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: 38)
$bennett.JPG (6.38 KB, 下载次数: 43)
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