#==============================================================================#
#...........................[BATTLER CONFIGURATION]............................#
#==============================================================================#
# Translated by Calvin624 #
# [url]http://www.xasabs.wordpress.com[/url] #
#==============================================================================#
module XAS_ABS_SETUP
# Damage taken/given popup?.........................................[TRUE/FALSE]
DAMAGE_POP = true
# Set the maximum amount of damage......................................[DAMAGE]
DAMAGE_LIMIT = 9999
#==============================================================================#
#..................................[DEFENSE]...................................#
#==============================================================================#
# Knockback enemies when using shield?..............................[TRUE/FALSE]
SHIELD_BLOW = false
# Sound Effect played when you successfully defend................[SOUND_EFFECT]
SHIELD_SE = RPG::AudioFile.new("097-Attack09", 80, 150)
# Animation played when you successfully defend......................[ANIMATION]
SHIELD_ANIMATION = 242
# Message shown when you successfully defend (directly)...................[TEXT]
SHIELD_TEXT = "Guard"
# Message shown when your defense is broken...............................[TEXT]
GUARD_BREAK_TEXT = "Guard Break"
# Sound Effect played when your defense is broken.................[SOUND_EFFECT]
GUARD_BREAK_SE = RPG::AudioFile.new("158-Skill02", 80, 150)
# Defense system?...................................................[TRUE/FALSE]
DEFENSE_SYSTEM_ACTIVE = true
# Message shown when you successfully defend (sides)......................[TEXT]
DEFENSE_TEXT = "Defense"
#==============================================================================#
# Type of Defense system #
# 0 = Reduces CT as you hold defense button #
# 1 = Reduces CT as you take hits #
# 2 = Normal #
#==============================================================================#
DEFENSE_COST_TYPE = 1
# Reduce damage taken from the side when using the shield...............[DAMAGE]
SIDE_DEFENSE_PERC = 50
# Reduce damage taken from the back when using the shield...............[DAMAGE]
BACK_DEFENSE_PERC = 0
#==============================================================================#
# Message shown when an enemy flees.......................................[TEXT]
ESCAPE_TEXT = "Escape"
# Tremor effect when taking/giving damage?..........................[TRUE/FALSE]
BATTLER_SHAKE_EFFECT = true
end
#==============================================================================#
#..................................[ENEMIES]...................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = SWITCH ID #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
module XAS_BA_ENEMY
DEFEAT_SWITCH_IDS = {
}
# Variable ID used to store an enemy's sensor.........................[VARIABLE]
DEFAULT_ENEMY_SENSOR_VARIABLE_ID = 10
#==============================================================================#
#...............................[ENEMY SENSOR].................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Sensor #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/the-sensor/[/url] #
#==============================================================================#
ENEMY_SENSOR = {
}
#==============================================================================#
# Percentage at which your HP is deemed low.............................[DAMAGE]
LOWHP = 30
#==============================================================================#
#..............................[ENEMY DEFENSES]................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Directional invulnerability: #
# 2 = Frontal Defence #
# 4 = Left Defence #
# 6 = Right Defence #
# 8 = Back Defence #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
SHILED_DIRECTIONS = {
}
#==============================================================================#
# FORMAT: A=>[B,B,B,B,B...] #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = TOOL ID that doesn't effect the enemy #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
SHILED_ACTIONS = {
}
#==============================================================================#
#.............................[COUNTER ATTACKS]................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = TOOL ID #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
COUNTER_ACTION = {
}
# Enemies that counter using the same tool used against them.
COUNTER_SAME_ACTION = [
]
# Message shown when an action is countered...............................[TEXT]
COUNTER_TEXT = "Counter"
# Tools that cannot be countered.
NO_COUNTER_ACTION_SKILL = [
]
# Tools that cannot be replicated by enemies.
NO_COUNTER_SAME_ACTION_SKILL = [
]
#==============================================================================#
#..............................[FINAL ATTACKS].................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = TOOL ID #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
