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 Lv1.梦旅人 彭格列I世 
	梦石0 星屑168 在线时间566 小时注册时间2012-8-17帖子1614 | 
| 本帖最后由 小小刀886 于 2013-8-7 21:39 编辑 
 [code#==============================================================================
 # ■ Sideview Battle System Battler Configuration (Kaduki) [3.4d]
 #------------------------------------------------------------------------------
 #  Original Script by:
 #               Enu ( http://rpgex.sakura.ne.jp/home/ )
 #  English Localization:
 #               Kylock, Mr. Bubble, Shu
 #  Contributors & Special Thanks:
 #               Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
 #               blackmorning, Mithran, Kaduki, Enu
 #               (See [Credits] for more information)
 #==============================================================================
 
 $imported = {} if $imported == nil
 $imported["TankentaiSideview(Kaduki)"] = true
 
 module N01
 #==============================================================================
 # ■ ANIME Hashes
 #------------------------------------------------------------------------------
 # ANIME hashes are utilized by ACTION sequences and have no utility alone.
 #==============================================================================
 
 ANIME = { # <- Do not delete this line.
 
 #----------------------------------------------------------------------------
 # * About Anime Hashes
 #----------------------------------------------------------------------------
 # Think of Anime Hashes as predefined orders/commands that are given to a
 # battler to make it perform a single desired action/effect in battle. By
 # utilizing multiple Anime Hashes and listing their keys in an action
 # sequence, you are able create your own unique battler actions.
 # Anime Hashes are utilized by listing Anime Keys within an action sequence.
 #
 # Please read "About Action Sequences" for specific information on
 # how to use Anime Hashes in Action Sequences.
 #
 #----------------------------------------------------------------------------
 # * Creating Anime Hashes
 #----------------------------------------------------------------------------
 # ANIME Hashes in this section are defined with the following syntax:
 
 # ANIME Key             =>        Hash Array       Comma
 "EXAMPLE_ANIME_HASH"   =>  ["hash_array_contents"],
 
 # ANIME Key - Can be any name you want as long as it does not
 #             contain only numbers such as "5" or "42".
 #             Remember that ANIME Keys are case-sensitive
 #             when they are used. If an ANIME Key is not defined when
 #             used within an action sequence, the ANIME Key will simply
 #             be skipped and the action sequence will continue.
 #             When creating names for your Keys, do not use the
 #             same name as an existing Key.
 #
 # => - Must be between the ANIME Key and the Hash Array.
 #
 # Hash Array - Contents of the Hash Array differ depending on the type of
 #              battler action you want when the ANIME Key is used in an action
 #              sequence. Please read through the SBS Configuration script
 #              to learn the requirements for each type of Anime Hash.
 #
 # Comma - All Anime hashes must end with a comma after the
 #         closing square bracket. Forgetting to include the comma will
 #         result in a syntax error.
 
 #--------------------------------------------------------------------------
 # ● Battler Poses
 #--------------------------------------------------------------------------
 # Command a battler to display specific frames from the battler's
 # assigned character graphic file.
 #
 # File No. - File number of battler graphic file used.
 #             0: Walking Graphic. In the case of Actors, 0 refers to
 #                 default walking graphic as assigned in the Actors tab.
 #             n: "Character Name + _n", where n refers to the file number
 #                 extension.
 #                 Example: If Ralph has a character graphic of "$Ralph.png"
 #                 assigned to him in the Actors tab of the Database,
 #                 "$Ralph_1" can instead be used if File No. equals 1.
 #
 # Row    - Row to be used from the character graphic, where the value 0
 #          refers to the topmost row. (0~3)
 # Speed  - Frame change rate of battler graphic. Lower numbers are faster.
 # Loop   - [0: "Round-Trip" Loop]    Example: 1 2 3 2 1 2 3 2 1 ...
 #          [1: "One-Way" Loop]       Example: 1 2 3 1 2 3 1 2 3 ...
 #          [2: One Loop, no repeat]  Example: 1 2 3 .
 # Wait   - Time, in frames, before animation loops again.
 #          This value does not apply if Loop=2
 # Fixed  - Defines loop behavior or specific fixed frame display.
 #        [ -2: Reverse Loop Animation.  Also reverses weapon animation.]
 #        [ -1: Normal Loop Animation]
 #        [0~2: Fixed frame display. Refers to frame on character sprite
 #              sheet starting where 0 = left-most frame.]
 # Z      - Value added to battler's Z priority.
 # Shadow - true: Display battler shadow.
 #          false: Does not display battler shadow.
 # Weapon - Weapon Sprite Animation to be used with battler frame animation.
 #          For no weapon animation, use "".
 
 # ANIME Key         FileNo. Row Spd Loop Wait Fixed   Z Shadow  Weapon
 "STANDBY_POSE"      => [  1,  0,  15,  0,   0,  -1,   0, true,  "" ],
 "STAND_POSE"        => [  1,  0,  10,  2,   0,   1,   0, true,  "" ],
 "FACE_RIGHT_POSE"   => [  0,  2,  10,  1,   2,   1,   0, true,  "" ],
 "HURT_POSE"         => [  0,  2,  10,  1,   2,   1,   0, true,  "" ],
 "DEAD_POSE"         => [  2,  3,  10,  1,   8,   0,   0, true,  "" ],
 "MOVE_POSE"         => [  1,  3,  11,  2,   0,  -1,   0, true,  "" ],
 "MOVE_AWAY_POSE"    => [  1,  3,  11,  2,   0,  -1,   0, true,  "" ],
 "HIGH_PRIORITY"     => [  0,  1,   2,  1,   0,  -1, 600, true,  "" ],
 "WPN_SWING_V"       => [  3,  0,   4,  2,   0,  -1,   2, true,"VERT_SWING"],
 "WPN_SWING_VL"      => [  3,  0,   4,  2,   0,  -1,   2, true,"VERT_SWINGL"],
 "WPN_SWING_VS"      => [  3,  0,   8,  2,   0,  -1,   2, true,"VERT_SWING"],
 "WPN_SWING_UNDER"   => [  3,  1,   2,  2,   0,  -1,   2, false,"UNDER_SWING"],
 "WPN_SWING_OVER"    => [  0,  1,   2,  2,   0,  -1,   2, false,"OVER_SWING"],
 "WPN_RAISED"        => [  3,  1,   2,  2,  28,  -1,   2, true,"RAISED"],
 "CRITICAL_POSE"     => [  1,  2,  15,  0,   0,  -1,   0, true,  "" ],
 "SKILL_POSE"        => [  3,  3,   6,  0,   0,  -1,   0, true,  "" ],
 "VICTORY_POSE"      => [  2,  0,  29,  2,   0,  -1,   0, true,  "" ],
 "DEATH_POSE"        => [  2,  3,  10,  1,   0,  -1,   0, false, "" ],
 "EVADING_POSE"      => [  2,  1,   5,  2,   0,  -1,   0, true,  "" ],
 "ATTACK_MOVE_POSE"  => [  1,  3,   5,  0,   0,  -1,   0, true, "NO_SWING" ],
 "JUMP_ATTACK_POSE"  => [  3,  0,   5,  2,   0,   0,   0, true,  "" ],
 "INVISIBLE_POSE"    => [  0, -1,   1,  2,   0,   1,   0,false,  "" ],
 
 #--------------------------------------------------------------------------
 # ++ Weapon Sprite Animation
 #--------------------------------------------------------------------------
 # Weapon Sprite Animation keys are not to be used directly within action
 # sequences. Instead, they are utilized in Battler Frame Animation hash
 # arrays.
 #
 # The amount of frames a Weapon Sprite Animation has from start to finish
 # is equal to the number of frames in a row of a character graphic.
 #
 # 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 - true: Weapon sprite is displayed over battler sprite.
 #      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 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.
 
 # ANIME Key         Xa   Ya  Za    A1    A2  Or  Inv  Xs  Ys   Xp   Yp Weapon2
 "NO_SWING"     => [  0,  0, false, 260, 260,  4, false,  1,  1,  0,  0,false],
 "VERT_SWING"   => [  0,  0, false,-135,  45,  4, false,  1,  1,  0,  0,false],
 "VERT_SWINGL"  => [  0,  0, false,-135,  45,  4, false,  1,  1,  0,  0, 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 Movement
 #--------------------------------------------------------------------------
 # Command a battler to move to a specified point on the battle field.
 #
 # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
 #             [0: Battler's Current Position]
 #             [1: Center of Battler's Selected Target]
 #             [2: Screen; (0,0) is at upper-left of screen]
 #             [3: Battler's Start Position]
 #             [4: "Head" of Battler's Selected Target]
 #             [5: "Feet" of Battler's Selected Target]
 # X - X-axis pixels from origin.  1 unit = 1 pixel
 # Y - Y-axis pixels from origin.  Please note that the Y-axis is
 #     inverted. This means negative values move up, positive values
 #     move down.  1 unit = 1 pixel
 # Time - Total travel time from starting to end point.
 #        Larger numbers are slower.
 # 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 Frame Animation utilized during moving.
 
