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  1. ===========================================================================
  2. *) create an action sequence
  3. ---------------------------------------------------------------------------
  4. to add new action sequence, do it by this format :
  5.  
  6. "Action Key" => [
  7. [loop?, Afterimage?, Flip?], <-- replace with true / false (needed)
  8. [:mode, param1, param2], <-- don't forget comma!
  9. [:mode, param1, param2],
  10. [:mode, param1, param2],
  11. ....
  12.  
  13. ], <-- comma too!
  14.  
  15. Note :
  16. > loop?
  17. will the sequence looping? use true for idle, dead, or
  18. victory pose. Not effect on skill or else.
  19.  
  20. > Afterimage?
  21. use afterimage on the sequence?
  22. when true the skill will use afterimage.
  23.  
  24. > Flip?
  25. Will the battler flipped ? when true battler will be flipped. when false,
  26. battler won't be flipped.
  27.  
  28. When nil / empty, battler will adjust itself to flip value from previous
  29. action sequence. Only apply for skill sequence though
  30.  
  31. When nil / empty for non-skill action sequence, battler will adjust itself
  32. to original value (actor won't be flipped. Enemy is depends on how do you
  33. set them up. Do you put <flip> tag or not)
  34.  
  35. > :mode
  36. Sequence mode which I already wrote above
  37.  
  38. > param1, param2
  39. parameter of each mode. each mode has different parameters
  40. make sure you read it carefully.
  41.  
  42. ===========================================================================
  43. 1) :pose | Change battler pose
  44. ---------------------------------------------------------------------------
  45. Format --> [:pose, number, cell, wait, (icon)],
  46.  
  47. Note :
  48. This mode to change pose of battler from first cell into other cell
  49.  
  50. Parameters :
  51. number >> Is a number from the picture name. Like Ralph_1, Ralph_2
  52. cell >> is a cell frame from spriteset. Example if you use
  53. 3 x 4 spriteset, then from top left is 0 until 11 in bottom right
  54. If you use a very long spriteset,
  55. you can input with "cell(row, column)"
  56. (without quotation of kors)
  57. wait >> Wait before next sequence in frames
  58. icon >> Icon key write between quotes ("example"). Icon here
  59. is used to call icon sequence from first part.
  60. if you dont want to show any, you can leave it empty
  61.  
  62. Example :
  63. [:pose, 1, 1, 25],
  64. [:pose, 1, cell(1,2), 25],
  65. [:pose, 1, 1, 25, "Swing"],
  66.  
  67. ===========================================================================
  68. 2) :move | Move to a specified coordinates
  69. ---------------------------------------------------------------------------
  70. Format --> [:move, x, y, dur, jump, (height)],
  71.  
  72. Note :
  73. This mode to move battler into a specified coordinates
  74.  
  75. Parameters :
  76. x >> X axis destination
  77. y >> Y axis destination
  78. dur >> duration in frames smaller number, faster movement
  79. jump >> Jump. Higher number higher jump
  80. height >> height location. Related with shadow placement (optional)
  81.  
  82. Example :
  83. [:move, 150, 235, 60, 20],
  84.  
  85. ===========================================================================
  86. 3) :slide | Slide few pixel aside
  87. ---------------------------------------------------------------------------
  88. Format --> [:slide, x, y, dur, jump, (height)],
  89.  
  90. Note :
  91. This mode to slide battler few pixel from origin coordinates based on what
  92. have you input into.
  93.  
  94. Parameters :
  95. x >> X axis displacement
  96. y >> Y axis displacement
  97. dur >> duration in frames smaller number, faster movement
  98. jump >> Jump. Higher number higher jump
  99. height >> height location. Related with shadow placement (optional)
  100.  
  101. Example :
  102. [:slide, -100, 0, 25, 0],
  103.  
  104. Note :
  105. If battler is flipped, then X coordinate will be flipped as well. In other
  106. word, regulary minus value of x means to be left. If battler flipped, then
  107. it means to be right (uh, I hope u understand what I'm trying to say)
  108.  
  109. ===========================================================================
  110. 4) :goto_oripost | Back to origin position
  111. ---------------------------------------------------------------------------
  112. Format --> [:goto_oripost, dur, jump],
  113.  
  114. Note :
  115. This mode to revert battler to origin position
  116.  
  117. Parameter
  118. dur >> duration in frames smaller number, faster movement
  119. jump >> Jump. Higher number higher jump
  120.  
  121. Example :
  122. [:goto_oripost, 10, 20],
  123.  
  124. ===========================================================================
  125. 5) :move_to_target | Relative move to target
  126. ---------------------------------------------------------------------------
  127. Format --> [:move_to_target, x, y, dur, jump, (height)],
  128.  
  129. Note :
  130. This mode to move battler to their target
  131.  
  132. Parameters :
  133. x >> X axis relative to target
  134. y >> Y axis relative to target
  135. dur >> duration in frames smaller number, faster movement
  136. jump >> Jump. Higher number higher jump
  137. height >> height location. Related with shadow placement (optional)
  138.  
  139. Example :
  140. [:move_to_target, 130, 0, 25, 0],
  141.  
  142. Note 1:
  143. If battler is flipped, then X coordinate will be flipped as well. In other
  144. word, minus value of x means to be left. If battler flipped, then it means to
  145. be right (uh, I hope u understand what I'm trying to say)
  146.  
  147. Note 2:
  148. If the target is area attack, then the action battler will move to the center
  149. of the targets
  150.  
  151. ===========================================================================
  152. 6) :script | Run a script call
  153. ---------------------------------------------------------------------------
  154. Format --> [:script, "script call"]
  155.  
