这个貌似可以在动画的编辑里可以做到吧?
把人物的行走图和技能效果的小图整合在一张技能素材图里,然后自己动手编辑动画,在开头两帧动画里调用人物图像,中间若干帧只显示法术效果,末尾两帧再调用人物图像,这就做到了楼主要求的效果。
建议楼主可参考《梦幻西游3》和《神剑情天2》,里面就是这样处理的。
但是这样做出来的技能动画,只能限制为专人专用的技能动画了。
xz7149354于2011-8-9 11:53补充以下内容:
给楼主参考一下梦幻3的技能动画素材图——这个就是舞天姬专用的技能动画,需要在动画编辑里自己再调用
| #============================================================================== |
| # ■ Sideview Battle System Configurations (English Translation v2.1) |
| #------------------------------------------------------------------------------ |
| # Original Script by: |
| # Enu (http://rpgex.sakura.ne.jp/home/) |
| # Original translation versions by: |
| # Kylock |
| # Translation continued by: |
| # Mr. Bubble |
| # Special thanks: |
| # Shu (for translation help) |
| # Moonlight (for her passionate bug support for this script) |
| # NightWalker (for his community support for this script) |
| #============================================================================== |
| #============================================================================== |
| # ■ module N01 |
| #------------------------------------------------------------------------------ |
| # Sideview Battle System Config |
| #============================================================================== |
| module N01 |
| #-------------------------------------------------------------------------- |
| # ● Settings |
| #-------------------------------------------------------------------------- |
| # Battle member starting positions |
| # X Y X Y X Y X Y |
| ACTOR_POSITION = [[484,100],[500,152],[500,204],[484,256],[575,100],[590,152],[590,204],[575,256]] |
| # 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 = 8 |
| |
| # Delay time after a battler completes an action in frames. |
| ACTION_WAIT = 12 |
| # Delay time before enemy collapse (defeat of enemy) animation in frames. |
| COLLAPSE_WAIT = 12 |
| # Delay before victory is processed in frames. |
| WIN_WAIT = 70 |
| |
| # BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity] |
| FLOOR = [0,96,128] |
| # Animation ID for any unarmed attack. |
| NO_WEAPON = 82 |
| # 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 = 41 |
| |
| # Damage POP image file name located in the System folder. Numbers are |
| # arranged 0 to 9. |
| DAMAGE_GRAPHICS = "Number+" |
| # Image file for recovery numbers. |
| RECOVER_GRAPHICS = "Number-" |
| # Distance between Damage POP display numbers. |
| NUM_INTERBAL = -3 |
| # Duration (in frames) numbers are displayed. |
| NUM_DURATION = 68 |
| # true: Disable Window graphic behind state names. |
| NON_DAMAGE_WINDOW = false |
| # POP Window indicator words. For no word results, use "". |
| POP_DAMAGE0 = "" # Attack results 0 damage |
| POP_MISS = "没中" # Attack missed |
| POP_EVA = "闪" # Attack avoided |
| POP_CRI = "打人" # Attack scored a critical hit |
| POP_MP_DAM = "MP減" # Attack caused MP loss |
| POP_MP_REC = "MP加" # Attack restored MP |
| |
| # 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 = 3 |
| # Number of types of battler animation file. (vertical frames) |
| ANIME_KIND = 4 |
| |
| # Set true to enable back attacks. |
| BACK_ATTACK = true |
| # Set true to reverse actors in event of back attack. Not functional. |
| BACK_ATTACK_NON_BACK_MIRROR = true |
| # Set equipment and skills to protect against back attacks |
| # Equipment must be equipped for effect, skills must be aquired |
| # and switches must be ON. |
| # For a single weapon: = [1] or Multiple Weapons: = [1,2] |
| # WEAPON IDs |
| NON_BACK_ATTACK_WEAPONS = [] |
| # SHIELD IDs |
| NON_BACK_ATTACK_ARMOR1 = [] |
| # HELMET IDs |
| NON_BACK_ATTACK_ARMOR2 = [] |
| # BODY ARMOR IDs |
| NON_BACK_ATTACK_ARMOR3 = [] |
| # ACCESSORY IDs |
| NON_BACK_ATTACK_ARMOR4 = [] |
| # SKILL IDs |
| NON_BACK_ATTACK_SKILLS = [] |
| # SWITCH Number (takes precedence) If switch is ON, Back attack ensured. |
| BACK_ATTACK_SWITCH = [] |
| |
| #============================================================================== |
| # ■ 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: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 ... |
| # [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 |
| # 1~3: Refers to cell on character sprite sheet starting |
| # where 1 = 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, 1, 0, true,"" ], |
| "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], |
| "DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ], |
| "ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 0, 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, -4, -6,false], |
| "VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true], |
| "UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false], |
| "OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false], |
| "RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,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 moving. |
| |
| # 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, 444, 96, 18, -1, 0, "MOVE_TO"], |
| "4_MAN_ATTACK_2" => [ 2, 444, 212, 18, -1, 0, "MOVE_TO"], |
| "4_MAN_ATTACK_3" => [ 2, 384, 64, 18, -1, 0, "MOVE_TO"], |
| "4_MAN_ATTACK_4" => [ 2, 384, 244, 18, -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. |
| # |
| # 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 target 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. |
| # 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=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility] |
| # [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. 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. |
| |
| # 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", 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 |
$bennett.JPG (6.38 KB, 下载次数: 114)
$bennett.JPG (6.38 KB, 下载次数: 120)
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