 # ANIME Key                  Origin  X   Y  Time Accel Jump  Pose
 "NO_MOVE"                 => [  0,   0,   0,  1,   0,   0,  "STAND_POSE"],
 "BATTLE_ENTRANCE"         => [  0,  54,   0,  1,   0,   0,  "MOVE_POSE"],
 "STEP_FORWARD"            => [  3, -32,   0, 18,  -1,   0,  "MOVE_POSE"],
 "STEP_BACKWARD"           => [  0,  32,   0,  8,  -1,   0,  "MOVE_POSE"],
 "4_MAN_MOVE-RALPH"        => [  2, 444,  96, 18,  -1,   0,  "MOVE_POSE"],
 "4_MAN_MOVE-ULRIKA"       => [  2, 444, 212, 18,  -1,   0,  "MOVE_POSE"],
 "4_MAN_MOVE-BENNETT"      => [  2, 384,  64, 18,  -1,   0,  "MOVE_POSE"],
 "4_MAN_MOVE-YLVA"         => [  2, 384, 244, 18,  -1,   0,  "MOVE_POSE"],
 "KNOCKBACK"               => [  0,   2,   0,  4,  -1,   0,  "HURT_POSE"],
 "LIGHT_KNOCKBACK"         => [  0,  12,   0,  1,   1,   0,  "HURT_POSE"],
 "FLEE_SUCCESS"            => [  0, 300,   0,300,   1,   0,  "MOVE_AWAY_POSE"],
 "FLEE_FAIL"               => [  0,  48,   0, 16,   1,   0,  "MOVE_AWAY_POSE"],
 "VICTORY_JUMP"            => [  0,   0,   0, 20,   0,  -2,  "VICTORY_POSE"],
 "MOVE_ON_TARGET"          => [  1,   0,   0, 18,  -1,   0,  "MOVE_POSE"],
 "MOVE_ON_TARGET_FAST"     => [  1,   0, -12,  8,   0,  -2,  "MOVE_POSE"],
 "MOVE_TO_TARGET"          => [  1,  24,   0, 36,  -1,   0,  "ATTACK_MOVE_POSE"],
 "MOVE_TO_TARGET_FAST"     => [  1,  24,   0,  1,   0,   0,  "MOVE_POSE"],
 "MOVE_RIGHT_OF_TARGET"    => [  1,  96,  32, 16,  -1,   0,  "MOVE_POSE"],
 "MOVE_LEFT_OF_TARGET"     => [  1,  96, -32, 16,  -1,   0,  "MOVE_POSE"],
 "JUMP_FORWARD"            => [  0, -32,   0,  8,  -1,  -4,  "MOVE_POSE"],
 "JUMP_BACK"               => [  0,  32,   0,  8,  -1,  -4,  "MOVE_AWAY_POSE"],
 "JUMP_TO_TARGET"          => [  1,  12, -12, 12,  -1,  -6,  "MOVE_POSE"],
 "MOVE_THROWING_ALLY"      => [  0, -24,   0, 16,   0,  -2,  "MOVE_POSE"],
 "TRAMPLE"                 => [  1,  12, -32, 12,  -1,  -6,  "HIGH_PRIORITY"],
 "JUMP_ATTACK"             => [  0, -32,   0, 12,  -1,  -2,  "WPN_SWING_V"],
 "STEP_ATTACK"             => [  1,  12,   0, 12,  -1,  -5,  "WPN_SWING_VS"],
 "REAR_SWEEP_ATTACK"       => [  1,  12,   0, 16,   0,  -3,  "WPN_SWING_V"],
 "LONG_JUMP_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"],
 "MOVE_TO_TARGET_HEAD"     => [  4,  24,   0, 36,  -1,   0,  "MOVE_POSE"],
 "MOVE_TO_TARGET_FEET"     => [  5,  24,   0, 36,  -1,   0,  "MOVE_POSE"],
 "EVADE_JUMP"              => [  0,  32,   0, 16,   0,  -4,  "EVADING_POSE"],
 
 #--------------------------------------------------------------------------
 # ++ Battler Float Movement
 #--------------------------------------------------------------------------
 # Battler Float Animation hashes define the movement of battlers from their
 # own shadows.  Note that it is not possible to move horizontally with
 # Battler Movements hashes while simultaneously floating from a shadow.
 #
 # Type - Always "float".
 # A - Starting float height. Negative values move up.
 #                            Positive values move down.
 # B - Ending float height.  This height is maintained until another action
 #                           is used.
 # Time - Total duration of movement from point A to point B
 # Animation - Specifies the Battler Frame Animation to be used.
 
 # ANIME Key         Type     A    B  Time  Animation
 "FLOAT_"      => ["float", -22, -20,  2, "STAND_POSE"],
 "FLOAT_2"     => ["float", -20, -18,  2, "STAND_POSE"],
 "FLOAT_3"     => ["float", -18, -20,  2, "STAND_POSE"],
 "FLOAT_4"     => ["float", -20, -22,  2, "STAND_POSE"],
 "FLOAT_STOP"  => ["float",   0, -80,  4, "STAND_POSE"],
 "FLOAT_LAND"  => ["float", -80,   0,  4, "STAND_POSE"],
 "LIFT_ALLY"   => ["float",   0, -30,  4, "STAND_POSE"],
 
 #--------------------------------------------------------------------------
 # ++ Battler Position Reset
 #--------------------------------------------------------------------------
 # Battler Position Reset hashes define when a battler's turn is over and
 # will reset the battler back to its starting coordinates.  This type of
 # ANIME hash is required in all sequences.
 #
 # Please note that after a sequence has used a Battler Position Reset hash,
 # no more damage can be done by the battler because its turn is over.
 #
 # Type - Always "reset"
 # Time - Total travel time from current location to start coordinates.
 #        Distance from start coordinates determines visual movement speed.
 # Accel - Positive values accelerate.  Negative values decelerate.
 # Jump - Negative values produce a jumping arc.  Positive values produce
 #        a reverse arc.  [0: No jump]
 # Animation Key - Specifies the Battler Frame Animation hash to be used.
 
 # ANIME Key         Type   Time Accel Jump   Pose Key
 "RESET"         => ["reset", 16,  0,   0,  "MOVE_POSE"],
 "FLEE_RESET"    => ["reset", 16,  0,   0,  "MOVE_AWAY_POSE"],
 "JUMP_RESET"    => ["reset", 16,  0,  -2,  "MOVE_TO"],
 
 #--------------------------------------------------------------------------
 # ++ Force Battler Action
 #--------------------------------------------------------------------------
 # These types of ANIME hash allow forced control of other battler objects
 # that you define.  This is particuarly used to control battlers when
 # it is not their turn.
 #
 # Type - Specifies action type.  "SINGLE" or "SEQUENCE"
 #
 # Object -    The battler(s) that will execute the specific action defined under
 #          ANIME/ACTION Key. 0 is for selected target.  Any other positive
 #          number is a State ID number (1~999) that will force all battlers
 #          with that State on them to execute the ANIME/ACTION Key.
 #             By adding a - (minus sign) followed by a Skill ID number (1~999),
 #          the actors that know that Skill ID will execute the defined
 #          ANIME/ACTION Key except the active battler.
 #             If you want to define a specific actor as the Object,
 #          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 cancelled. (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.
 # ANIME/ACTION Key - Specifies action used.  If Type is SINGLE,
 #               must be an ANIME hash key.  If Type is SEQUENCE,
 #               must an ACTION sequence key.
 
 #  ANIME Key              Type   Object   Reset Type      ANIME/ACTION Key
 "FORCE_KNOCKBACK"    => ["SINGLE",     0,  "RESET",  "LIGHT_KNOCKBACK"],
 "FORCE_ROTATION"     => ["SINGLE",     0,  "RESET",  "CLOCKWISE_TURN"],
 "FORCE_SHRINK"       => ["SINGLE",     0,  "RESET",  "Y_SHRINK"],
 "IMPACT_1"           => ["SINGLE",     0,  "RESET",  "OBJ_TO_SELF"],
 "FORCE_LIFT_ALLY"    => ["SINGLE",     0,       "",  "LIFT_ALLY"],
 "ULRIKA_ATTACK"      => ["SEQUENCE",   18, "RESET",  "ULRIKA_ATTACK_1"],
 "FORCE_ULRIKA"       => ["SEQUENCE", -101, "RESET",  "4_MAN_ATK-ULRIKA"],
 "FORCE_BENNETT"      => ["SEQUENCE", -102, "RESET",  "4_MAN_ATK-BENNETT"],
 "FORCE_YLVA"         => ["SEQUENCE", -103, "RESET",  "4_MAN_ATK-YLVA"],
 "ALLY_FLING"         => ["SEQUENCE", 1000, "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 cancelled. (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)]
 
 # ANIME Key                  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 Link (Derivating Skills)
 #--------------------------------------------------------------------------
 # Allows you use another skill directly from an action sequence.
 #
 # Linking to another skill will immediately terminate the action sequence
 # the Skill Link was used in.  Linking to the next skill will also
 # require and consume the MP/HP cost of that skill.
 #
 # You can also define the probability of a successful Skill Link. If the
 # skill link is not successful, the link will be skipped and the sequence
 # will continue as normal.
 #
 # Type - Always "der"
 # Chance - Percentage chance for a successful skill link. (0~100)
 # Learned? - 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.
 