  156. Note :
  157. "script call" Is a content for a script call. Write it between quotes
  158.  
  159. example :
  160. [:script, "$game_switches[1] = true"],
  161.  
  162. ===========================================================================
  163. 7) :wait | Waiting time in frames
  164. ---------------------------------------------------------------------------
  165. Format --> [:wait, frame],
  166.  
  167. Note :
  168. Frame is a number used for waiting time in Frames. To be note that 60
  169. frames is equal as 1 second
  170.  
  171. Example :
  172. [:wait, 60],
  173.  
  174. ===========================================================================
  175. 8) :target_damage | Apply skill/item on target
  176. ---------------------------------------------------------------------------
  177. Format --> [:target_damage, (option)],
  178.  
  179. Note :
  180. Option is a command to modify skill/item which will be used.
  181. There is 3 option you can use. You can leave it empty if you don't need
  182. it.
  183.  
  184. - Formula
  185. Define skill with new formula. Formula must be write between quotes ("")
  186.  
  187. - Skill ID
  188. You can change skill by using option.
  189.  
  190. - Damage Rate
  191. You can change damage rate of the skill. Which will be double,
  192. or half by inputing fraction number / float on option
  193.  
  194. Example :
  195. [:target_damage], << Default
  196. [:target_damage, "a.atk * 10 - b.def * 5"], << Custom formula
  197. [:target_damage, 10], << Apply other skill
  198. [:target_damage, 1.5], << Damage scale
  199.  
  200. ===========================================================================
  201. 9) :show_anim | Run animation on target
  202. ---------------------------------------------------------------------------
  203. Format --> [:show_anim, (anim_id), (flip?), (ignore anim guard?)],
  204.  
  205. Note :
  206. - Anim_id is an optional option. You can define certain sequence will play
  207. which animation. Ignore this, then sequence will play default
  208. animation on skill / weapon you have set in database
  209.  
  210. - Flip. Will the animation gonna be flipped? Ignore this if not needed
  211.  
  212. - Ignore anim guard is to ignore animation guard animation from target
  213.  
  214. Example :
  215. [:show_anim],
  216. [:show_anim, 25], << Play animation ID 25
  217. [:show_anim,116,false,true],
  218.  
  219. ===========================================================================
  220. 10) :cast | Run animation on user
  221. ---------------------------------------------------------------------------
  222. Format --> [:cast, (anim_id), (flip)]
  223.  
  224. Note :
  225. Like show anim. But the target is user. if anim_id is commited or nil, it
  226. is same as skill animation in database
  227.  
  228. Flip is to flip animation which gonna be played. Default is same as battler
  229. flip value
  230.  
  231. example :
  232. [:cast], << Run animation from used skill / item
  233. [:cast, 25], << Run animation ID 25 from database
  234. [:cast, 25, true], << Run animation ID 25 from database and flip the anim
  235.  
  236. ===========================================================================
  237. 11) :visible | Set up battler visibility
  238. ---------------------------------------------------------------------------
  239. Format --> [:visible, true/false],
  240.  
  241. Note :
  242. Parameter of visibility mode is only 1. And it is enough by inputing true
  243. or false. When true, battler will be shown. False, battler will be hiden
  244.  
  245. Example :
  246. [:visible, true],
  247. [:visible, false],
  248.  
  249. ===========================================================================
  250. 12) :afterimage | Turn on afterimage effect
  251. ---------------------------------------------------------------------------
  252. Format --> [:afterimage, true/false],
  253.  
  254. Note :
  255. Parameter mode of afterimage like on visible mode. Only applied by true or
  256. false
  257.  
  258. Example :
  259. [:afterimage, true],
  260. [:afterimage, false],
  261.  
  262. ===========================================================================
  263. 13) :flip | Flip battler sprite horizontaly
  264. ---------------------------------------------------------------------------
  265. Format --> [:flip, (option)],
  266.  
  267. Note :
  268. There are 3 options to flip battler sprite. Those are:
  269. >> true - to Flip
  270. >> false - to not Flip or return it to original
  271. >> :toggle - To flip sprite based on last condition
  272.  
  273. Note :
  274. [:flip, true],
  275. [:flip, false],
  276. [:flip, :toggle],
  277.  
  278. ===========================================================================
  279. 14) :action | Call a pre-defined action
  280. ---------------------------------------------------------------------------
  281. Format --> [:action, "key"],
  282.  
  283. Note :
  284. Action mode is to combine action sequence. So you can just make a template
  285. and you can combine it with others just by calling it.
  286.  
  287. Key is a sequence key of the sequence which will be combined
  288.  
  289. example :
  290. [:action, "Magic Cast"],
  291. [:action, "Firebolt"],
  292.  
  293. ===========================================================================
  294. 15) :projectile | Throw a projectile
  295. ---------------------------------------------------------------------------
  296. Format --> [:projectile, anim_id, dur, jump, (icon), (angle_speed)],
  297.  
  298. Note :
  299. Like a target damage mode. But in projectile form. when projectile reach the
  300. target, then target will be damaged.
  301.  
  302. The parameters are :
  303. anim_id >> Animation id which will be display on projectile.
  304. dur >> Duration in frames.
  305. jump >> Jump.
  306. icon >> Icon ID, or string/text which will be defined as a script
  307. angle_speed >> Rotation speed of an icon
  308.  
  309. Note :
  310. [:projectile, 110, 10, 0, 0, 0],
  311. [:projectile, 0, 10, 20, 188, 0],
  312. [:projectile, 0, 10, 0, 147, 90],
  313. [:projectile, 0, 20, 10, "item_in_use.icon_index", 90],
  314.  
