#==============================================================================
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# ■ Sideview Battle System Configurations (English Translation v2.1)
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#------------------------------------------------------------------------------
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# Original Script by:
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# Enu (http://rpgex.sakura.ne.jp/home/)
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# Original translation versions by:
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# Kylock
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# Translation continued by:
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# Mr. Bubble
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# Special thanks:
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# Shu (for translation help)
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# Moonlight (for her passionate bug support for this script)
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# NightWalker (for his community support for this script)
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#==============================================================================
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#==============================================================================
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# ■ module N01
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#------------------------------------------------------------------------------
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# Sideview Battle System Config
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#==============================================================================
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module N01
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#--------------------------------------------------------------------------
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# ● Settings
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#--------------------------------------------------------------------------
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# Battle member starting positions
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# X Y X Y X Y X Y
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ACTOR_POSITION = [[484,100],[500,152],[500,204],[484,256],[575,100],[590,152],[590,204],[575,256]]
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# Maximum party members that can fight at the same time.
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# Remember to add/remove coordinates in ACTOR_POSITION if you adjust
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# the MAX_MEMBER value.
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MAX_MEMBER = 8
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# Delay time after a battler completes an action in frames.
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ACTION_WAIT = 12
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# Delay time before enemy collapse (defeat of enemy) animation in frames.
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COLLAPSE_WAIT = 12
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# Delay before victory is processed in frames.
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WIN_WAIT = 70
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# BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity]
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FLOOR = [0,96,128]
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# Animation ID for any unarmed attack.
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NO_WEAPON = 82
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# Damage modifications when using two weapons. Values are percentages.
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# 1st Wpn, 2nd Wpn
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TWO_SWORDS_STYLE = [100,50]
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# Auto-Life State, Revivial Animation ID
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RESURRECTION = 41
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# Damage POP image file name located in the System folder. Numbers are
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# arranged 0 to 9.
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DAMAGE_GRAPHICS = "Number+"
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# Image file for recovery numbers.
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RECOVER_GRAPHICS = "Number-"
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# Distance between Damage POP display numbers.
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NUM_INTERBAL = -3
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# Duration (in frames) numbers are displayed.
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NUM_DURATION = 68
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# true: Disable Window graphic behind state names.
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NON_DAMAGE_WINDOW = false
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# POP Window indicator words. For no word results, use "".
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POP_DAMAGE0 = "" # Attack results 0 damage
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POP_MISS = "没中" # Attack missed
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POP_EVA = "闪" # Attack avoided
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POP_CRI = "打人" # Attack scored a critical hit
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POP_MP_DAM = "MP減" # Attack caused MP loss
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POP_MP_REC = "MP加" # Attack restored MP
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# Set to false to remove shadow under actors
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SHADOW = true
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# true: Use actor's walking graphic.
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# false: Don't use actor's walking graphic.
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# If false, battler file with "_1" is required since walking file is not used.
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# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
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WALK_ANIME = true
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# Number of frames in a battler animation file. (horizontal frames)
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ANIME_PATTERN = 3
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# Number of types of battler animation file. (vertical frames)
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ANIME_KIND = 4
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# Set true to enable back attacks.
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BACK_ATTACK = true
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# Set true to reverse actors in event of back attack. Not functional.
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BACK_ATTACK_NON_BACK_MIRROR = true
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# Set equipment and skills to protect against back attacks
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# Equipment must be equipped for effect, skills must be aquired
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# and switches must be ON.
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# For a single weapon: = [1] or Multiple Weapons: = [1,2]
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# WEAPON IDs
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NON_BACK_ATTACK_WEAPONS = []
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# SHIELD IDs
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NON_BACK_ATTACK_ARMOR1 = []
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# HELMET IDs
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NON_BACK_ATTACK_ARMOR2 = []
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# BODY ARMOR IDs
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NON_BACK_ATTACK_ARMOR3 = []
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# ACCESSORY IDs
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NON_BACK_ATTACK_ARMOR4 = []
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# SKILL IDs
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NON_BACK_ATTACK_SKILLS = []
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# SWITCH Number (takes precedence) If switch is ON, Back attack ensured.
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BACK_ATTACK_SWITCH = []
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#==============================================================================
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# ■ Single Action Engine
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#------------------------------------------------------------------------------
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# These are utilized by sequenced actions and have no utility alone.
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#==============================================================================
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# A single-action cannot be used by itself unless it is used as part of a
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# sequence.
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ANIME = {
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#--------------------------------------------------------------------------
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# ● Battler Animations
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#--------------------------------------------------------------------------
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# No. - Battler graphic file used.