 # ANIME Key            Type  Chance Learned? Skill ID
 "LINK_SKILL_91"     => ["der", 100,  true,   91],
 "LINK_SKILL_92"     => ["der", 100,  true,   92],
 
 #--------------------------------------------------------------------------
 # ++ Action Sequence Conditions
 #--------------------------------------------------------------------------
 # Allows you to create a conditional statement within an action sequence.
 #
 # If the condition is met, the ACTION sequence will continue processing
 # normally.  If the condition is not met, the battler's turn will immediately
 # be ended and will reset to its start coordinate.
 #
 # A: Type - always "nece"
 # B: Object - Object(s) 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 - Condition is determined by the value you set for Content.
 # [0] State: State ID Number
 # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEF] [4=SPI] [5=AGI]
 # [2] Switch: Game Switch Number
 # [3] Variable: Game Variable Number
 # [4] Skill: Skill ID Number
 #
 # E: Condition Value - Value required for the Condition as defined above.
 # [0] State: Exact amount of states 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 than value.
 # [2] Switch: If Condition is 2, Condition Value must be true or false.
 #             [true: Switch ON succeeds] [false: Switch OFF succeeds]
 # [3] Variable: Game Variable value used to determine if condition is met. If
 #               Condition Value is positive, Game Variable must have more
 #               than the defined amount to succeed.  If Condition 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.
 
 # ANIME Key                 Type  Obj  Cont  Cond  Cond Value
 #                             A     B   C    D    E
 "CONDITION_STATE_18"  => ["nece",   3,  0,  18,   1],
 "CONDITION_STATE_19"  => ["nece",   3,  0,  19,   3],
 "CONDITION_STATE_17"  => ["nece",   0,  0,  17,   1],
 "CONDITION_STATE_CAT" => ["nece",   0,  0,  20,   1],
 
 #--------------------------------------------------------------------------
 # ++ Battler Sprite Angle
 #--------------------------------------------------------------------------
 # Rotates battler sprite image. Weapon Animations do not automatically
 # rotate with the battler when used in conjunction with Battler Sprite
 # Rotation ANIME Keys.
 #
 # Type - always "angle"
 # Time - Duration duration of rotation animation in frames.
 # Start - Starting angle. 0-360 degrees.  Can be negative.
 # End - Ending Angle. 0-360 degress.  Can be negative.
 # Return - true: End of rotation is the same as end of duration.
 #          false: Rotation animation as defined.
 
 # ANIME Key                    Type   Time Start  End  Return
 "DEAD_ANGLE"                => ["angle",  1, -90, -90,false],
 "CLOCKWISE_TURN"            => ["angle", 48,   0,-360,false],
 "COUNTERCLOCKWISE_TURN"     => ["angle",  6,   0, 360,false],
 
 #--------------------------------------------------------------------------
 # ++ Battler Sprite Zoom
 #--------------------------------------------------------------------------
 # Stretch and shrink battler sprites.  Battler zoom is always temporary.
 #
 # 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.
 
 # ANIME Key            Type  Time   X    Y   Return
 "X_SHRINK"         => ["zoom", 16, 0.5, 1.0, true],
 "Y_SHRINK"         => ["zoom", 16, 1.0, 0.5, true],
 
 #--------------------------------------------------------------------------
 # ++ Battle Animation (Damage)
 #--------------------------------------------------------------------------
 # These ANIME hashes 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" ANIME hashes 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 the "ID" variable is -1, -2, or -3 the ANIME hash will cause damage
 # and attempt to apply any states assigned to the weapon, skill, or item.
 #
 # If the "ID" variable is -3, it will only cause object damage with no
 # associated animation.
 #
 # If the "ID" variable is -4, it will only produce an animation (if any).
 #
 # Type - always "anime"
 # ID: [1~999: Database Animation ID.]
 #     [-1: Deal damage and uses item/skill/weapon animation in game Database.]
 #     [-2: Deal damage and uses equipped Weapon's animation.]
 #     [-3: Deal damage and not use any animation.]
 #     [-4: Uses item/skill/weapon assigned database animation. No damage.]
 # 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, animation is used from Weapon 2.
 
 # ANIME Key               Type     ID  Object Invert  Wait  Weapon2
 "DAMAGE_ANIM"         => ["anime",  -1,  1,   false,  false, false],
 "DAMAGE_ANIM_WAIT"    => ["anime",  -1,  1,   false,   true, false],
 "WEAPON_DAMAGE"       => ["anime",  -2,  1,   false,  false, false],
 "WEAPON2_DAMAGE"      => ["anime",  -2,  1,   false,  false,  true],
 "WEAPON_DAMAGE_WAIT"  => ["anime",  -2,  1,   false,   true, false],
 "WEAPON2_DAMAGE_WAIT" => ["anime",  -2,  1,   false,   true,  true],
 "DAMAGE"              => ["anime",  -3,  1,   false,  false, false],
 "ANIM"                => ["anime",  -4,  1,   false,  false, false],
 "ANIM_WAIT"           => ["anime",  -4,  1,   false,   true, false],
 "ANIM_ON_SELF"        => ["anime",  -4,  0,   false,  false, false],
 "ANIM_ON_SELF_WAIT"   => ["anime",  -4,  0,   false,   true, false],
 "ANIMATION_1"         => ["anime",   1,  1,   false,  false, false],
 "ANIMATION_11"        => ["anime",  11,  1,   false,  false, false],
 
 # It is best to explain what each anime key listed above does since
 # they are often used and are very important.
 # 'object animation' refers to what the defined database animation is as
 # assigned in the database (i.e. Item animation, Skill animation or
 # Weapon animation)
 #
 # "DAMAGE_ANIM"
 #   - Deal damage AND plays object animation.
 # "DAMAGE_ANIM_WAIT"
 #   - Deal damage AND plays object animation AND delays the sequence
 #     until animation is finished. This DOES NOT delay the damage.
 # "WEAPON_DAMAGE"
 #   - Deal damage AND plays equipped Weapon animation (even if a skill
 #     or item is used)
 # "WEAPON2_DAMAGE"
 #   - Deal damage AND plays equipped Weapon 2 animation (even if a skill
 #     or item is used)
 # "WEAPON_DAMAGE_WAIT"
 #   - Deal damage AND plays equipped Weapon animation (even if a skill
 #     or item is used). Delays sequence.
 # "WEAPON2_DAMAGE_WAIT"
 #   - Deal damage AND plays equipped Weapon 2 animation (even if a skill
 #     or item is used). Delays sequence.
 # "DAMAGE"
 #   - Deals damage ONLY. Does not play object animation.
 # "ANIM"
 #   - Only plays object animation. Does not delay sequence.
 #     DOES NOT deal damage.
 # "ANIM_WAIT"
 #   - Plays object animation AND delays the sequence until the animation
 #     is finished. DOES NOT deal damage.
 # "ANIM_ON_SELF_WAIT"
 #   - Always plays object animation on self AND delays the sequence
 #     until the animation is finished. DOES NOT deal damage.
 # Positive ID numbers
 #   - "anime" hashes with a positive ID number refers to the animation ID
 #     in the Animations tab in your Database. These will never cause damage.
 
 #--------------------------------------------------------------------------
 # ++ Moving Animations
 #--------------------------------------------------------------------------
 # Allows extended control of database animations when they are used in battle.
 #
 # Moving Animation keys provide motion options for animations made in the
 # database. Used for effects such as long-ranged attacks and projectiles.
 # Weapon sprites can also substitute animations.
 #
 # A difference between Moving Animation and Battle Animation hashes is that
 # Moving Animations will stay where the Object was even if the Object moves
 # while the animation plays.
 #
 # Moving Animation hashes are the only way to utilize the flying graphics
 # assigned to skills, items, and weapons. If the Flying Graphic Angle
 # is left blank (i.e. "") then no flying graphic will be used.
 #
 # Type - always "m_a"
 # ID - 1~999: Database Animation ID
 #          0: No database animation used.
 # 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 - Total travel time of animation from starting to end point.  Larger
 #        values slow down travel speed.  This value also determines the length
 #        of time the animation will display on screen.  It is possible for
 #        animations to get cut short before it completes.  Increase this value
 #        to ensure that animations don't get cut short.
 # Arc - Trajectory - Positive values produce a low arc.
 #                    Negative values produce a high arc.
 #                    [0: No Arc]
 # Xp - X Pitch - Adjusts the initial X coordinate of the animation.
 #                Enemy calculation will be automatically inverted.
 # Yp - Y Pitch - Adjusts the initial Y 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.
 # Flying Graphic Angle - Insert only "Flying Graphic Angle" and
 #                        "Flying Graphic Skill Angle" ANIME keys.
 #                        For no weapon sprite, use "".
 
 # ANIME Key               Type   ID Object Pass Time Arc  Xp Yp Start Z FlyGraphicAngle
 "CAST_ANIMATION"      => ["m_a", 86,   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"],
 "PLAY_AREA_ANIM"      => ["m_a", 80,   1,  0, 120,   0,  0,  0,  2, true,""],
 
 #--------------------------------------------------------------------------
 # ++ Flying Graphic Angle
 #--------------------------------------------------------------------------
 # Allows rotation of weapon sprites that are utilized within Animation
 # Movement hashes.
 #
 # You can 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.
 
 # ANIME Key           Start  Angle  Time
 "WPN_ROTATION"     => [   0, 360,  8],
 
 #--------------------------------------------------------------------------
 # ++ Flying Graphic Angle (Skill)
 #--------------------------------------------------------------------------
 # Different from Throwing Weapon Rotation. These ANIME hashes are used to
 # rotate weapon sprites that are "thrown" with Movement of Animation ANIME
 # objects. These are specifically used with skills. You may assign a different
 # weapon graphic to be thrown in this configuration script under
 # Throwing Weapon Graphic Settings.
 #
 # Start - Starting angle in degrees (0-360)
 # End - Ending angle in degrees. (0-360)
 # Time - Duration, in frames, of a single rotation.  Rotation will continue
 #        until the animation is complete.
 # Type - Always "skill".
 