  315. ===========================================================================
  316. 16) :proj_setup | set up projectile
  317. ---------------------------------------------------------------------------
  318. Format --> [:proj_setup, start, end],
  319.  
  320. Note :
  321. This mode to set up projectile. Recommended to call this before :projectile
  322. to set up a projectile whch will be thrown
  323.  
  324. Start >> Projectile origin location from user
  325. End >> projectile destination (target)
  326.  
  327. Input start and end with these formula
  328. :head >> Target on upper part (head)
  329. :middle >> Target on mid part (body)
  330. :feet >> Target on feet part (feet)
  331.  
  332. example :
  333. [:proj_setup, :middle, :feet],
  334.  
  335. ########################### Update Version 1.4 ##############################
  336.  
  337. Format -> [:proj_setup, {}],
  338.  
  339. In newest version, you have more options to use this command. However, it's
  340. still valid if you want to use the old model configuration like the one above.
  341. How to use this command in newer version is to use this following format.
  342.  
  343. [:proj_setup, {:option => value, :option2 => value}],
  344. [:projectile, ....],
  345.  
  346. Or something like this
  347.  
  348. [:proj_setup, {
  349. :option1 => value,
  350. :option2 => value,
  351. :option3 => value,
  352. }],
  353. [:projectile, ....],
  354.  
  355. Where those options are :
  356.  
  357. #############################################################################
  358. PLACEMENT SETTINGS :
  359. >> :start | Start point position of the projectile
  360. >> :end | End point position of the projectile
  361. >> :start_pos | Relative position from start point
  362. >> :end_pos | Relative position from end point
  363. ----------------------------------------------------------------------------
  364. Note for start/end point :
  365. To set the start/end point of the projectile, you need to select the value
  366. from these given options :
  367.  
  368. :head => Top of the sprite (head)
  369. :middle => Middle of the sprite (body)
  370. :feet => Bottom of the sprite (feet)
  371. :none => No reference. You need to specify yourself
  372. :self => End point reference same as start point. This :self is used
  373. together with :end_pos. Also this value only valid for :end
  374. Example :
  375. [:proj_setup, {:start => :middle, :end => :head}],
  376.  
  377. Note for relative point setup :
  378. Relative point is displacement from the original point. For example, you want
  379. the projectile start point is in front of the battler
  380.  
  381. Parameter format
  382. :start_pos => [x, y],
  383. :end_pos => [x, y],
  384.  
  385. Example
  386. [:proj_setup,{
  387. :start => :middle,
  388. :start_pos => [-25, 0],
  389. }],
  390.  
  391. [:proj_setup,{
  392. :start => :middle,
  393. :end => :self,
  394. :end_pos => [0, -100],
  395. }],
  396.  
  397. ----------------------------------------------------------------------------
  398. >> :reverse | Reverse start/end point
  399. ----------------------------------------------------------------------------
  400. Note :
  401. This option is to reverse the projectile start/end point where the projectile
  402. launched from the target to subject. You only need to put this option to true
  403.  
  404. Example :
  405. [:proj_setup,{
  406. :reverse => true,
  407. }],
  408.  
  409. #############################################################################
  410. ANIMATION SETTINGS :
  411. >> :anim_start | Play animation on start point
  412. >> :anim_end | Play animation on end point
  413. ----------------------------------------------------------------------------
  414. Note :
  415. This option is to allow you to play animation on projectile start/end
  416.  
  417. Example :
  418. [:proj_setup, {
  419. :anim_start => 10,
  420. :anim_end => 11,
  421. }],
  422.  
  423. Using the setting above, when the projectile created, it will play animation
  424. ID 10 and when it reached its target, it will play animation ID 11. If you
  425. want the animation ID is same as the skill, use :default
  426.  
  427. Example :
  428. [:proj_setup, {
  429. :anim_start => 10,
  430. :anim_end => :default,
  431. }],
  432.  
  433. ----------------------------------------------------------------------------
  434. >> :anim_pos | Projectile animation position
  435. ----------------------------------------------------------------------------
  436. Note :
  437. If you use the projectile graphic is from the animation database, you could
  438. set whether the animation will be displayed always on top, or relative where
  439. if any other battler has larger Y position will be displayed over the
  440. animation. Put the value between [-1: Behind],[0:n Normal],[1: Always on top]
  441.  
  442. Example :
  443. [:proj_setup, {
  444. :anim_pos => 1,
  445. }],
  446.  
  447. ----------------------------------------------------------------------------
  448. >> :anim_hit | Play animation only when hit
  449. ----------------------------------------------------------------------------
  450. Note :
  451. This option is to make the animation only played when the target succesfully
  452. get hit by the projectile. To use this option, put the value to true
  453.  
  454. Example :
  455. [:proj_setup, {
  456. :anim_hit => true,
  457. }],
  458.  
  459. ----------------------------------------------------------------------------
  460. >> :flash | Flash reference
  461. ----------------------------------------------------------------------------
  462. Note :
  463. This option is to support the :anim_start and :anim_end. If you're using
  464. "flash target" in animation database, the flashing sprite will be redirected
  465. to the subject who throw the projectile and/or the target
  466.  
  467. Format --> :flash => [subj, target]
  468. Change it to true or false
  469.  
  470. Example :
  471. [:proj_setup, {
  472. :anim_start => 10,
  473. :anim_end => 11,
  474. :flash => [true, true],
  475. }],
  476.  