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# 0: Normal Battler Graphic. In the case of Actors, 0 refers to
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# default walking graphic.
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# n: "Character Name + _n", where n refers to the file number
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# extension. An example file would be "$Ralph_1". These
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# files are placed in the Characters folder.
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# Use "1" for non-standard battler, like Minkoff's.
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#
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# Row - Vertical position (row) of cells in battler graphic file. (0~3)
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# Speed - Refresh rate of animation. Lower numbers are faster.
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# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 ...
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# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 ...
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# [2: One Loop, no repeat] Example: 1 2 3 .
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# Wait - Time, in frames, before animation loops again.
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# Does not apply if Loop=2
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# Fixed - Defines loop behavior or specific fixed cell display.
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# -2: Reverse Loop Animation
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# -1: Normal Loop Animation
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# 0: No Loop Animation
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# 1~3: Refers to cell on character sprite sheet starting
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# where 1 = left-most cell.
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# Z - Set battler's Z priority.
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# Shadow - Set true to display battler shadow during animation; false to hide.
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# Weapon - Weapon animation to play with battler animation. For no weapon
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# animation, use "".
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# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
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"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
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"WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 1, 0, true,"" ],
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"RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ],
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"DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
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"ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 0, 0, true,"" ],
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"MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ],
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"MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ],
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"ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
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"WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
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"WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
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"WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
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"WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
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"WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
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"WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
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#--------------------------------------------------------------------------
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# ● Weapon Animations
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#--------------------------------------------------------------------------
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# Weapon Animations can only be used with Battler Animations as seen
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# and defined above.
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#
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# Xa - Distance weapon sprite is moved on the X-axis.
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# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
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# the Y-axis is inverted. This means negative values move up, positive
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# values move down.
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# Za - If true, weapon sprite is displayed over battler sprite.
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# If false, weapon sprite is displayed behind battler sprite.
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# A1 - Starting angle of weapon sprite rotation. Negative numbers will
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# result in counter-clockwise rotation.
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# A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
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# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
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# [3:Bottom Left] [4:Bottom Right]
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# Inv - Invert - If true, horizontally inverts weapon sprite.
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# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
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# Values may be decimals. (0.6, 0.9, etc.)
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# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
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# Values may be decimals. (0.6, 0.9, etc.)
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# Xp - X pitch - For adjusting the X axis. This number changes the initial
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# X coordinate.
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# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
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# Y coordinate.
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# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
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# instead.
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# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
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"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false],
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"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true],
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"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false],
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"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false],
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"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false],
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#--------------------------------------------------------------------------
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# ● Battler Movements
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#--------------------------------------------------------------------------
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# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
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# 1 unit = 1 pixel
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# [0: Battler's Current Position]
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# [1: Battler's Selected Target]
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# [2: Screen; (0,0) is at upper-left of screen]
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# [3: Battle Start Position]
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# X - X-axis pixels from origin.
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# Y - Y-axis pixels from origin. Please note that the Y-axis is
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# inverted. This means negative values move up, positive values move down.
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# Time - Travel time. Larger numbers are slower. The distance is
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# divided by one frame of movement.
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# Accel - Positive values accelerates frames. Negative values decelerates.
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# Jump - Negative values produce a jumping arc. Positive values produce
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# a reverse arc. [0: No jump]
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# Animation - Battler Animation utilized during moving.
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# Origin X Y Time Accel Jump Animation
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"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
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"START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
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"BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
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"AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
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"4_MAN_ATTACK_1" => [ 2, 444, 96, 18, -1, 0, "MOVE_TO"],
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"4_MAN_ATTACK_2" => [ 2, 444, 212, 18, -1, 0, "MOVE_TO"],
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"4_MAN_ATTACK_3" => [ 2, 384, 64, 18, -1, 0, "MOVE_TO"],
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"4_MAN_ATTACK_4" => [ 2, 384, 244, 18, -1, 0, "MOVE_TO"],
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"DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
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"EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
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"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
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"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
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"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
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"MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
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"MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
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"PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
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"PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
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"MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
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"MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
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"JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
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"JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
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"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
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"THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
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"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
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"PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
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"PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
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"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
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"JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
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"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
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"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
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"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
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"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
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"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
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#--------------------------------------------------------------------------
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# ● Battler Float Animations
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#--------------------------------------------------------------------------
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# These types of single-actions defines the movement of battlers from their
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# own shadows.
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#
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# Type - Always "float".
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# A - Starting float height. Negative values move up.
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# Positive values move down.
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# B - Ending float height. This height is maintained until another action.
