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[已经过期] slick大的_横版与RTAB制的整合 問題

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Lv1.梦旅人

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发表于 2013-8-6 17:48:32 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

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已經在該技能裡 打上 <action: MONSTRT_ATTACK2>


為什也是不行呢?

自行加制技能腳本如下

module N01
   
  "MONSTER_ATTACK2"        => ["JUMP_TO_TARGET",
                          
                    
              "DAMAGE_ANIM_WAIT",   
              "12",                 
              "WPN_SWING_VL",      
            
              "Can Collapse",      
              "FLEE_RESET",]   
              end

Lv1.梦旅人

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 楼主| 发表于 2013-8-7 18:29:43 | 只看该作者
pahk2006 发表于 2013-8-7 18:06
仍然未解決:

現在使用技能時就彈出去了

能否上傳你隨便作了的動作技很我參考一下?

謝謝你了

点评

参考默认的就好了吧=-=  发表于 2013-8-23 18:55
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Lv1.梦旅人

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 楼主| 发表于 2013-8-7 18:06:23 | 只看该作者
仍然未解決:

現在使用技能時就彈出去了
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Lv1.梦旅人

彭格列I世

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发表于 2013-8-7 17:34:17 | 只看该作者
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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发表于 2013-8-7 17:05:16 | 只看该作者
两个三连炮 @protosssonny @Luciffer @小小刀886  

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 楼主| 发表于 2013-8-7 16:38:02 | 只看该作者
pahk2006 发表于 2013-8-7 15:39
想問一下 自行插入的動作應放在 腳本那裡?或者自己開個新腳本就可
而且 不用end? ...

已 短信了

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 楼主| 发表于 2013-8-7 15:43:35 | 只看该作者
問題未解決, 他說我腳本第3條有問題
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 楼主| 发表于 2013-8-7 15:39:55 | 只看该作者
小小刀886 发表于 2013-8-7 14:51
替换原来的脚本

想問一下 自行插入的動作應放在 腳本那裡?或者自己開個新腳本就可
而且 不用end?
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发表于 2013-8-7 14:51:37 | 只看该作者
  1. module N01
  2.    
  3.   "MONSTER_ATTACK2"        => ["JUMP_TO_TARGET",
  4.                           
  5.                     
  6.               "DAMAGE_ANIM_WAIT",   
  7.               "12",                 
  8.               "WPN_SWING_VL",      
  9.             
  10.               "Can Collapse",      
  11.               "FLEE_RESET"]  
复制代码
替换原来的脚本

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 楼主| 发表于 2013-8-7 12:50:26 | 只看该作者
幫幫忙,, 拜託了

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 楼主| 发表于 2013-8-7 12:37:20 | 只看该作者
如題

拜託大大們

趕急
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