  477. #############################################################################
  478. MOVEMENT SETTINGS :
  479. >> :pierce | Keep the movement after hit
  480. >> :boomerang | Boomerang. Return to subject after hit the target
  481. >> :wait | Wait before launched within the given time duration
  482. ----------------------------------------------------------------------------
  483. Note :
  484. As I described above. :pierce will make the projectile keep moving after
  485. hitting the target. While :boomerang will make the projectile return to the
  486. subject. And wait is to make the projectile wait within the given frame
  487. before launched
  488.  
  489. Examples :
  490. [:proj_setup,{
  491. :pierce => true,
  492. :wait => 25,
  493. }],
  494.  
  495. [:proj_setup,{
  496. :boomerang => true,
  497. :wait => 25,
  498. }],
  499.  
  500. #############################################################################
  501. EFFECT SETTINGS :
  502. >> :aftimg | Toggle on afterimage
  503. >> :aft_opac | Opacity easing per frame
  504. >> :aft_rate | Afterimage clone ratio
  505. ----------------------------------------------------------------------------
  506. Note :
  507. - Those three settings are for set the afterimage effect. :aftimg is the
  508. afterimage toggler. If you put it to true, projectile will dislay the
  509. afterimage effect.
  510. - While :aft_opac is for the speed of opacity easing for each afterimage
  511. graphics per frame. If you put 25, then the opacity of each afterimage will
  512. be reduced by 25 / frame
  513. - While :aft_rate is the clone ratio. The smaller value, the thicker it will
  514. be. The minimul value is 1.
  515. - As a side note. Afterimage can only be seen if you use icon as the
  516. projectile image. Not the animation.
  517.  
  518. Example :
  519. [:proj_setup, {
  520. :aftimg => true,
  521. :aft_opac => 19,
  522. :aft_rate => 1,
  523. }],
  524.  
  525. ----------------------------------------------------------------------------
  526. >> :angle | Starting angle
  527. ----------------------------------------------------------------------------
  528. Note :
  529. This option is for the starting angle of the projectile if you want to use
  530. projectile from icon. For example, the starting angle is 90 degree
  531.  
  532. Example :
  533. [:proj_setup, {
  534. :angle => 90,
  535. }],
  536.  
  537. #############################################################################
  538. DAMAGE SETTINGS :
  539. >> :damage | Damage execution
  540. >> :scale | Damage scale
  541. ----------------------------------------------------------------------------
  542. Note :
  543. - The :damage setting is to set the damage execution behaviour. Put the value
  544. between -1, 0, or 1 within these rules
  545.  
  546. >> -1: Damage will be executed when projectile started to move
  547. >> 0: Target receive no damage / no damage will be executed
  548. >> 1: Damage execution on end (default)
  549.  
  550. - The :scale setting is for projectile damage scale just like [:target_damage]
  551. command. You have to put the float number like 0.5
  552.  
  553. Example :
  554. [:proj_setup, {
  555. :damage => -1,
  556. :scale => 0.5,
  557. }],
  558.  
  559. #############################################################################
  560. MODIFICATION :
  561. >> :change | Change flag
  562. ----------------------------------------------------------------------------
  563. Note :
  564. Actually everytime you setup the projectile, the setup will be reseted back
  565. and previous setup is not valid anymore.
  566.  
  567. Example :
  568. [:proj_setup, {
  569. :start_pos => [-25, 0],
  570. :anim_start => 10,
  571. }],
  572. [:projectile, ...],
  573. [:proj_setup, {:start_pos => [0, -25]}],
  574. [:projectile, ....],
  575.  
  576. The second projectile wont havve :anim_start 10 since it reseted back each
  577. time you call :proj_setup.
  578.  
  579. How to overcome this problem, you could use :change option like this
  580. [:proj_setup, {
  581. :start_pos => [-25, 0],
  582. :anim_start => 10,
  583. }],
  584. [:projectile, ...],
  585. [:proj_setup, {
  586. :start_pos => [0, -25],
  587. :change => true,
  588. }],
  589. [:projectile, ....],
  590.  
  591. ===========================================================================
  592. 17) :user_damage | Damage on user -(SCRAPPED!)
  593. In version 1.4 or more this function is no longer avalaible
  594. ---------------------------------------------------------------------------
  595.  
  596. Instead, you could use this
  597. [:change_target, 11],
  598. [:target_damage],
  599.  
  600. ===========================================================================
  601. 18) :lock_z | Lock Z coordinates. Lock shadow as well
  602. ---------------------------------------------------------------------------
  603. Format --> [:lock_z, true/false],
  604.  
  605. Note :
  606. Z coordinates is a coordinates to define which sprite is nearest to player's
  607. screen. In TSBS Z coordinates are dynamic. Sprite with most y coordinates
  608. (most bottom) also got the highest Z coordinates value.
  609.  
  610. If a sprite move to upper part in screen, Then z coordinates can be dropped.
  611. To prevent it, you can lock z coordinates with certain conditions
  612.  
  613. Z coordinates affecting battler shadow. If you lock it, then battler's shadow
  614. also won't move
  615.  
  616. Example :
  617. [:lock_z, true],
  618. [:lock_z, false],
  619.  
  620. ===========================================================================
  621. 19) :icon | Show an icon
  622. ---------------------------------------------------------------------------
  623. Format --> [:icon, "key"],
  624.  
  625. Note :
  626. like a :pose command. just this one independent not affected by :pose mode
  627.  
  628. Example :
  629. [:icon, "Swing"],
  630.  