 # ANIME Key               Start  End Time  Type
 "WPN_ROTATION(SKILL)"  => [   0, 360,  8, "skill"],
 
 #--------------------------------------------------------------------------
 # ++ Emotion 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]
 
 # ANIME Key          Type        Row  Loop
 "BALLOON-COBWEB" => ["balloon",   6,  1],
 "BALLOON-SWEAT"  => ["balloon",   5,  1],
 "BALLOON-SLEEP"  => ["balloon",   9,  1],
 
 #--------------------------------------------------------------------------
 # ++ Sound Effects
 #--------------------------------------------------------------------------
 # Provides use of sound effects, background music, and background
 # sounds directly through an ACTION sequence.
 #
 # Type1 - always "sound"
 # Type2 - ["se","bgm","bgs"]
 # Pitch - Value between 50 and 150.
 # Vol - Volume - Value between 0 and 100.
 # Filename - Name of the sound to be played.
 
 # ANIME Key         Type1   Type2  Pitch Vol   Filename
 "absorb1"       => ["sound", "se",  80, 100, "absorb1"],
 
 #--------------------------------------------------------------------------
 # ++ Game Speed Modifier
 #--------------------------------------------------------------------------
 # Change the frame rate of the game through an ACTION sequence.  Use with
 # care as this function modifies FPS directly and will conversly affect
 # any active timers or time systems.
 #
 # Type - always "fps"
 # Speed - Speed in Frames Per Second.  60 is normal frame rate.
 
 # ANIME Key       Type  Speed
 "FPS_SLOW"    => ["fps",  20],
 "FPS_NORMAL"  => ["fps",  60],
 
 #--------------------------------------------------------------------------
 # ++ State Granting Effects
 #--------------------------------------------------------------------------
 # Provides application of states on battlers directly through
 # an Action Sequence.
 #
 # 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.
 
 # ANIME Key              Type  Object  State ID
 "APPLY_STATE_18"     => ["sta+",  0,  18],
 "APPLY_STATE_19"     => ["sta+",  0,  19],
 "APPLY_CAT_STATE"    => ["sta+",  0,  20],
 
 #--------------------------------------------------------------------------
 # ++ State Removal Effects
 #--------------------------------------------------------------------------
 # Provides direct removal of states on battlers directly through
 # an Action Sequence.
 #
 # 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.
 
 # ANIME Key          Type  Object  State ID
 "REMOVE_STATE_18" => ["sta-",  3,  18],
 "REMOVE_STATE_19" => ["sta-",  3,  19],
 
 #--------------------------------------------------------------------------
 # ++ Change Actor Graphic
 #--------------------------------------------------------------------------
 # Type - always "change"
 # Reset - true: Battler sprite reverts back to previously used file after
 #               battle.
 #         false: Transformation is permanent after battle.
 # Filename - Battler graphics file that will be transformed to.
 
 # ANIME Key               Type   Reset  Filename
 "TRANSFORM_CAT"     => ["change", true,"$cat"],
 "TRANSFORM_YLVA"    => ["change", false,"$ylva"],
 
 #--------------------------------------------------------------------------
 # ++ Cut-In Image
 #--------------------------------------------------------------------------
 # Only one image can be displayed at a time.  Image can be removed by using
 # "Clear image" within a sequence.
 #
 # X1 - Image's starting X-coordinate.
 # Y1 - Starting Y-coordinate.
 # X2 - Ending X-coordinate.
 # Y2 - Ending Y-coordinate.
 # Time - Total duration of image movement from start to end point.
 #        Higher values are slower.
 # Z-axis - true: Image appears over BattleStatus Window.
 #          false: Image appears behind BattleStatus Window.
 # Filename - Filename from .Graphics/Pictures folder.
 
 # ANIME Key          Type    X1   Y1   X2   Y2 Time Z-axis  Filename
 "CUT_IN_START"   => ["pic", -280, 48,   0,  64, 12, false, "Actor2-3"],
 "CUT_IN_END"     => ["pic",   0,  48, 550,  64, 12, false, "Actor2-3"],
 
 # Cut-in Start
 "j4_PIC_START"  => ["pic",   -200,  0,   0,  90, 20,false,"FROUST"],
 # Cut-in End
 "j4_PIC_END"    => ["pic",   0,  80,   544,  90, 10,false,"FROUST"],
 
 #--------------------------------------------------------------------------
 # ++ Game Switch Control
 #--------------------------------------------------------------------------
 # Provides direct control of Game Switches directly through
 # an Action Sequence.
 #
 # Type - Always "switch"
 # Switch - Switch number from the game database.
 # ON/OFF - [true:Switch ON] [false:Switch OFF]
 #
 # ANIME Key              Type    Switch  ON/OFF
 "GAME_SWITCH_1_ON"    => ["switch",   1,  true],
 
 #--------------------------------------------------------------------------
 # ++ Game Variable Control
 #--------------------------------------------------------------------------
 # Provides direct control of Game Variables directly through
 # an Action Sequence.
 #
 # Type - Always "variable"
 # Var - Variable Number from the game database.
 # Operand - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
 # X - value of the operation.
 #
 # ANIME Key               Type       Var   Oper   X
 "GAME_VAR_1_+1"       => ["variable",   1,   1,    1],
 
 #--------------------------------------------------------------------------
 # ++ Script Operation
 #--------------------------------------------------------------------------
 # Type - Always "script"
 #
 # Inserts a simple script code into the Action Sequence utilizing the eval()
 # method. The sample, where it says p = 1, can be replaced with any script.
 # Character strings can work if the .to_s method is used rather than quotes.
 # Anything else beyond functions will not work.
 
 # ANIME Key          Type
 "TEST_SCRIPT"   => ["script", "
 
 p = 1
 
 "],
 
 #--------------------------------------------------------------------------
 # ++ Special Modifiers Keys - 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 "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 ANIME key following Two Wpn Only will only execute
 #                if the actor is wielding two weapons.  If the actor is not,
 #                the ANIME key will be skipped and will move on to the next.
 # "One Wpn Only" - The ANIME key following One Wpn Only will only execute
 #                if the actor is wielding one weapon.  If the actor is not,
 #                the ANIME key 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 the 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"],
 
 #--------------------------------------------------------------------------
 # ++ Delay Sequence Processing
 #--------------------------------------------------------------------------
 # When there is only a numerical value as an ANIME key, it will be
 # considered a delay, in frames, before the Action Sequence continues.
 # (i.e. "10", "42")  Because of this, ANIME keys for the
 # effects defined above cannot be entirely numerical.  Any Battler
 # Frame Animations that have been prompted will persist when Waiting.
 
 } # <- Do not delete this line.
 
 #==============================================================================
 # * RPG Tankentai Sideview Battle System
 #   [SBS]Action Sequences
 #------------------------------------------------------------------------------
 # Action Sequences consist of the ANIME keys defined in [.
 #==============================================================================
 
 
 ACTION = { # <- Do not delete this line.
 #----------------------------------------------------------------------------
 # * About Action Sequences
 #----------------------------------------------------------------------------
 # Think of Action Sequences as a list of orders/commands given to a battler
 # in a given situation. Battlers are *always* using an Action Sequence even
 # when you think they are doing nothing. A battler can only process one
 # Action Sequence at a time.
 #
 # Action Sequences can be assigned to skills, items, weapons, and certain
 # types of actions in sections of the SBS Configuration script.
 #
 #----------------------------------------------------------------------------
 # * Defining Action Sequences
 #----------------------------------------------------------------------------
 # Action Sequences in this section are defined with the following syntax:
 #
 # Action Sequence Key        =>              Hash Array              Comma
 "EXAMPLE_ACTION_SEQUENCE"   =>  ["ANIME_KEY_1", "30", "ANIME_KEY_2"],
 #
 # Action Sequence Key - Can be any name you want as long as it does not
 #                       contain only numbers such as "5" or "42".
 #                       Remember that Action Sequence Keys are case-sensitive
 #                       when they are used. If an Action Sequence Key is
 #                       mispelled or does not exist when used, it will result
 #                       in an error.
 #
 # => - Must be between the Action Sequence Key and the Hash Array.
 #
 # Hash Array - Consists of the pre-defined ANIME Keys from the ANIME section
 #              of the SBS Configuration script. You can list as many
 #              ANIME Keys within a hash array as you like as long as they
 #              are separated by commas and are between the square brackets.
 #              When the Action Sequence Key is used, the script will process
 #              any keys in the hash array from left to right, in order.
 #              If an ANIME Key contains only an integer (such as "30"), it
 #              will delay the processing of the Action Sequence by
 #              1/60 second increments depending on the integer value of
 #              the key.
 #
 # Comma - All Action Sequences must end with a comma after the
 #         closing square bracket. Forgetting to include the comma will
 #         result in a syntax error.
 #----------------------------------------------------------------------------
 # TIP: I recommend that you copy an existing action sequence, change the
 # name of the Action Sequence Key and modify the sequence from there.
 