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# Time - Duration of movement from point A to point B
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# Animation - Specifies the Battler Animation to be used.
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# Type A B Time Animation
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"FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
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"FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
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"FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
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"FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
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"JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
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"JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
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"LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
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#--------------------------------------------------------------------------
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# ● Battler Position Reset
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#--------------------------------------------------------------------------
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# These types of single-actions define when a battler's turn is over and
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# will reset the battler back to its starting coordinates. This type of
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# single-action is required in all sequences.
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#
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# Please note that after a sequence has used this type of single-action,
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# no more damage can be done by the battler since its turn is over.
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#
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# Type - Always "reset"
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# Time - Time it takes to return to starting coordinates. Movement speed
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# fluctuates depending on distance from start coordinates.
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# Accel - Positive values accelerate. Negative values decelerate.
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# Jump - Negative values produce a jumping arc. Positive values produce
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# a reverse arc. [0: No jump]
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# Animation - Specifies the Battler Animation to be used.
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# Type Time Accel Jump Animation
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"COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
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"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
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#--------------------------------------------------------------------------
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# ● Forced Battler Actions
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#--------------------------------------------------------------------------
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# These types of single-actions allow forced control of other battlers
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# that you define.
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#
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# Type - Specifies action type. "SINGLE" or "SEQUENCE"
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#
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# Object - The battler that will execute the action defined under Action
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# Name. 0 is for selected target, and any other number is a State
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# number (1~999), and affects all battlers with the State on them.
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# By adding a - (minus sign) followed by a Skill ID number (1~999),
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# it will target the actors that know the specified skill, besides
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# the original actor.
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# If you want to designate an actor by their index ID number,
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# add 1000 to their index ID number. If the system cannot designate
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# the index number(such as if actor is dead or ran away), it will
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# select the nearest one starting from 0. If a response fails,
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# the action will be canceled. (Example: Ylva's actor ID is 4. A
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# value of 1004 would define Ylva as the Object.)
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#
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# Reset Type - Specifies method of returning the battler to its original
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# location.
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# Action Name - Specifies action used. If Type is SINGLE, then Action Name
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# must be a single-action function. If Type is SEQUENCE,
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# the Action Name must an action sequence.
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# Type Object Reset Type Action Name
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"LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
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"RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
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"DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
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"IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
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"LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
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"ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
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"4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
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"4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
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"4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
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"ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
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#--------------------------------------------------------------------------
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# ● Target Modification
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#--------------------------------------------------------------------------
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# Changes battler's target in battle. Original target will still be stored.
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# Current battler is the only battler capable of causing damage.
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#
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# Type - Always "target"
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#
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# Object - The battler that will have its target modified. 0 is selected
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# target, any other number is a State ID number (1~999), and
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# changes all battlers with that state on them to target the new
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# designated target.
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# If you want to designate an actor by their index ID number,
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# add 1000 to their index ID number. If the system cannot designate
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# the index number(such as if actor is dead or ran away), it will
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# select the nearest one starting from 0. If a response fails,
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# the action will be canceled. (Example: Ylva's actor ID is 4. A
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# value of 1004 would define Ylva as the Object.)
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#
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# Target - New Target. [0=Self] [1=Self's Target]
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# [2=Self's Target After Modification]
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# [3=Reset to Previous Target (if 2 was used)]
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# Target Mod name Type Object Target
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"REAL_TARGET" => ["target", 0, 0],
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"TWO_UNIFIED_TARGETS" => ["target", 18, 1],
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"FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
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"ALLY_TO_THROW" => ["target", 1000, 2],
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"THROW_TARGET" => ["target", 1000, 3],
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#--------------------------------------------------------------------------
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# ● Skill Linking
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#--------------------------------------------------------------------------
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# Linking to the next skill will stop any current action. Linking to the
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# next skill will also require and consume MP/HP cost of that skill.
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#
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# Type - Always "der"
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# Chance - Chance, in percent, to link to the defined skill ID. (0~100)
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# Link - true: actor does not require Skill ID learned to link.
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# false: actor requires Skill ID learned.
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# Skill ID - ID of the skill that will be linked to.
|
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# Action Name Type Chance Link Skill ID
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"LINK_SKILL_91" => ["der", 100, true, 91],
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"LINK_SKILL_92" => ["der", 100, true, 92],
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#--------------------------------------------------------------------------
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# ● Action Conditions
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#--------------------------------------------------------------------------
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# If the condition is not met, all current actions are canceled.