  631. ===========================================================================
  632. 20) :sound | Play a Sound effect
  633. ---------------------------------------------------------------------------
  634. Format --> [:sound, name, vol, pitch],
  635.  
  636. Note :
  637. This mode to play a sound effect
  638.  
  639. Parameters :
  640. name >> Name of SE which present on folder Audio/SE
  641. vol >> Volume SE which will be played
  642. pitch >> Pitch SE which will be played
  643.  
  644. Example :
  645. [:sound, "absorb", 100, 100],
  646.  
  647. ===========================================================================
  648. 21) :if | Branched condition
  649. ---------------------------------------------------------------------------
  650. Format --> [:if, script, act_true, (act_false)],
  651.  
  652. Note :
  653. To make a branched sequence. Wrong script call will throw an error. So be
  654. careful, kay?
  655.  
  656. Parameters :
  657. script >> Is a String / Text will be evaluated as script.
  658. Act_true >> Action key will be called if the condition is true
  659. Act_false >> Action key will be called if the condition is false. Can be
  660. ommited if not necessary
  661.  
  662. Example :
  663. [:if, "$game_switches[1]", "Suppa-Attack"],
  664. [:if, "$game_switches[1]", "Suppa-Attack","Normal-Attack"],
  665.  
  666. --------------------
  667. Alternative :
  668. --------------------
  669. If you don't want to make a new action sequence only for single sequence, you
  670. could directly put a new array inside branched condition
  671.  
  672.  
  673. Example :
  674. [:if, "$game_switches[1]", [:target_damage]],
  675. [:if, "$game_switches[1]", [:target_damage], [:user_damage]],
  676.  
  677. --------------------
  678. Another alternative :
  679. --------------------
  680. If you don't want to make a new action sequence only for branched sequence,
  681. you could put new sequence directly on the branch without making new action
  682. key sequence.
  683.  
  684.  
  685. Example, taken from Soleil normal attack (sample game):
  686. [:if,"target.result.hit?",
  687. [
  688. [:target_slide, -5, 0, 3, 0],
  689. [:slide,-5, 0, 3, 0],
  690. ],
  691. ],
  692.  
  693. ===========================================================================
  694. 22) :timed_hit | Built-in timed hit function
  695. ---------------------------------------------------------------------------
  696. Format --> [:timed_hit, count],
  697.  
  698. Note :
  699. Inspired from Eremidia: Dungeon!. Timed hit is a function when player hit a
  700. certain button in a correct timing, then player will get a reward.
  701. Like a skill damage become double.
  702.  
  703. This mode must be followed by [:if] where parameter is
  704. [:if, "@timed_hit", "Suppa-Attack"],
  705.  
  706. Parameters :
  707. Count is a timing chance for player to hit confirm / C in frames.
  708. (And only confirm button)
  709.  
  710. Example :
  711. [:timed_hit, 60],
  712. [:wait, 60], <-- You could change it to :pose
  713. [:if, "@timed_hit", "Suppa-Attack"],
  714.  
  715. ########################### Update Versi 1.4 ##############################
  716.  
  717. In updated version 1.4 now you could make the timed hit function uses
  718. different buttons. You also could check if the player press :SHIFT, :C or
  719. any other buttons by using this way
  720.  
  721. [:timed_hit, 60, :SHIFT] <-- One button
  722. [:timed_hit, 60, [:SHIFT, :C, :B]] <-- Many buttons
  723.  
  724. By using conditional branch, all you need to do is to put check condition like
  725. "@timed_hit == :SHIFT". It's recommended to use :case command if you're using
  726. many buttons
  727.  
  728. [:case, {
  729. "@timed_hit == :SHIFT" => "Do Something",
  730. "@timed_hit == :Z" => "Do Something",
  731. }],
  732.  
  733. Nb : Command :case explanation is provided on other part
  734.  
  735. You could aslo specify the animation that will be played on battler when the
  736. player successfuly press the button in right timing by putting the third
  737. parameter as animation ID
  738.  
  739. Exmaple :
  740. [:timed_hit, 10, :C, 10],
  741.  
  742. Animation ID 10 will be played if the player press the button in right timing
  743.  
  744. ===========================================================================
  745. 23) :screen | modify screen
  746. ---------------------------------------------------------------------------
  747. Format --> [:screen, submode, param1, param1],
  748.  
  749. Note :
  750. This mode to modify screen. there are submode in :screen mode. those are :
  751.  
  752. :tone >> like a tint screen on event
  753. :shake >> like a shake screen on event
  754. :flash >> like a flash screen on event
  755. :normalize >> Revert tint to original
  756.  
  757. --------------------------------------------------
  758. Parameter (:tone)
  759. Format --> [:screen, :tone, tone, dur],
  760. - Tone >> Tone.new(red, green, blue, gray)
  761. - dur >> Duration of tone changes in frames
  762.  
  763. Example :
  764. [:screen, :tone, Tone.new(120, 90, 0, 0), 60]
  765.  
  766. --------------------------------------------------
  767. Parameter (:shake)
  768. Format --> [:screen, :shake, power, speed, dur],
  769. - power >> Shake strength
  770. - shake >> Shake speed
  771. - dur >> Duration of shake in frames
  772.  
  773. Example :
  774. [:screen, :shake, 5, 10, 60],
  775.  
  776. --------------------------------------------------
  777. Parameter (:flash)
  778. Format --> [:screen, :flash, color, dur],
  779. - color >> Color.new(red, green, blue, alpha)
  780. - dur >> Duration of flash in frames
  781.  
  782. Example :
  783. [:screen, :flash, Color.new(255,255,255,128), 60],
  784.  