 #------------ Create your own custom Action Sequences BELOW this line ---------
 
 
 
 #------------ Create your own custom Action Sequences ABOVE this line ---------
 
 
 #--------------------------- Default Action Sequences -------------------------
 # Default Action Sequences used when certain actions are not defined to
 # another specific Action Sequence.
 #----------------------------------------------------------------------------
 # "ENEMY_UNARMED_ATK" is the most basic action sequence you can try to
 # understand. It is an action sequence used by enemies when they attack
 # without an equipped weapon. I have formatted the anime keys within the
 # action sequence as a vertical list. It does not matter how much whitespace
 # there is between each key as long as it is in the hash format as explained
 # above.
 
 # Action Sequence Key
 "ENEMY_UNARMED_ATK" => [
 # Anime Keys
 "MOVE_TO_TARGET",     # Move to the selected target
 "WPN_SWING_V",        # Swing weapon/play attack pose
 "DAMAGE_ANIM_WAIT",   # Do damage and wait for animation
 "Can Collapse",       # Allow targets to die if at 0 HP
 "FLEE_RESET"          # Return to original battle coordinates
 ], # <-- Don't forget the closing bracket and comma!
 
 # Even though the use of "WPN_SWING_V" in this sequence is kind of strange
 # since this sequence is used for when enemies don't have weapons, it will
 # still play the battler's attack pose (if they are animated).
 #
 # When you go into battle with an unarmed enemy, examine their actions.
 # You will see that they will follow this exact sequence.
 #----------------------------------------------------------------------------
 # "NORMAL_ATTACK" is the action sequence used when an actor uses the attack
 # command. It is also the default sequence used when using a weapon that
 # does not have a specific action sequence assigned to it.
 # It is similar to "ENEMY_UNARMED_ATK" except that it also takes into
 # consideration if the actor is wielding two weapons.
 
 # Action Sequence Key
 "NORMAL_ATTACK" => [              # Remember the => and [
 # Anime Keys
 "MOVE_TO_TARGET",     # Move to selected target
 "WPN_SWING_V",        # Swing weapon & do attack pose
 "DAMAGE_ANIM_WAIT",   # Do damage/healing and wait for animation
 "12",                 # Delay sequence for 12 frames
 "WPN_SWING_VL",       # Swing Weapon 2 (if they have one)
 "WEAPON2_DAMAGE",     # Do damage and animation of Weapon 2
 "Two Wpn Only",       # Special sequence modifier
 "16",                 # Delay for 16 frames (if dual-wielding)
 "Can Collapse",       # Allow targets to die if at 0 HP
 "FLEE_RESET"          # Return to original battle coordinates
 ], # <-- Don't forget the closing bracket and comma!
 
 # "Two Wpn Only" is a special modifier that checks if the actor is holding
 # two weapons. If the actor is not holding two weapons, it will ignore the
 # NEXT immediate key and the sequence will continue normally.
 #----------------------------------------------------------------------------
 # "SKILL_USE" is the default action sequence used for skills that do not
 # have a specific action sequence assigned to it. It is very basic as it
 # only hits once. Damage is dealt at the end of the animation.
 
 # Action Sequence Key
 "SKILL_USE"  => [     # Remember the => and [
 # Anime Keys
 "STEP_FORWARD",     # Step forward from current position
 "SKILL_POSE",       # Play cast pose (replaces the pose "STEP_FORWARD" used)
 "24",               # Delay sequence for 24 frames
 "CAST_ANIMATION",   # Play cast animation on self
 "ANIM_WAIT",        # Play skill/weapon/item animation, wait until it's done
 "4",                # Delay sequence for 4 frames
 "DAMAGE",           # Deal damage
 "Can Collapse",     # Allow targets to die if at 0 HP
 "24",               # Delay sequence for 24 frames
 "RESET"       # Return to original battle coordinates
 ], # <-- Don't forget the closing bracket and comma!
 
 # A problem many users have with "SKILL_USE" is that it is obviously a
 # ranged attack and does not take into account if you want the skill
 # to be close-ranged. To assign another action sequence to a skill, read the
 # section called Skill Action Sequence Settings.
 #----------------------------------------------------------------------------
 # "ITEM_USE" is the default action sequence for usable items in battle.
 # It is a very simple action sequence so there isn't much to say.
 
 # Action Sequence Key
 "ITEM_USE" => [                 # Remember the => and [
 # Anime Keys
 "MOVE_TO_TARGET",   # Move to selected target
 "STAND_POSE",       # Play wait pose
 "24",               # Delay sequence for 24 frames
 "DAMAGE_ANIM_WAIT", # Do damage/healing
 "Can Collapse",     # Allow targets to die if at 0 HP
 "RESET"             # Reset to original battle coordinates
 ], # <-- Don't forget the closing bracket and comma!
 
 #------------------------------- Basic Actions --------------------------------
 # These sequences that are used for various states and situations, but are
 # not meant to be used directly such as by skills, items, and such.
 #
 # Basic Actions are grouped into two categories: looped sequences
 # and non-looped sequences.
 #
 # Keep in mind that even though these are default sequences, you can freely
 # edit them to suit your needs.
 #
 # The action sequences here are not formatted in a vertical list like the
 # ones above, but will process their keys in the same exact way.
 
 #--------------------- Looping Basic Action Sequences -------------------------
 
 # Standby action sequence
 "WAIT"              => ["STANDBY_POSE"],
 
 # Used when battler is at 25% or less health.
 "WAIT-CRITICAL"        => ["CRITICAL_POSE"],
 
 # Used when battler is inflicted with by certain debuffs.
 "WAIT-DEBUFF"      => ["NO_MOVE","STAND_POSE","BALLOON-COBWEB","22"],
 
 # Used when battler is inflicted with Sleep.
 "WAIT-SLEEP"          => ["NO_MOVE","STAND_POSE","BALLOON-SLEEP","22"],
 
 # Used when battler is inflicted with Float.
 "WAIT-FLOAT"          => ["STAND_POSE","6","FLOAT_","4",
 "FLOAT_2","4","FLOAT_3","4",
 "FLOAT_4","4"],
 
 # Used when battler uses the Guard command.
 "GUARDING"              => ["STAND_POSE","4","CONDITION_STATE_17","FLOAT_",
 "2","FLOAT_2","2","FLOAT_3","2",
 "FLOAT_4","2"],
 
 # Kaduki charging action sequence for ATB use only.
 
 "CHARGING"          => ["SKILL_POSE"],
 
 #------------------- Non-looping Basic Action Sequences -----------------------
 
 # "ENTER_BATTLE" - Used at the start of battle when battlers enter the
 # battlefield. They will start a small length away from their start position
 # before stepping forward. This sequence will also be used when battlers
 # join in the middle of battle.
 "BATTLE_START"          => ["BATTLE_ENTRANCE","RESET"],
 
 # Used when the battler is incapacitated and not immortal.
 "DEAD"              => ["DEAD_POSE"],
 
 # Used when a battler is hurt by damage
 "HURT"          => ["KNOCKBACK","RESET"],
 
 # Used when actors successfully escape battle.
 "FLEE"              => ["FLEE_SUCCESS"],
 
 # Used when enemies successfully escape battle.
 "ENEMY_FLEE"      => ["FLEE_SUCCESS","RESET"],
 
 # Used when actors fail to escape.
 "FLEE_FAIL"          => ["FLEE_FAIL","STAND_POSE","8","RESET"],
 
 # Used when an actor is selecting a command
 "COMMAND_INPUT"      => ["STEP_FORWARD"],
 
 # Used when an actor has selected a command
 "COMMAND_SELECT"    => ["RESET"],
 
 # Used when an actor evades damage.
 "EVADE_ATTACK"              => ["EVADE_JUMP","EVADE_JUMP","STAND_POSE","16",
 "RESET"],
 
 # Used when an enemy evades damage.
 "ENEMY_EVADE_ATTACK"      => ["EVADE_JUMP","STAND_POSE","16","RESET"],
 
 # Used by actors when they win a battle.
 # If the actor is inflicted with the cat state (state ID 20) at the end of
 # battle, they will revert to the graphic of Ylva.
 "VICTORY"  => ["VICTORY_JUMP", "Don't Wait","CAT_STATE","START_MAGIC_ANIM",
 "TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
 
 # Used by battlers when their action sequence is interrupted.
 "RESET_POSITION"          => ["RESET"],
 
 #----------------------- Force Battler Action Sequences -----------------------
 # Sequences that are utilized through Force Battler Action ANIME keys.
 
 "THROW"    => ["CLOCKWISE_TURN","4","MOVE_ON_TARGET_FAST","JUMP_BACK","4",
 "STAND_POSE","JUMP_BACK","STAND_POSE","32"],
 
 
 #-------------------------- Advanced Action Sequences -------------------------
 # Examples of advanced action sequences. You can use these as examples on how
 # to create your own custom action sequences.
 #
 # The action sequences below are not formatted in a vertical list, but they
 # are still processed from left to right, top to bottom.
 