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#
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# A: Type - always "nece"
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# B: Object - Object that Condition refers to. [0=Self] [1=Target]
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# [2=All Enemies] [3=All Allies]
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# C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
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#
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# D: Condition - This value is determined by the value you set for Content.
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# [0] State: State ID
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# [1] Parameter: [0=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility]
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# [2] Switch: Game Switch Number
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# [3] Variable: Game Variable Number
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# [4] Skill: Skill ID
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#
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# E: Supplement - Supplement for the Condition as defined above.
|
# [0] State: Amount required. If number is positive, the condition is how
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# many have the state, while a negative number are those who
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# don't have the state.
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# [1] Parameter: If Object is more than one battler, average is used.
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# Success if Parameter is greater than value. If Value
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# is negative, then success if lower.
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# [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
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# [3] Variable: Game variable value used to determine if condition is met. If
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# supplement value is positive, Game Variable must have more
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# than the defined amount to succeed. If supplement value has a
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# minus symbol (-) attached, Game Variable must have less than
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# the defined amount to succeed. (Ex: -250 means the Game
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# Variable must have a value less than 250 to succeed.)
|
# [4] Skill: Required amount of battlers that have the specified skill
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# ID learned.
|
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# Type Obj Cont Cond Supplement
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# A B C D E
|
"2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
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"4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
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"FLOAT_STATE" => ["nece", 0, 0, 17, 1],
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"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. Negative values = counter clockwise.
|
# End - Ending Angle. 0-360 degress. Negative values = counter clockwise.
|
# Return - true: End of rotation is the same as end of duration.
|
# false: Rotation animation as defined.
|
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# Type Time Start End Return
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"FALLEN" => ["angle", 1, -90, -90,false],
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"CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
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"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", 1, 1, false, false, false],
|
"KILL_HIT_ANIM" => ["anime", 11, 1, false, false, false],
|
|
#--------------------------------------------------------------------------
|
# ● Movement 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. If ID is not 0, use "".
|
|
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon
|
"START_MAGIC_ANIM" => ["m_a", 44, 4, 0, 52, 0, 0, 0, 2,false,""],
|
"OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
|
"START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"],
|
"END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"],
|
"STAND_CAST" => ["m_a", 80, 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. 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.
|
# 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
|
#--------------------------------------------------------------------------
|
# Type - always "sound"
|
# Type - ["se","bgm","bgs"]
|
# Pitch - Value between 50 and 150.
|
# Vol - Volume - Value between 0 and 100.
|
# Filename - Name of the sound to be played.
|
|
# Type Type Pitch Vol Filename
|
"absorb1" => ["sound", "se", 80, 100, "absorb1"],
|
|
#--------------------------------------------------------------------------
|
# ● Game Speed Modifier
|
#--------------------------------------------------------------------------
|
# Type - always "fps"
|
# Speed - Speed in Frames Per Second. 60 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", 60],
|
|
#--------------------------------------------------------------------------
|
# ● 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,"$cat"],
|
"TRANSFORM_CANCEL" => ["change", true,"$ylva"],
|
|
#--------------------------------------------------------------------------
|
# ● 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 - Filename from .Graphics\Pictures folder.
|
|
# Type X1 Y1 X2 Y2 Time Z-axis Filename
|
"CUT_IN_START" => ["pic", -280, 48, 0, 64, 14, false, "Actor2-3"],
|
"CUT_IN_END" => ["pic", 0, 48, 550, 64, 12, false, "Actor2-3"],
|
|
#--------------------------------------------------------------------------
|
# ● 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"],
|
|
#------------------------- Combo Assist 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"],
|
|
|
"SUPER_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",
|
"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",
|
"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","absorb1","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",
|
"absorb1","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 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 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 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 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 for all unassigned Actor IDs.
|
return "DAMAGE"
|
end
|
#--------------------------------------------------------------------------
|
# ● Actor Evasion Animation
|
#--------------------------------------------------------------------------
|
def evasion
|
case @actor_id
|
when 1
|
return "EVADE_ATTACK"
|
end
|
# Default action 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 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 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 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 for all unassigned Actor IDs.
|
return "FLEE_FAIL"
|
end
|
#--------------------------------------------------------------------------
|
# ● Actor Victory Animation
|
#--------------------------------------------------------------------------
|
def win
|
case @actor_id
|
when 1
|
return "VICTORY"
|
end
|
# Default action 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 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 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 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 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 for all unassigned Enemy IDs.
