def evasion
case @enemy_id
when 1
return "ENEMY_EVADE_ATTACK"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_EVADE_ATTACK"
end
#--------------------------------------------------------------------------
# ● Enemy Flee Animation
#--------------------------------------------------------------------------
def run_success
case @enemy_id
when 1
return "ENEMY_FLEE"
end
# Default action sequence for all unassigned Enemy IDs.
return "ENEMY_FLEE"
end
#--------------------------------------------------------------------------
# ● Enemy Battle Start Animation
#--------------------------------------------------------------------------
def first_action
case @enemy_id
when 1
return "BATTLE_START"
end
# Default action sequence for all unassigned Enemy IDs.
return "BATTLE_START"
end
#--------------------------------------------------------------------------
# ● Enemy Return Action when action is interuptted/discontinued
#--------------------------------------------------------------------------
def recover_action
case @enemy_id
when 1
return "RESET_POSITION"
end
# Default action sequence for all unassigned Enemy IDs.
return "RESET_POSITION"
end
#--------------------------------------------------------------------------
# ● Enemy Shadow
#--------------------------------------------------------------------------
# return "shadow01" <- Image file name in .Graphics\Characters
# return "" <- No shadow used.
def shadow
case @enemy_id
when 1
return "shadow01"
when 30
return ""
end
# Default shadow for all unassigned Enemy IDs.
return "shadow01"
end
#--------------------------------------------------------------------------
# ● Enemy Shadow Adjustment
#--------------------------------------------------------------------------
# return [ X-Coordinate, Y-Coordinate]
def shadow_plus
case @enemy_id
when 1
return [ 0, -8]
end
# Default shadow positioning for all unassigned Enemy IDs.
return [ 0, 0]
end
#--------------------------------------------------------------------------
# ● Enemy Equipped Weapon
#--------------------------------------------------------------------------
# return 0 (Unarmed/No weapon equipped.)
# return 1 (Weapon ID number. (1~999))
def weapon
case @enemy_id
when 1 # Enemy ID
return 0 # Weapon ID
end
# Default weapon for all unassigned Enemy IDs.
return 0
end
#--------------------------------------------------------------------------
# ● Enemy Screen Positioning Adjustment
#--------------------------------------------------------------------------
# return [ 0, 0] <- [X-coordinate、Y-coordinate]
def position_plus
case @enemy_id
when 1
return [0, 0]
end
# Default positioning for all unassigned Enemy IDs.
return [ 0, 0]
end
#--------------------------------------------------------------------------
# ● Enemy Collapse Animation Settings
#--------------------------------------------------------------------------
# return 1 (Enemy sprite stays on screen after death.)
# return 2 (Enemy disappears from the battle like normal.)
# return 3 (Special collapse animation.) <- Good for bosses.
def collapse_type
case @enemy_id
when 1
return 2
when 30
return 3
end
# Default collapse for all unassigned Enemy IDs.
return 2
end
#--------------------------------------------------------------------------
# ● Enemy Multiple Action Settings
#--------------------------------------------------------------------------
# Maximum Actions, Probability, Speed Adjustment
# return [ 2, 100, 100]
#
# Maximum Actions - Maximum number of actions enemy may execute in a turn.
# Probability - % value. Chance for a successive action.
# Speed Adjustment - % value that decreases enemy's speed after
# each successive action.
def action_time
case @enemy_id
when 1
return [ 1, 100, 100]
end
# Default action for all unassigned Enemy IDs.
return [ 1, 100, 100]
end
#--------------------------------------------------------------------------
# ● Enemy Animated Battler Settings
#--------------------------------------------------------------------------
# return true - Enemy battler uses same animation frames as actors.
# return false - Default enemy battler.
# [Settings]
# 1.Enemy animated battler file must be in .Graphics\Characters folder.
# 2.Enemy battler file names must match between .Graphics\Characters and
# .Graphics/Battlers folders.
def anime_on
case @enemy_id
when 1
return false
end
# Default setting for all unassigned Enemy IDs.
return false
end
#--------------------------------------------------------------------------
# ● Enemy Invert Settings
#--------------------------------------------------------------------------
# return false <- Normal
# return true <- Inverts enemy image
def action_mirror
case @enemy_id
when 1
return false
end
# Default setting for all unassigned Enemy IDs.
return false
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# State Action Settings
#==============================================================================
class RPG::State
#--------------------------------------------------------------------------
# ● State Affliction Wait Animation Settings
#--------------------------------------------------------------------------
# when 1 <- State ID number
# return "DEAD" <- Action sequence when afflicted by specified state.
def base_action
case @id
when 1 # Incapacitated(HP0). Has the highest priority.