 # "SKILL_ALL" - Example of how to use "Process Skill" and
 #              "Process Skill End" within Action Sequences. Used by the Float
 #              All spell in the demo.
 "SKILL_ALL"=> ["STEP_FORWARD","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED",
 "Process Skill","WPN_SWING_V","DAMAGE_ANIM","24",
 "Process Skill End","Can Collapse","RESET"],
 
 # "MULTI_ATTACK" - Example of a multi-attack Action Sequence that utilizes
 #                  effects such as afterimages and jumping. It is also
 #                  made to use Weapon 2 for Two Swords Style actors.
 #                  Damage is caused by "WEAPON_DAMAGE".
 "MULTI_ATTACK"  => ["Afterimage ON","STEP_ATTACK","WPN_SWING_VL",
 "WEAPON_DAMAGE",
 "STAND_POSE","16","WEAPON_DAMAGE","WPN_SWING_UNDER",
 "WPN_SWING_OVER","4","LONG_JUMP_ATTACK","WPN_SWING_VL",
 "WEAPON_DAMAGE","STAND_POSE","16","WEAPON_DAMAGE",
 "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
 "LONG_JUMP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "JUMP_BACK","JUMP_BACK","STAND_POSE",
 "WEAPON_DAMAGE","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
 "Afterimage OFF","16","FLEE_RESET"],
 
 # "MULTI_ATTACK_RAND" - Example of a simple multi-hit skill using the
 #                       animation of the equipped weapon rather than
 #                       database assigned animation of the skill.
 "MULTI_ATTACK_RAND"=> ["STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
 "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
 "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
 "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","Can Collapse","RESET"],
 
 # "RAPID_MULTI_ATTACK" - A multi-hit Action Sequence that hits quickly.
 #                        "FORCE_KNOCKBACK" is used to
 "RAPID_MULTI_ATTACK"   => ["MOVE_TO_TARGET","WPN_SWING_V","FORCE_KNOCKBACK","WEAPON_DAMAGE",
 "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
 "Can Collapse","12","RESET"],
 
 # "THROW_WEAPON" - An Action Sequence that demonstrates the function to
 #                  'throw' a weapon sprite at an enemy.
 "THROW_WEAPON"          => ["STEP_FORWARD","WPN_SWING_V","absorb1","STAND_POSE",
 "START_WEAPON_THROW","12","WEAPON_DAMAGE","Can Collapse",
 "END_WEAPON_THROW","RESET"],
 
 # "MULTI_SHOCK" - An example of having animations travel from one battler
 #                 to another.  Also utilizes "Process Skill" and
 #                 "Process Skill End". "REAL_TARGET" is used to set
 #                 the origin of "IMPACT_1" to the user's targets.
 "MULTI_SHOCK"=> ["JUMP_FORWARD","FLOAT_STOP","Process Skill",
 "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
 "WEAPON_DAMAGE","Process Skill End","Can Collapse",
 "FLOAT_LAND","RESET"],
 
 # "SHOCK_WAVE" - A simple example of having animations travel from one point
 #                to another. Unlike "MULTI_SHOCK", this sequence makes
 #                multiple moving animations appear for each target.
 "SHOCK_WAVE"    => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
 "DAMAGE_ANIM_WAIT","Can Collapse"],
 
 # "SKILL_90_SEQUENCE" - Example of using Link Skills. When the sequence
 #                       processes to "LINK_SKILL_91", it will link to
 #                       the defined skill ID. In this case, it will link
 #                       to skill ID 91.
 "SKILL_90_SEQUENCE"   => ["MOVE_TO_TARGET","DAMAGE_ANIM","WPN_SWING_V",
 "16","Can Collapse","LINK_SKILL_91","RESET"],
 
 # "SKILL_91_SEQUENCE" - Another example of using Link Skills. When the
 #                       Action Sequence reaches "LINK_SKILL_92", it will
 #                       link to skill ID 92. This essentially makes
 #                       a chain of three linked skills used in succession.
 "SKILL_91_SEQUENCE"   => ["FLEE_FAIL","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED",
 "8","DAMAGE_ANIM","Can Collapse","LINK_SKILL_92","RESET"],
 
 # "CUT_IN" - Simple example of using a cut-in image during an Action Sequence.
 #           "Clear image" is used to remove the image from screen.
 "CUT_IN"        => ["STAND_POSE","CAST_ANIMATION","CUT_IN_START",
 "75","CUT_IN_END","8","MOVE_TO_TARGET",
 "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse",
 "Clear image","FLEE_RESET"],
 
 # "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a
 #           database animation that does not cause damage. Damage is only
 #           caused when the sequence reaches "DAMAGE_ANIM".
 "STOMP"          => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
 "TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
 "TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK",
 "JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
 
 # "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to
 #                  demonstrate "PLAY_AREA_ANIM".
 "ALL_ATTACK_1"         => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM",
 "WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse",
 "RESET"],
 
 # "TRANSFORM_CAT" - Made to demonstrate sprite transformation through
 #                   an action sequence.
 "TRANSFORM_CAT"        => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32",
 "TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
 
 # "THROW_FRIEND" - Demonstrates using a Force Battler Action key to
 #                  move another battler when it's not their turn.
 "THROW_FRIEND"      => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4",
 "absorb1","THROW_TARGET","ALLY_FLING",
 "MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET",
 "STAND_POSE","32"],
 
 
 
 
 "j4"        => ["j4_PIC_START",
 "100","j4_PIC_END","20","Clear image","10",
 "WPN_SWING_V",
 "JUMP_TO_TARGET",
 "DAMAGE_ANIM_WAIT",
 "12",
 "WPN_SWING_VL",
 
 "Can Collapse",
 "FLEE_RESET"],
 
 #------------------------- Union Skill Sequences (ATB) ------------------------
 # There is a difference between how union skill sequences are made with the
 # ATB compared to without the ATB.  ATB Union sequences do not require special
 # states or "Action Conditions" hashes such as "CONDITION_STATE_19".  "Forced
 # Battler Actions", such as "4_MAN_ATK_1", are also not required.  You must
 # also go in your ATB Configurations script and define your union skills
 # under "ATB Union Skills Settings".
 
 "2-MAN_UNION_RALPH"    => ["MOVE_RIGHT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","48","ANIMATION_11",
 "LEFT_DASH_ATTACK","64","DAMAGE_ANIM",
 "Can Collapse","FLEE_RESET"],
 
 "2-MAN_UNION_ULRIKA"  => ["MOVE_LEFT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","48",
 "RIGHT_DASH_ATTACK","64","FLEE_RESET"],
 
 "4-MAN_UNION_RALPH"    => ["4_MAN_MOVE-RALPH","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","90","ANIMATION_11",
 "RIGHT_DASH_ATTACK","64","RED_FLASH","DAMAGE_ANIM_WAIT","20",
 "Can Collapse","FLEE_RESET"],
 
 "4-MAN_UNION_ULRIKA"  => ["4_MAN_MOVE-ULRIKA","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","90",
 "LEFT_DASH_ATTACK","96","FLEE_RESET"],
 
 "4-MAN_UNION_BENNETT"  => ["4_MAN_MOVE-BENNETT","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","FORCE_ROTATION",
 "DAMAGE_ANIM","128","FLEE_RESET"],
 
 "4-MAN_UNION_YLVA"  => ["4_MAN_MOVE-YLVA","STAND_POSE","CAST_ANIMATION",
 "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","FORCE_ROTATION",
 "DAMAGE_ANIM","144","FLEE_RESET"],
 
 # "End" - An important action sequence that works behind the scenes.
 #         Do not edit this action sequence key or its contents.
 "End"              => ["End"]}
 