  785. --------------------------------------------------
  786. Parameter (:normalize)
  787. Format --> [:screen, :normalize, dur],
  788. - dur >> to revert screen into original
  789.  
  790. example :
  791. [:screen, :normalize, 60],
  792.  
  793. ===========================================================================
  794. 24) :add_state | Add state on target
  795. ---------------------------------------------------------------------------
  796. Format --> [:add_state, state_id, (chance), (ignore_rate?)],
  797.  
  798. Note :
  799. Like the name. This mode to apply state based on chance on target.
  800.  
  801. Parameters :
  802. state_id >> State id from database
  803. chance >> Chance / opportunity. write between 1 ~ 100 or 0.0 ~ 1.0. The
  804. default value is 100 if ommited
  805. ignore_rate >> To ignore state rate features from database. Pick between true
  806. or false. The default is false if ommited
  807. Example :
  808. [:add_state, 10],
  809. [:add_state, 10, 50],
  810. [:add_state, 10, 50, true],
  811.  
  812. ===========================================================================
  813. 25) :rem_state | Remove state on target
  814. ---------------------------------------------------------------------------
  815. Format --> [:rem_state, state_id, (chance)],
  816.  
  817. Note :
  818. Like the name. This mode to remove state based on chance on target.
  819.  
  820. Parameter :
  821. state_id >> State id from database
  822. chance >> Chance / opportunity. write between 1-100. or 0.0 ~ 1.0. The
  823. default value is 100 if ommited
  824.  
  825. Example :
  826. [:rem_state, 10],
  827. [:rem_state, 10, 50],
  828.  
  829. ===========================================================================
  830. 26) :change_target | Change target *u don't say*
  831. ---------------------------------------------------------------------------
  832. Format --> [:change_target, option],
  833.  
  834. Note :
  835. This mode to change target in the mid of action sequence.
  836. there are 11 mode here. there are :
  837.  
  838. 0 >> Revert to original target (target from database)
  839. 1 >> Target all (allies + enemies)
  840. 2 >> Target all (allies + enemies) except user
  841. 3 >> All enemies
  842. 4 >> All enemies except current target
  843. 5 >> All allies
  844. 6 >> All allies except user
  845. 7 >> Next random enemy
  846. 8 >> Next random ally
  847. 9 >> Absolute random target for enemies
  848. 10 >> Absolute random target for allies
  849. 11 >> Self
  850.  
  851. Example :
  852. [:change_target, 0],
  853. [:change_target, 1],
  854. [:change_target, 2],
  855. [:change_target, 3],
  856. [:change_target, 4],
  857. [:change_target, 5],
  858. [:change_target, 6],
  859. [:change_target, 7],
  860. [:change_target, 8],
  861. [:change_target, 9, 3], <-- 3 absolute random target for enemies
  862. [:change_target, 10, 3], <-- 3 absolute random target for allies
  863. [:change_target, 11],
  864.  
  865. Note :
  866. Absolute target is a fixed target. Target won't get hit twice like default
  867. random target in database does. However, absolute target doesn't affected
  868. by TGR. So all battlers are threated equally
  869.  
  870. ===========================================================================
  871. 27) :show_pic
  872. ---------------------------------------------------------------------------
  873.  
  874. Scrapped this function n version 1.4
  875. Well, use common event to display the pic instead ~
  876.  
  877. ===========================================================================
  878. 28) :target_move | Move target in certain coordinates
  879. ---------------------------------------------------------------------------
  880. Format --> [:target_move, x, y, dur, jump, (height)],
  881.  
  882. Note :
  883. This mode to move target into certain coordinates. Like a move mode but the
  884. subject is the current target
  885.  
  886. Parameter :
  887. x >> X axis destination
  888. y >> Y axis destination
  889. dur >> Duration in frames. Smaller number, faster movement
  890. jump >> Jump. Higher number, higher height as well
  891. height >> height location. Related with shadow placement (optional)
  892.  
  893. Example :
  894. [:target_move, 200,50,25,0],
  895.  
  896. ===========================================================================
  897. 29) :target_slide | slide targets from their coordinates
  898. ---------------------------------------------------------------------------
  899. Format --> [:target_side, x, y, dur, jump, (height)],
  900.  
  901. Note :
  902. This mode is to slide target. Like slide mode but the subject is the current
  903. target
  904.  
  905. Parameter :
  906. x >> X axis displacement
  907. y >> Y axis displacement
  908. dur >> Duration in frames
  909. jump >> Jump
  910. height >> height location. Related with shadow placement (optional)
  911.  
  912. example :
  913. [:target_slide, 200,50,25,0],
  914.  
  915. ===========================================================================
  916. 30) :target_reset | Return target to their origin location
  917. ---------------------------------------------------------------------------
  918. Format --> [:target_reset, dur, jump]
  919.  
  920. Note :
  921. Like goto_oripost. But for a target
  922.  
  923. Parameter :
  924. dur >> Duration in frames
  925. jump >> Jump
  926.  
  927. Example :
  928. [:target_reset, 5, 0],
  929.  
  930. ===========================================================================
  931. 31) :blend | To change blend type of battler
  932. ---------------------------------------------------------------------------
  933. Format --> [:blend, type]
  934.  
  935. Note :
  936. To change blend type of battler
  937.  
  938. Type with these option
  939. 0 >> Normal
  940. 1 >> Addition (bright)
  941. 2 >> Substract (dark)
  942.  
  943. Example :
  944. [:blend, 0],
  945. [:blend, 1],
  946. [:blend, 2],
  947.  