return "DEAD"
when 2,3,4,5,7
return "WAIT-NORMAL"
when 6
return "WAIT-SLEEP"
when 17
return "WAIT-FLOAT"
end
# Default action sequence for all unassigned State IDs.
return "WAIT"
end
#--------------------------------------------------------------------------
# ● State Enhancement Extension Settings
#--------------------------------------------------------------------------
# Note about REFLECT and NULL states:
# An item/skill is considered physical if "Physical Attack" is
# checked under "Options" in your Database. Otherwise, it is magical.
#
# "AUTOLIFE/50" - Automatically revives when Incapacitated.
# Value after "/" is % of MAXHP restored when revived.
# "MAGREFLECT/39" - Reflects magical skills to the original caster.
# Value after "/" is Animation ID when triggered.
# "MAGNULL/39" - Nullify magical skills and effects.
# Value after "/" is Animation ID when triggered.
# "PHYREFLECT/39" - Reflects physical skills to the original caster.
# Value after "/" is Animation ID when triggered.
# "PHYNULL/39" - Nullify physical skills and effects.
# Value after "/" is Animation ID when triggered.
# "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when
# affected. This will not appear as POP Damage. This
# function is similar to Celes' "Runic" from FF6.
# "ZEROTURNLIFT" - State is lifted at the end of turn regardless.
# "EXCEPTENEMY" - Enemies will not use animation sequence assigned
# under State Affliction Wait Animation Settings when
# afflicted. (Actors still will.)
# "NOPOP" - State name will not appear as POP Damage.
# "HIDEICON" - State icon will not appear in the BattleStatus Window.
# "NOSTATEANIME" - State's caster and enemies will not use animation
# sequence assigned under State Affliction Wait Animation
# Settings when afflicted.
# "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings.
# "REGENERATION" - Apply regeneration. Assign values under Slip Damage Settings.
# "NONE" - No extension. Used as a default.
def extension
case @id
when 1 # Incapacitated State. Has highest priority.
return ["NOPOP","EXCEPTENEMY"]
when 2 # Poison
return ["SLIPDAMAGE"]
when 18 # 2-Man Tech
return ["ZEROTURNLIFT","HIDEICON"]
when 19 # 4-Man Tech
return ["ZEROTURNLIFT","HIDEICON"]
when 20 # Cat Transformation
return ["HIDEICON","NOSTATEANIME"]
end
# Default extension for unassigned State IDs.
return ["NONE"]
end
#--------------------------------------------------------------------------
# ● Slip Damage Settings
#--------------------------------------------------------------------------
# Also includes regeneration options.
#
# when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
# Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
#
# Type, Constant, %, POP?, Allow Death
# return [["hp", 0, 10, true, true]]
#
# Type – "hp" or "mp".
# Constant – Set a constant value to apply each turn.
# Positive values are damage. Negative values are recovery.
# % - Set a percentage value to apply each turn based on MAX HP/MP.
# Positive values are damage. Negative values are recovery.
# POP? - Determines whether or not you want slip damage value to
# appear as POP Damage.
# Allow Death - true: Slip damage can kill.
# false: Slip damage will not kill. (Battler will be left at 1 HP)
def slip_extension
case @id
when 2 # Poison
return [["hp", 0, 10, true, true]]
end
return []