# Enemies and the tools they activate when they die.
ENEMY_FINAL_ATTACK = {
}
# Message shown when an enemy uses a final attack.........................[TEXT]
FINAL_ATTACK_TEXT = "Final Attack"
#==============================================================================#
#...........................[ENEMY INVINCIBILITY]..............................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Time (in frames) that the enemy is invincible for after receiving damage #
#==============================================================================#
INVICIBLE_DURATION_ENEMY = {
}
# Default time that the enemy is invincible for after receiving damage....[TIME]
DEFAULT_INVICIBLE_DURATION_ENEMY = 45
# Animation when the enemy is awakened...............................[ANIMATION]
PASSIVE_AWAKE_ANIMATION_ID = 98
#==============================================================================#
#==============================================================================#
#................................[BODY SQUARE].................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Body Square #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url] #
#==============================================================================#
BODY_SQUARE = {
}
#==============================================================================#
#............................[MULTIPLE TREASURES]..............................#
#==============================================================================#
# FORMAT: A=>[B,C,D] #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Type of Treasure: #
# 0 = Item #
# 1 = Weapon #
# 2 = Armor #
# C = Item ID, Weapon ID or Armor ID #
# D = Probability of dropping that treasure #
#==============================================================================#
# For more information visit: [url]http://xasabs.wordpress.com/items/[/url] #
#==============================================================================#
ENEMY_MULTI_TREASURE = {
}
# Limit the amount of damage you can cause to an enemy
# FORMAT: A=>B
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE)
# B = Maximum damage that can be done in one hit
ENEMY_DAMAGE_LIMIT = {
60=>1 #Object
}
#==============================================================================#
#.............................[ATTACK_ON SETUP]................................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Damage as a percentage #
#==============================================================================#
# Enemies that cause damage based on the hero's …
# … current HP
ATTACK_HP_PERC = {
}
# … MAX HP
ATTACK_MAXHP_PERC = {
}
# … current SP
ATTACK_SP_PERC = {
}
# … MAX SP
ATTACK_MAXSP_PERC = {
}
#==============================================================================#
#.............................[SPECIAL ENEMY ATTACKS]..........................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = VARIOUS (see below) #
#==============================================================================#
# B = STATE ID (as listed in the STATES tab in the DATABASE)
ATTACK_ADD_STATES = {
}
# B = Amount of tiles an enemy throws you back when they hit you
ATTACK_BLOW_POWER = {
}
# B = Damage caused when you attack listed enemy with short range tools
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url]
ENEMY_HIT_DAMAGE_REACTION = {
}
# B = State added when you attack listed enemy with short range tools
# For more information visit: [url]http://xasabs.wordpress.com/battler-script/[/url]
ENEMY_HIT_ADDSTATES_REACTION = {
}
end
#==============================================================================#
module XAS_BA
# Jump when you receive damage?.....................................[TRUE/FALSE]
JUMP_HIT_HERO = true
# Initiate gameover when your HP reaches zero?......................[TRUE/FALSE]
AUTOGAMEOVER = true
# Switch ID to activate gameover........................................[SWITCH]
GAMEOVER_SWITCH_ID = 4
# Flash when you receive damage?....................................[TRUE/FALSE]
BLINK_ON = false
# The amount of time (in frames) you are ...
# ... invincible for after receiving damage........................[TIME_FRAMES]
INVICIBLE_DURATION_HERO = 40
# ... paralyzed for after receiving damage.........................[TIME_FRAMES]
KNOCK_BACK_DURATION_HERO = 30
# Speed at which you and the enemy are knocked back.
KNOCK_BACK_SPEED = 3
# Message shown when you level up.........................................[TEXT]
LEVEL_UP_TEXT = "Level up!"