|
return "WAIT"
|
end
|
#--------------------------------------------------------------------------
|
# ● Enemy Guarding Animation
|
#--------------------------------------------------------------------------
|
def defence
|
case @enemy_id
|
when 1
|
return "GUARD_ATTACK"
|
end
|
# Default action 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 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 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 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 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 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, Rapidity Adjustment
|
# return [ 2, 100, 100]
|
#
|
# Maximum Actions - Maximum number of actions enemy may execute in a turn.
|
# Probability - % value. Chance for a successive action.
|
# Rapidity Adjustment - % value that decreases enemy's rapidity after
|
# each successive action. [Note: Literal Japanese
|
# translation.]
|
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 action 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 action for all unassigned Enemy IDs.
|
return false
|
end
|
end
|
module RPG
|
#==============================================================================
|
# ■ module RPG
|
#------------------------------------------------------------------------------
|
# State Action Settings
|
#==============================================================================
|
class State
|
#--------------------------------------------------------------------------
|
# ● State Affliction Wait Animation Settings
|
#--------------------------------------------------------------------------
|
# when 1 <- State ID number
|
# return "DEAD" <- SEQUENCE Animation 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 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.
|
# "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 that applies if state is not assigned above.
|
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 Weapon
|
#--------------------------------------------------------------------------
|
# ● Weapon Animation Sequence Settings
|
#--------------------------------------------------------------------------
|
# Assigns a specific animation sequence when using a weapon.
|
#
|
# when 1 <- Weapon ID number
|
# return "NORMAL_ATTACK" <- SEQUENCE Animation for assigned weaponID
|
def base_action
|
case @id
|
when 1
|
return "NORMAL_ATTACK"
|
end
|
# Default SEQUENCE for unassigned WeaponIDs.
|
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 WeaponIDs.
|
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 WeaponIDs.
|
return ""
|
end
|
end
|
#==============================================================================
|
# ■ module RPG
|
#------------------------------------------------------------------------------
|
# Skill Action Settings
|
#==============================================================================
|
class Skill
|
#--------------------------------------------------------------------------
|
# ● Skill ID Sequence Assignments
|
#--------------------------------------------------------------------------
|
def base_action
|
case @id
|
when 84
|
return "THROW_WEAPON"
|
when 85
|
return "MULTI_ATTACK"
|
when 86
|
return "RAPID_MULTI_ATTACK"
|
when 87
|
return "MULTI_SHOCK"
|
when 88
|
return "SHOCK_WAVE"
|
when 89
|
return "MULTI_ATTACK_RAND"
|
when 90
|
return "SKILL_90_SEQUENCE"
|
when 91
|
return "SKILL_91_SEQUENCE"
|
when 92
|
return "NORMAL_ATTACK"
|
when 93
|
return "CUT_IN"
|
when 94
|
return "STOMP"
|
when 95
|
return "ALL_ATTACK_1"
|
when 96
|
return "SKILL_ALL"
|
when 97
|
return "TRANSFORM_CAT"
|
when 98
|
return "2-MAN_ATTACK"
|
when 99
|
return "2-MAN_ATTACK_ASSIST"
|
when 100
|
return "4-MAN_ATTACK"
|
when 101
|
return "4-MAN_ATTACK_ASSIST"
|
when 102
|
return "4-MAN_ATTACK_ASSIST"
|
when 103
|
return "4-MAN_ATTACK_ASSIST"
|
when 104
|
return "THROW_FRIEND"
|
when 105
|
return "SUPER_MULTI_ATTACK"
|
end
|
# Default SEQUENCE for unassigned skills.
|
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.
|
# "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"]
|
when 100
|
return ["NOOVERKILL"]
|
when 101
|
return ["HELPHIDE","NOFLASH"]
|
when 102
|
return ["HELPHIDE","NOFLASH"]
|
when 103
|
return ["HELPHIDE","NOFLASH"]
|
when 105
|
return ["NOOVERKILL"]
|
end
|
# Default extensions for unassigned skills.
|
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 WeaponIDs.
|
return ""
|
end
|
end
|
#==============================================================================
|
# ■ module RPG
|
#------------------------------------------------------------------------------
|
# Item Action Settings
|
#==============================================================================
|
class Item
|
#--------------------------------------------------------------------------
|
# ● Item ID Sequence Assignment
|
#--------------------------------------------------------------------------
|
def base_action
|
case @id
|
when 1
|
return "ITEM_USE"
|
end
|
# Default SEQUENCE for unassigned ItemIDs.
|
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.
|
# "NONE" -No extension. Used as a default.
|
def extension
|
case @id
|
when 1
|
return ["NONE"]
|
end
|
# Default SEQUENCE for unassigned ItemIDs.
|
return ["NONE"]
|
end
|
end
|
end |