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Weapon Action Settings
#==============================================================================
class RPG::Weapon
#--------------------------------------------------------------------------
# ● Weapon Animation Sequence Settings
#--------------------------------------------------------------------------
# Assigns a specific animation sequence when using a weapon.
#
# when 1 <- Weapon ID number
# return "NORMAL_ATTACK" <- Action sequence for assigned Weapon ID.
def base_action
case @id
when 1
return "NORMAL_ATTACK"
end
# Default action sequence for unassigned Weapon IDs.
return "NORMAL_ATTACK"
end
#--------------------------------------------------------------------------
# ● Weapon Graphic Assignment Settings
#--------------------------------------------------------------------------
# Allows use of a seperate weapon graphic besides the one assigned
# from Iconset.png
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def graphic
case @id
when 1
return ""
end
# Default weapon graphic for unassigned Weapon IDs.
return ""
end
#--------------------------------------------------------------------------
# ● Throwing Weapon Graphic Settings
#--------------------------------------------------------------------------
# Allows use of a seperate throwing weapon graphic besides the one assigned
# from Iconset.png. This is useful for arrows when you don't want the bow
# to be thrown.
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def flying_graphic
case @id
when 1
return ""
end
# Default throwing weapon graphic for unassigned Weapon IDs.
return ""
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Skill Action Settings
#==============================================================================
class RPG::Skill
#--------------------------------------------------------------------------
# ● Skill ID Sequence Assignments
#--------------------------------------------------------------------------
# Assign a skill ID from the Database to execute a defined action sequence.
# Only action sequence names can be assigned. Single-action names cannot
# be directly assigned here.
def base_action
case @id
when 82
return "THROW_WEAPON"
when 83
return "MULTI_ATTACK"
when 84
return "RAPID_MULTI_ATTACK"
when 85
return "MULTI_SHOCK"
when 86
return "SHOCK_WAVE"
when 87
return "MULTI_ATTACK_RAND"
when 89
return "SKILL_90_SEQUENCE"
when 89
return "SKILL_91_SEQUENCE"
when 90
return "NORMAL_ATTACK"
when 91
return "CUT_IN"
when 92
return "STOMP"
when 93
return "ALL_ATTACK_1"
when 94
return "SKILL_ALL"
when 95
return "TRANSFORM_CAT"
when 96
return "2-MAN_ATTACK"
when 97
return "2-MAN_ATTACK_ASSIST"
when 98
return "4-MAN_ATTACK"
when 99
return "4-MAN_ATTACK_ASSIST"
when 100
return "4-MAN_ATTACK_ASSIST"
when 101
return "4-MAN_ATTACK_ASSIST"
when 102
return "THROW_FRIEND"
end
# Default action sequence for unassigned Skill IDs.
return "NORMAL_ATTACK" if self.atk_f > 0
return "SKILL_USE"