# Animation played when you level up.................................[ANIMATION]
LEVEL_ANIMATION_ID = 229
# Sound Effect played when you level up...........................[SOUND_EFFECT]
LEVEL_UP_SE = RPG::AudioFile.new("Level_UP", 130, 100)
# Recover HP & SP when you level up?................................[TRUE/FALSE]
LEVELUP_RECOVER = true
# Enable slow motion when you level up?.............................[TRUE/FALSE]
LEVEL_SLOW_MOTION = false
end
#==============================================================================#
#.............................[DEFEAT ANIMATION]...............................#
#==============================================================================#
# FORMAT: A=>B #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = ANIMATION ID (as listed in the ANIMATIONS tab in the DATABASE) #
#==============================================================================#
module XAS_BA_ENEMY
# Animation played when an enemy dies................................[ANIMATION]
DEF_ANI = {
}
# Enemies that collapse and zoom vertically when they die.
COLLAPSE_ZOOM_A = [
]
# Enemies that collapse and zoom horizontally when they die.
COLLAPSE_ZOOM_B = [
]
# Enemies that collapse and zoom vertically and horizontally when they die.
COLLAPSE_ZOOM_C = [
]
# Enemies that collapse and zoom negatively when they die.
COLLAPSE_ZOOM_D = [
]
# Enemies that alternate the way they collapse and zoom.
COLLAPSE_ZOOM_E = [
]
# Enemies jump then collapse?.......................................[TRUE/FALSE]
COLLAPSE_JUMP = false
# Enable Collapse Slow Motion
COLLAPSE_SLOW_MOTION = [
]
end
#==============================================================================#
#..................................[XAS_VOICE].................................#
#==============================================================================#
# FORMAT: A=>["B","B","B","B"] #
# #
# A = TOOL ID #
# B = Sound Effect played when actor uses that tool #
#==============================================================================#
module XAS_VOICE
ACTOR_SKILL_VOICE = [
]
ACTOR_SKILL_VOICE[1] = {
}
# ALICE VOICES
ACTOR_SKILL_VOICE[2] = {
}
ACTOR_SKILL_VOICE[3] = {}
ACTOR_SKILL_VOICE[4] = {}
#==============================================================================#
#............................[ACTOR SOUND EFFECTS].............................#
#==============================================================================#
# FORMAT: A=>["B","B","B","B"] #
# #
# A = ACTOR ID (as listed in the ACTORS tab in the DATABASE) #
# B = Sound Effect played when actors … #
#==============================================================================#
# … are injured
ACTOR_DAMAGE = {
}
# … evade an attack
ACTOR_MISS = {
}
# … die
ACTOR_DEFEAT = {
}
# … receive critical damage
ACTOR_CRITICAL = {
}
# … deal critical damage to an enemy
ENEMY_CRITICAL = {
}
# … level up
ACTOR_LEVEL_UP = {
#1 =>["V_Level_UP1"]
}
#==============================================================================#
#............................[ENEMY SOUND EFFECTS].............................#
#==============================================================================#
# FORMAT: A=>["B","B","B","B"] #
# #
# A = ENEMY ID (as listed in the ENEMIES tab in the DATABASE) #
# B = Sound Effect played when enemy is injured #
#==============================================================================#
ENEMY_DAMAGE = {
}
end
#==============================================================================#
#...................................[DETAILS]..................................#
#==============================================================================#
module XAS
# Influence of the CT conditions......................................[CT_OTHER]
CT_POWER = 3
# Damage HP based on MaxHP for Drain state.....................[DAMAGE_%_MAX_HP]
DRAIN_RECOVER_PERC = 10
# Recover HP based on MaxHP for Life state....................[RECOVER_%_MAX_HP]
LIFE_RECOVER_PER = 25
# The amount of time (in seconds) the Death Count lasts for.......[TIME_SECONDS]
DEATHCOUNT_TIME = 10
# Message shown when you use the Death Count condition....................[TEXT]
DEATHCOUNT_TEXT_COUNT = "Time"
DEATHCOUNT_TEXT_DEATH = "Death"
# Message shown when an action is sealed..................................[TEXT]
SEALED_TEXT = "Sealed"
# Sound Effect played when an action is sealed....................[SOUND_EFFECT]
SEALED_SE = RPG::AudioFile.new("004-System04", 100, 100)
# Sound Effect played when you have reflected a state.............[SOUND_EFFECT]
REFLECT_SE = RPG::AudioFile.new("087-Action02", 100, 150)
# Animation played when you use the Reflect condition................[ANIMATION]
REFLECT_ANIMATION_ID= 179
# Animation played when you use the Life condition...................[ANIMATION]
RELIFE_ANIMATION_ID = 26
end