 end
 
 #==============================================================================
 # * Game_Actor
 #------------------------------------------------------------------------------
 # Actor Basic Action Settings
 #------------------------------------------------------------------------------
 # This page is used to define what Action Sequence Actors should use when
 # specific conditions are met. Each actor can have their own unique action
 # sequence that you can define in the appropriate section. For example,
 # each actor can have its own unique Action Sequence when a battle is won.
 #
 # Since actors do not have a Notebox in the database, all customization
 # for actors must be done manually in Ruby syntax.
 #==============================================================================
 class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ++ Actor Unarmed Attack Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is unarmed.
 #
 # If Actor is equipped with any weapon then this Action Sequence will
 # not be used.
 def non_weapon
 case @actor_id
 when 1 # Actor ID
 return "NORMAL_ATTACK" # Action Sequence Key
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "NORMAL_ATTACK"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Wait/Idle Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is doing nothing else in
 # battle and is not inflicted with special states.
 def normal
 case @actor_id
 when 1
 return "WAIT"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "WAIT"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Critical (1/4th HP) Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is at 25% or lower HP.
 def pinch
 case @actor_id
 when 1
 return "WAIT-CRITICAL"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "WAIT-CRITICAL"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Guarding Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor uses the Guard command.
 def defence
 case @actor_id
 when 1
 return "GUARDING"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "GUARDING"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Damage Hit Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is hit by damage.
 def damage_hit
 case @actor_id
 when 1
 return "HURT"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "HURT"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Evasion Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor evades an attack.
 def evasion
 case @actor_id
 when 1
 return "EVADE_ATTACK"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "EVADE_ATTACK"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Command Input Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is having a command
 # selected by the player, but has not selected a command yet.
 def command_b
 case @actor_id
 when 1
 return "COMMAND_INPUT"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "COMMAND_INPUT"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Command Selected Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor has a command selected
 # the player.
 def command_a
 case @actor_id
 when 1
 return "COMMAND_SELECT"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "COMMAND_SELECT"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Flee Success Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor successfully escapes battle.
 def run_success
 case @actor_id
 when 1
 return "FLEE"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "FLEE"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Flee Failure Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor fails to escape battle.
 def run_ng
 case @actor_id
 when 1
 return "FLEE_FAIL"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "FLEE_FAIL"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Victory Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor at the end of a
 # victorious battle.
 def win
 case @actor_id
 when 1
 return "VICTORY"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "VICTORY"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Battle Start Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor first enters the battlefield.
 def first_action
 case @actor_id
 when 1
 return "BATTLE_START"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "BATTLE_START"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Interrupt Reset Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor's Action Sequence is
 # somehow interrupted.
 def recover_action
 case @actor_id
 when 1
 return "RESET_POSITION"
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "RESET_POSITION"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Incapacitated Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Actor is dead.
 def incapacitated
 case @actor_id
 when 1 # Actor ID
 return "DEAD" # Action Sequence Key
 end
 # Default Action Sequence for all unassigned Actor IDs.
 return "DEAD"
 end
 #--------------------------------------------------------------------------
 # ++ Actor Shadow
 #--------------------------------------------------------------------------
 # Define filename of shadow graphic used by an Actor.
 #
 # 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
 #--------------------------------------------------------------------------
 # Adjusts the coordinates of Actor shadow graphics.
 #
 # return [ X-Coordinate, Y-Coordinate]
 def shadow_plus
 case @actor_id
 when 1
 return [ 0, 4] # [ X, Y]
 end
 # Default shadow positioning for all unassigned Actor IDs.
 return [ 0, 4]
 end
 end
 #==============================================================================
 # * Game_Enemy
 #------------------------------------------------------------------------------
 #  Enemy Basic Action Settings
 #------------------------------------------------------------------------------
 # This section is used to define what Action Sequence enemies should use under
 # specific conditions. Each enemy can have their own unique action
 # sequence that you can define in the appropriate section.
 #
 # Notetags are available for use if using the Notetags for Tankentai Add-on.
 #
 # Terms:
 #    key - Refers to the name of an action sequence key.
 #          Do not use quotation marks for notetags.
 #    value - A numerical value
 #    value% - A numerical value used as a percentage of something, but
 #             the percent sign is usually optional
 #    id - ID number from the database
 #    type - Differs depending on tag (see specific tag for information)
 #    filename - A filename from the Graphics/Characters folder
 #==============================================================================
 class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ++ Enemy Unarmed Attack Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy is unarmed.
 #
 # If Enemy is equipped with any weapon then this Action Sequence will
 # not be used.
 #
 # Notetag: <unarmed: key>
 def base_action
 case @enemy_id
 when 1 # Enemy ID
 return "ENEMY_UNARMED_ATK" # Action Sequence Key
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "ENEMY_UNARMED_ATK"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Standby Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy is doing nothing else in
 # battle and is not inflicted with special states.
 #
 # Notetag: <standby: key>
 def normal
 case @enemy_id
 when 1
 return "WAIT"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "WAIT"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Critical (1/4th HP) Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy is at 25% or lower HP.
 #
 # Notetag: <pinch: key>
 def pinch
 case @enemy_id
 when 1
 return "WAIT"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "WAIT"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Guarding Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy uses the Guard command.
 #
 # Notetag: <guard: key>
 def defence
 case @enemy_id
 when 1
 return "GUARDING"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "GUARDING"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Hurt Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy is hit by damage.
 #
 # Notetag: <hurt: key>
 def damage_hit
 case @enemy_id
 when 1
 return "HURT"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "HURT"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Evasion Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy evades an attack.
 #
 # Notetag: <evade: key>
 def evasion
 case @enemy_id
 when 1
 return "ENEMY_EVADE_ATTACK"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "ENEMY_EVADE_ATTACK"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Escape Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy runs away from battle.
 #
 # Notetag: <escape: key>
 def run_success
 case @enemy_id
 when 1
 return "ENEMY_FLEE"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "ENEMY_FLEE"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Battle Start Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy first enters the battlefield.
 #
 # Notetag: <start: key>
 def first_action
 case @enemy_id
 when 1
 return "BATTLE_START"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "BATTLE_START"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Interrupt Reset Action Sequence
 #--------------------------------------------------------------------------
 # Define the Action Sequence key used when an enemy's action sequence is
 # somehow interrupted and cannot be completed normally.
 #
 # Notetag: <interrupt: key>
 def recover_action
 case @enemy_id
 when 1
 return "RESET_POSITION"
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "RESET_POSITION"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Incapacitated Action Sequence
 #--------------------------------------------------------------------------
 # Define Action Sequence key used when an Enemy is dead. If left blank ("")
 # then incapacitated sequence is not used.
 #
 # Notetag: <dead: key>
 def incapacitated
 case @enemy_id
 when 1 # Enemy ID
 return "DEAD" # Action Sequence Key
 end
 # Default Action Sequence for all unassigned Enemy IDs.
 return "DEAD"
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Shadow
 #--------------------------------------------------------------------------
 # Define the filename of the shadow graphic used by an Enemy.
 #
 # Filename must be in quotes, but does not need the file extension.
 #
 # Notetag: <shadow: filename>
 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]
 #
 # Notetag: <move shadow: x, y>
 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
 #--------------------------------------------------------------------------
 # Equip a weapon on an enemy. Enemy receives any effects when equipped with
 # the weapon such as status increases. Enemy will also follow the action
 # sequence assigned to the weapon. Enemies can only equip one weapon.
 #
 # If Weapon ID is set to 0, enemy will be unarmed.
 #
 # Notetag: <weapon: id>
 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
 #--------------------------------------------------------------------------
 # Adjusts the position of enemies in battle.
 # Positive Y-values move the enemy down. Negative Y-values move the enemy up.
 #
 # return [ 0, 0]  <- [X-value、Y-value]
 #
 # Notetag: <position: x, y>
 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
 #--------------------------------------------------------------------------
 # Define which collapse animation an enemy uses when killed. The collapse
 # type is defined by using a numerical value.
 #
 # 1 - Enemy sprite stays on screen after death.
 # 2 - Enemy fades from the battle normally
 # 3 - Special collapse animation. Good for bosses.
 #
 # Notetag: <collapse: type>
 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 Actions Settings
 #--------------------------------------------------------------------------
 # Define how many times an enemy can attack in a single turn.
 #
 # Maximum Actions, Probability, Speed Adjustment
 # return [ 2, 100, 100]
 #
 # Maximum Actions - Maximum number of actions enemy may execute in a turn.
 # Probability - % value. Chance for enemy to do another action.
 # Speed Adjustment - % value that decreases enemy's bonus speed from skills
 #                    after each successive action.
 #
 # Notetag: <multiact: maximum actions, chance%, speed adjust>
 def action_time
 case @enemy_id
 when 1
 return [ 1, 100, 100]
 end
 # Default multi-action setting for all unassigned Enemy IDs.
 return [ 1, 100, 100]
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Animated Battler Settings
 #--------------------------------------------------------------------------
 # true: Enemy battler uses files from Graphics/Characters folder like actors.
 # false: Default enemy battler image from Graphics/Battlers folder.
 # [File 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.
 #
 # Notetag: <animate> OR <-animate> OR <+animate>
 #          Prefixing animate with a minus sign will return false.
 def anime_on
 case @enemy_id
 when 1
 return false
 end
 # Default animation setting for all unassigned Enemy IDs.
 return false
 end
 #--------------------------------------------------------------------------
 # ++ Enemy Mirror Settings
 #--------------------------------------------------------------------------
 # Mirrors the enemy battler's graphic and any animations they produce.
 #
 # false: Normal
 # true: Mirrors enemy image and animations
 #
 # Notetag: <mirror> OR <-mirror> OR <+mirror>
 #          Prefixing mirror with a minus sign will return false.
 
 def action_mirror
 case @enemy_id
 when 1
 return false
 end
 # Default invert setting for all unassigned Enemy IDs.
 return false
 end
 end
 