end
#--------------------------------------------------------------------------
# ● Skill Enhancement Extension Settings
#--------------------------------------------------------------------------
# Multiple extensions may be applied to a skill ID.
# If "CONSUMEHP" is applied along with any other extensions that deal with
# MP in a forumla, it will be HP instead.
# This script WILL have compatibility issues with KGC_MPCostAlter.
#
# "NOEVADE" -Cannot be evaded regardless.
# "CONSUMEHP" -Consumes HP instead of MP.
# "%COSTMAX" -Consumes % of MAXMP. Example: Actor MAXMP500,
# 10 set in Database, MP50 cost.
# "%COSTNOW" -Consumes % of current MP.
# "IGNOREREFLECT" -Ignores damage reflection states.
# "%DAMAGEMAX/30" -Changes damage formula of skill to:
# damage = ENEMY MAX HP * [Integer] / 100
# [Integer] is the number you apply after "/".
# "%DAMAGENOW/30" -Changes damage formula of skill to:
# damage = ENEMY CURRENT HP * [Integer] / 100
# [Integer] is the number you apply after "/".
# "COSTPOWER" -Changes damage formula of skill to:
# damage = base damage * cost / MAX MP
# The more the skill costs, the more damage it will do.
# "HPNOWPOWER" -Changes damage formula of skill to:
# damage = base damage * CURRENT HP / MAX HP
# The less current HP you have, the less damage.
# "MPNOWPOWER" -Changes damage formula of skill to:
# damage = base damage * CURRENT MP / MAX MP
# The less current MP you have, the less damage.
# "NOHALFMPCOST" -"Half MP Cost" from armor options will not apply.
# "HELPHIDE" -Help window when casting will not appear.
# "TARGETALL" -Will affect all enemies and allies simultaneously.
# "RANDOMTARGET" -Target is chosen at random.
# "OTHERS" -Skill will not affect caster.
# "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
# "NOFLASH" -Battler will not flash when taking action.
# "FAST" -Battler will be the first to take action in the turn
# "SLOW" -Battler will be the last to take action in the turn
# "SPDAMAGE" -Damage is dealt to the target's SP instead of HP.
# "%DMGABSORB/50" -Part of the damage is converted into HP/SP to the user
# of the skill. Recovered % is the number after "/".
# "NONE" -No extension. Used as a default.
def extension
case @id
when 86
return ["NOOVERKILL"]
when 89
return ["RANDOMTARGET"]
when 94
return ["NOOVERKILL"]
when 96
return ["TARGETALL"]
when 98
return ["NOOVERKILL"]
when 99
return ["HELPHIDE","NOFLASH","FAST"]
when 100
return ["NOOVERKILL"]
when 101
return ["HELPHIDE","NOFLASH","FAST"]
when 102
return ["HELPHIDE","NOFLASH","FAST"]
when 103
return ["HELPHIDE","NOFLASH","FAST"]
end
# Default extensions for unassigned Skill IDs.
return ["NONE"]
end
#--------------------------------------------------------------------------
# ● Skill Throwing Weapon Graphic Settings
#--------------------------------------------------------------------------
# - Allows use of a seperate throwing weapon graphic besides the one assigned
# from Iconset.png. This section is specifically for skills.
#
# return "001-Weapon01" <- Weapon image file name. If "", none is used.
# File must be in the .Graphics\Characters folder
# of your project.
def flying_graphic
case @id
when 1
return ""
end
# Default throwing skill graphic for unassigned Weapon IDs.
return ""
end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
# Item Action Settings
#==============================================================================
class RPG::Item
#--------------------------------------------------------------------------
# ● Item ID Sequence Assignment
#--------------------------------------------------------------------------
def base_action
case @id
when 1
return "ITEM_USE"
end
# Default action sequence for unassigned Item IDs.
return "ITEM_USE"
end
#--------------------------------------------------------------------------
# ● Item Enhancement Extension Settings
#--------------------------------------------------------------------------
# "NOEVADE" -Cannot be evaded regardless.
# "IGNOREREFLECT" -Ignores damage reflection states.
# "HELPHIDE" -Help window when casting will not appear.
# "TARGETALL" -Will affect all enemies and allies simultaneously.
# "RANDOMTARGET" -Target is chosen at random.
# "OTHERS" -Item will not affect caster.
# "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
# "NOFLASH" -Battler will not flash when taking action.
# "FAST" -Battler will be the first to take action in the turn
# "SLOW" -Battler will be the last to take action in the turn
# "NONE" -No extension. Used as a default.
def extension
case @id
when 1
return ["NONE"]
end
# Default extensions for unassigned Item IDs.
return ["NONE"]
end
end
zum Lesen den Text mit der Maus markieren
zum skills erstellen einfach weiter nach unten scrollen.. müsst euch da einfach durchkämpfen
Was ich für skills benötige: Also: Es ist mir auf gut deutsch Wurst, es sollten einige lustioge skills sein, wie:"throw friend" aber auch ein paar echt coole: "Multi attack"..
Die Belohnung: Einen echt fetten Credit eintrag, je mehr skills, desto weiter oben
na dann, ran ans werkeln, und thx schon mal im vorraus
zum Lesen den Text mit der Maus markieren
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Warum machst du das denn nicht einfach? :o
Zitat
müsst euch da einfach durchkämpfen
Soweit ich das sehe ist da nix großartiges, wo man wirklich Ruby anwenden kann oder muss.
Daher kannst du das doch genauso gut machen Oo
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