  948. ===========================================================================
  949. 32) :focus | To hid battlers which are not target
  950. ---------------------------------------------------------------------------
  951. Format --> [:focus, dur, (color)],
  952.  
  953. Note :
  954. this mode is to hide target which are not target and user. So the action only
  955. focus on subject and their target
  956.  
  957. Parameter :
  958. dur >> fadeout duration in frames
  959. color >> Color.new(red, green, blue, alpha)
  960.  
  961. Example :
  962. [:focus, 30],
  963. [:focus, 30, Color.new(0,0,0,128)],
  964.  
  965. ===========================================================================
  966. 33) :unfocus | To show all battler
  967. ---------------------------------------------------------------------------
  968. Format --> [:unfocus, dur],
  969.  
  970. Note :
  971. Like focus. But this mode to cancel focus effect.
  972. Must be called after using focus effect
  973.  
  974. Parameter :
  975. dur >> Fadein duration in frames
  976.  
  977. Example :
  978. [:unfocus, 30],
  979.  
  980. ===========================================================================
  981. 34) :target_lock_z | Temporary lock Z coordinates of target
  982. ---------------------------------------------------------------------------
  983. Format --> [:target_lock_z, true/false]
  984.  
  985. Note :
  986. Like :lock_z but only applied on target
  987.  
  988. Example :
  989. [:target_lock_z, true],
  990.  
  991. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  992. UPDATE VERSION 1.1
  993. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  994.  
  995. ===========================================================================
  996. 35) :anim_top | To play animation always in front of screen
  997. ---------------------------------------------------------------------------
  998. Format --> [:anim_top, (true/false)]
  999.  
  1000. Note :
  1001. Flag to make animation played in front of screen. Put it before :cast or
  1002. :show_anim and set it to false afterward
  1003.  
  1004. Example :
  1005. [:anim_top],
  1006. [:cast],
  1007. [:anim_top, false],
  1008.  
  1009. [:anim_top],
  1010. [:show_anim],
  1011. [:anim_top, false],
  1012.  
  1013. ===========================================================================
  1014. 36) :freeze | To freeze all movement but the active ones <not-tested>
  1015. ---------------------------------------------------------------------------
  1016. Format --> [:freeze, true/false]
  1017.  
  1018. Note :
  1019. To stop all update movement but the battler in action.
  1020. Don't forget to set it to false after the skill is over
  1021.  
  1022. Example :
  1023. [:freeze, true],
  1024. [:freeze, false],
  1025.  
  1026. Note :
  1027. Note yet tried, there might be a glitch or such
  1028.  
  1029. ===========================================================================
  1030. 37) :cutin_start | To show a cutin picture
  1031. ---------------------------------------------------------------------------
  1032. Format --> [:cutin_start, file, x, y, opacity]
  1033.  
  1034. Note :
  1035. To show actor's cutin picture. But can be used to show a pic.
  1036. Because I make it to show cutin pic to start with, then i name it
  1037. :cutin_start
  1038.  
  1039. Parameters :
  1040. file >> File picture name, must be in Graphics/picture
  1041. x >> X start position
  1042. y >> Y start position
  1043. opacity >> start opacity (input between 0 - 255)
  1044.  
  1045. Example :
  1046. [:cutin_start,"sol-cutin-nobg",100,0,0],
  1047.  
  1048. Note :
  1049. Only 1 picture can be shown
  1050.  
  1051. ===========================================================================
  1052. 38) :cutin_fade | To give a fadein/fadeout effect on cutin
  1053. ---------------------------------------------------------------------------
  1054. Format --> [:cutin_fade, opacity, durasi]
  1055.  
  1056. Note :
  1057. To change opacity of cutin image to a certain value in given time duration
  1058.  
  1059. Parameters :
  1060. opacity >> Opacity target
  1061. durasi >> Change duration in frames (60 = 1 detik)
  1062.  
  1063. Example :
  1064. [:cutin_fade, 255, 15],
  1065.  
  1066. ===========================================================================
  1067. 39) :cutin_slide | To slide cutin image
  1068. ---------------------------------------------------------------------------
  1069. Format --> [:cutin_slide, x, y, durasi]
  1070.  
  1071. Note :
  1072. To slide cutin image to specific coordinate displacement in given time
  1073. duration
  1074.  
  1075. Parameters :
  1076. x >> X slide value
  1077. y >> Y slide value
  1078. durasi >> Duration in frames (60 = 1 second)
  1079.  
  1080. Example :
  1081. [:cutin_slide, -100, 0, 30]
  1082.  
  1083. ===========================================================================
  1084. 40) :target_flip | Flip target
  1085. ---------------------------------------------------------------------------
  1086. Format --> [:target_flip, true/false]
  1087.  
  1088. Note :
  1089. Simply to flip target
  1090.  
  1091. Example :
  1092. [:target_flip, true]
  1093. [:target_flip, false]
  1094.  
  1095. ===========================================================================
  1096. 41) :plane_add | Add looping image
  1097. ---------------------------------------------------------------------------
  1098. Format --> [:plane_add, file, speed_x, speed_y, (above), (dur)]
  1099.  
  1100. Note :
  1101. This mode to add looping effect like Fog, parallax or any similiar things.
  1102.  
  1103. Parameter :
  1104. file >> Picture name must be put in Graphics/picture
  1105. speed_x >> Scrolling speed to horizontal direction
  1106. speed_y >> Scrolling speed to vertical direction
  1107. above >> Above battler? Define with true/false
  1108. dur >> Duration of poping picture opacity from 0 until 255 in frames.