 module RPG
 #==============================================================================
 # ■ module RPG
 #------------------------------------------------------------------------------
 # State Action Settings
 #
 # Notetags are available for use if using the Notetags for Tankentai Add-on.
 #
 # Terms:
 #    key - Refers to the name of an action sequence key.
 #          Do not use quotation marks for notetags.
 #    value - A numerical value
 #    value% - A numerical value used as a percentage of something, but
 #             the percent sign is usually optional
 #    id - ID number from the database
 #    type - Differs depending on tag (see specific tag for information)
 #    filename - A filename from the Graphics/Characters folder
 #==============================================================================
 class State
 #--------------------------------------------------------------------------
 # ++ State Affliction Wait Sequence Settings
 #--------------------------------------------------------------------------
 # When a battler is affected by a state, their Wait/Idle sequence will be
 # replaced by the Action Sequence defined for the State IDs below.  Only one
 # State Affliction Wait Animation can be active at a time.  The state with the
 # highest Priority rating will take precedence if affected by multiple states.
 #
 # when 1  <- State ID number
 #   return "DEAD"  <- Action Sequence when afflicted by specified state.
 #
 # Notetag: <action: key>
 def base_action
 case @id
 when 1  # Incapacitated(HP0). Has the highest priority.
 return "DEAD"
 end
 # Default Action Sequence for all unassigned State IDs.
 return "WAIT"
 end
 #--------------------------------------------------------------------------
 # ++ State Enhancement Extension Settings
 #--------------------------------------------------------------------------
 # Note about REFLECT and NULL states:
 #      An item/skill is considered physical if "Physical Attack" is
 #      checked under "Options" in your Database.  Otherwise, it is magical.
 #
 # "AUTOLIFE/50"      - Automatically revives when Incapacitated.
 #                      Value after "/" is % of MAXHP restored when revived.
 # "MAGREFLECT/39"    - Reflects magical skills to the original caster.
 #                      Value after "/" is Animation ID when triggered.
 # "MAGNULL/39"       - Nullify magical skills and effects.
 #                      Value after "/" is Animation ID when triggered.
 # "PHYREFLECT/39"    - Reflects physical skills to the original caster.
 #                      Value after "/" is Animation ID when triggered.
 # "PHYNULL/39"       - Nullify physical skills and effects.
 #                      Value after "/" is Animation ID when triggered.
 # "COSTABSORB"       - Absorbs the MP (or HP) cost of an incoming skill when
 #                      affected.  This will not appear as POP Damage.  This
 #                      function is similar to Celes' "Runic" from FF6.
 # "ZEROTURNLIFT"     - State is lifted at the end of turn regardless.
 # "EXCEPTENEMY"      - Enemies will not use Action Sequence assigned
 #                      under State Affliction Wait Animation Settings when
 #                      afflicted. (Actors still will.)
 # "NOPOP"            - State name will not appear as POP Window.
 # "NOSTATEANIME"     - State's caster and enemies will not use animation
 #                      sequence assigned under State Affliction Wait Sequence
 #                      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 18 # 2-Man Tech
 return ["ZEROTURNLIFT"]
 when 19 # 4-Man Tech
 return ["ZEROTURNLIFT"]
 when 20 # Cat Transformation
 return ["NOSTATEANIME"]
 end
 # Default extensions for all unassigned State IDs.
 return ["NONE"]
 end
 #--------------------------------------------------------------------------
 # ++ Slip Damage Settings
 #--------------------------------------------------------------------------
 # Also includes regeneration options.
 #
 # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
 #      Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
 #
 #        Type, Constant, %, POP?, Allow Death
 # return [["hp",    0,  10, true,  true]]
 #
 # Type       – "hp" or "mp".
 # Constant   – Set a constant value to apply each turn.
 #              Positive values are damage.  Negative values are recovery.
 # %          - Set a percentage value to apply each turn based on MAX HP/MP.
 #              Positive values are damage. Negative values are recovery.
 # POP?       - Determines whether or not you want slip damage value to
 #              appear as POP Damage.
 # Allow Death - This function is not working - true: Slip damage can kill.
 #               false: Slip damage will not kill. (Battler will be left at 1 HP)
 #
 # Notetags: <slip: hp/mp, value, value%>
 #           <cannot kill> (Optional)
 #           <cannot pop> (Optional)
 
 def slip_extension
 case @id
 when 2  # Poison
 return [["hp", 0, 10, true, true]]
 end
 return []
 end
 end
 #==============================================================================
 # * module RPG
 #------------------------------------------------------------------------------
 # Weapon Action Settings
 #
 # Notetags are available for use if using the Notetags for Tankentai Add-on.
 #
 # Terms:
 #    key - Refers to the name of an action sequence key.
 #          Do not use quotation marks for notetags.
 #    value - A numerical value
 #    value% - A numerical value used as a percentage of something, but
 #             the percent sign is usually optional
 #    id - ID number from the database
 #    type - Differs depending on tag (see specific tag for information)
 #    filename - A filename from the Graphics/Characters folder
 #==============================================================================
 class Weapon
 #--------------------------------------------------------------------------
 # ++ Weapon Action Sequence Settings
 #--------------------------------------------------------------------------
 # Assigns a specific Action Sequence when using a weapon.
 #
 # when 1 <- Weapon ID number
 # return "NORMAL_ATTACK" <- Action Sequence for assigned Weapon ID.
 #
 # Notetag: <action: key>
 def base_action
 case @id
 when 1
 return "NORMAL_ATTACK"
 end
 # Default Action Sequence for unassigned Weapon IDs.
 return "NORMAL_ATTACK"
 end
 #--------------------------------------------------------------------------
 # ++ Weapon Graphic 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.
 #
 # Notetag: <graphic: filename>
 def graphic
 case @id
 when 1
 return ""
 end
 # Default weapon graphic for unassigned Weapon IDs.
 return ""
 end
 #--------------------------------------------------------------------------
 # ++ Throwing Weapon Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate throwing weapon graphic besides the one assigned
 # from Iconset.png.  This is useful for arrows when you don't want the bow
 # to be thrown.
 #
 # Flying Graphics can only be utilized through use of Moving Animation
 # hashes.
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
 #
 # Notetags: <flygraphic: filename>
 def flying_graphic
 case @id
 when 1
 return ""
 end
 # Default throwing weapon graphic for unassigned Weapon IDs.
 return ""
 end
 end
 #==============================================================================
 # * module RPG
 #------------------------------------------------------------------------------
 # Skill Settings
 #
 # Notetags are available for use if using the Notetags for Tankentai Add-on.
 #
 # Terms:
 #    key - Refers to the name of an action sequence key.
 #          Do not use quotation marks for notetags.
 #    value - A numerical value
 #    value% - A numerical value used as a percentage of something, but
 #             the percent sign is usually optional
 #    id - ID number from the database
 #    type - Differs depending on tag (see specific tag for information)
 #    filename - A filename from the Graphics/Characters folder
 #==============================================================================
 class Skill
 #--------------------------------------------------------------------------
 # ++ Skill Action Sequence Settings
 #--------------------------------------------------------------------------
 # Assign a Skill ID from the Database to execute a defined Action Sequence.
 # Only Action Sequence keys can be assigned.  ANIME keys cannot
 # be directly assigned here.
 #
 # Notetag: <action: key>
 def base_action
 =begin
 case @id
 when 84 # Skill ID
 return "THROW_WEAPON" # Action Sequence Key
 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_UNION_RALPH"
 when 99
 return "2-MAN_UNION_ULRIKA"
 when 100
 return "4-MAN_UNION_RALPH"
 when 101
 return "4-MAN_UNION_ULRIKA"
 when 102
 return "4-MAN_UNION_BENNETT"
 when 103
 return "4-MAN_UNION_YLVA"
 when 104
 return "THROW_FRIEND"
 end
 =end
 # Default Action Sequence for unassigned Skill IDs.
 return "SKILL_USE"
 end
 #--------------------------------------------------------------------------
 # ++ Skill Extension Settings
 #--------------------------------------------------------------------------
 # Allows you to add special effexts to skills.
 # Multiple extensions may be applied to a skill ID.
 #
 # "PERFECTHIT"       -Skill cannot miss or be evaded.
 # "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. Set "Scope" to All Enemies
 #                     or All Allies for this to work correctly.
 # "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"             -Used as a default.
 def extension
 case @id
 when 86 # Skill ID
 return ["NOOVERKILL"] # Extensions
 when 94
 return ["NOOVERKILL"]
 when 98
 return ["NOOVERKILL"]
 when 100
 return ["NOOVERKILL"]
 end
 # Default extensions for unassigned Skill IDs.
 return ["NONE"]
 end
 #--------------------------------------------------------------------------
 # ++ Skill Flying Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate throwing weapon graphic besides the one assigned
 # from Iconset.png.
 #
 # Flying Graphics can only be utilized through use of Moving Animation
 # hashes.
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
 #
 # Notetag: <flygraphic: filename>
 def flying_graphic
 case @id
 when 1
 return ""
 end
 # Default throwing skill graphic for unassigned Weapon IDs.
 return ""
 end
 end
 #==============================================================================
 # * module RPG
 #------------------------------------------------------------------------------
 # Item Action Settings
 #
 # Notetags are available for use if using the Notetags for Tankentai Add-on.
 #
 # Terms:
 #    key - Refers to the name of an action sequence key.
 #          Do not use quotation marks for notetags.
 #    value - A numerical value
 #    value% - A numerical value used as a percentage of something, but
 #             the percent sign is usually optional
 #    id - ID number from the database
 #    type - Differs depending on tag (see specific tag for information)
 #    filename - A filename from the Graphics/Characters folder
 #==============================================================================
 class Item
 #--------------------------------------------------------------------------
 # ++ Item ID Sequence Assignment
 #--------------------------------------------------------------------------
 # Assign an Item ID from the Database to execute a defined Action Sequence.
 # Only Action Sequence keys can be assigned.  ANIME keys cannot
 # be directly assigned here.
 #
 # Notetag: <action: key>
 def base_action
 case @id
 when 1 # Item ID
 return "ITEM_USE" # Action Sequence Key
 end
 # Default Action Sequence for unassigned Item IDs.
 return "ITEM_USE"
 end
 #--------------------------------------------------------------------------
 # ++ Item Enhancement Extension Settings
 #--------------------------------------------------------------------------
 # Allows you to add special effexts to skills.
 # Multiple extensions may be applied to a skill ID.
 #
 # "PERFECTHIT"        -Item cannot miss or be evaded.
 # "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.  Set "Scope" to All Enemies
 #                     or All Allies for this to work correctly.
 # "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.
 def extension
 case @id
 when 1 # Item ID
 return ["IGNOREREFLECT"] # Extensions
 end
 # Default extensions for unassigned Item IDs.
 return ["IGNOREREFLECT"]
 end
 #--------------------------------------------------------------------------
 # ++ Item Flying Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate throwing weapon graphic besides the one assigned
 # from Iconset.png.
 #
 # Flying Graphics can only be utilized through use of Moving Animation
 # hashes.
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
 #
 # Notetag: <flygraphic: key>
 def flying_graphic
 case @id
 when 1
 return ""
 end
 # Default throwing skill graphic for unassigned Weapon IDs.
 return ""
 end
 end
 end[/code]覆盖SBS Battler Configuration (K)
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