  1109. Can be ignored, 2 by default
  1110.  
  1111. Example :
  1112. [:plane_add,"cutin-bg",35,0,false,15],
  1113.  
  1114. Note :
  1115. Only 1 looping picture avalaible at this time
  1116.  
  1117. ===========================================================================
  1118. 42) :plane_del | Delete / remove looping image
  1119. ---------------------------------------------------------------------------
  1120. Format --> [:plane_del, durasi]
  1121.  
  1122. Note :
  1123. This mode to delete a looping image which called by :plane_add with a
  1124. duration in frames.
  1125.  
  1126. Example :
  1127. [:plane_del, 30],
  1128.  
  1129. ===========================================================================
  1130. 43) :boomerang | Give boomerang effect on projectile
  1131. ---------------------------------------------------------------------------
  1132. Format --> [:boomerang]
  1133.  
  1134. Note :
  1135. Flag to define projectile which will be back to user / caster after used.
  1136. Use before :projectile
  1137.  
  1138. Example :
  1139. [:boomerang],
  1140. [:projectile,0,8,15,154,20],
  1141.  
  1142. ===========================================================================
  1143. 44) :proj_afimage | Give afterimage effects on projectile
  1144. ---------------------------------------------------------------------------
  1145. Format --> [:proj_afimage]
  1146.  
  1147. Note :
  1148. Flag to set the next projectile will be thrown with afterimage effects.
  1149. use it before :projectile
  1150.  
  1151. Example :
  1152. [:proj_afimage],
  1153. [:projectile,0,8,15,154,20],
  1154.  
  1155. If used together with :boomerang
  1156. [:boomerang],
  1157. [:proj_afimage],
  1158. [:projectile,0,8,15,154,20],
  1159.  
  1160. ===========================================================================
  1161. 45) :balloon | To show ballon icon on battler
  1162. ---------------------------------------------------------------------------
  1163. Format --> [:balloon, id]
  1164.  
  1165. Note :
  1166. Show balloon on battler
  1167.  
  1168. Example :
  1169. [:balloon, 1]
  1170.  
  1171. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1172. UPDATE VERSION 1.2
  1173. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1174.  
  1175. ===========================================================================
  1176. 46) :log | To display text in battle log
  1177. ---------------------------------------------------------------------------
  1178. Format --> [:log, "Text"]
  1179.  
  1180. Note :
  1181. This sequence mode is to display text in battle log. Use "<name>" to display
  1182. subject/battler's name
  1183.  
  1184. Example :
  1185. [:log, "<name> disappears!"],
  1186.  
  1187. ===========================================================================
  1188. 47) :log_clear | To clear battle log message
  1189. ---------------------------------------------------------------------------
  1190. Format --> [:log_clear]
  1191.  
  1192. Note :
  1193. To clear battle log message. Doesn't need parameter
  1194.  
  1195. Example :
  1196. [:log_clear],
  1197.  
  1198. ===========================================================================
  1199. 48) :aft_info | To set up afterimage effects
  1200. ---------------------------------------------------------------------------
  1201. Format --> [:aft_info, rate, fade_speed]
  1202.  
  1203. Note :
  1204. It's to change afterimage effect. Such as getting thicker or change
  1205. afterimage fading speed
  1206.  
  1207. Parameters :
  1208. - rate >> Afterimage thinkness. Lower value means thicker. The minimum value
  1209. is 1. Default value is 3.
  1210. - fade >> Fadeout speed of afterimage. Lower value, lower fadeout as well.
  1211. The default value is 20.
  1212.  
  1213. Example :
  1214. [:aft_info, 1,10],
  1215.  
  1216. (P.S: :aft_info stands for "afterimage information")
  1217.  
  1218. ===========================================================================
  1219. 49) :sm_move | Smoot slide to specific coordinate
  1220. ---------------------------------------------------------------------------
  1221. Format --> [:sm_move, x, y, dur, (rev)]
  1222.  
  1223. Note :
  1224. Same as :move. But it supports acceleration to make it seems smooth. Doesn't
  1225. support jumping though
  1226.  
  1227. Parameters :
  1228. x >> X coordinate destination
  1229. y >> Y coordinate destination
  1230. dur >> Travel duration in frames
  1231. rev >> Reverse. If you set it true, sprite will be move at maximum speed.
  1232. While false, sprite will be move start from 0 velocity. Default value
  1233. is true
  1234.  
  1235. Example :
  1236. [:sm_move, 100,50,45],
  1237. [:sm_move, 100,50,45,true],
  1238.  
  1239. ===========================================================================
  1240. 50) :sm_slide | Smooth slide from current position
  1241. ---------------------------------------------------------------------------
  1242. Format --> [:sm_slide, x, y, dur, (rev)]
  1243.  
  1244. Note :
  1245. Same as :slide. But it supports acceleration to make it seems smooth. Doesn't
  1246. support jumping though
  1247.  
  1248. Parameters :
  1249. x >> X displacement from origin coordinate
  1250. y >> Y displacement from origin coordinate
  1251. dur >> Travel duration in frames
  1252. rev >> Reverse. If you set it true, sprite will be move at maximum speed.
  1253. While false, sprite will be move start from 0 velocity. Default value
  1254. is true
  1255.  
  1256. Example :
  1257. [:sm_slide, 100,50,45],
  1258. [:sm_slide, 100,50,45,true],
  1259.  
  1260. ===========================================================================
  1261. 51) :sm_target | Smooth move to target
  1262. ---------------------------------------------------------------------------
  1263. Format --> [:sm_target, x, y, dur, (rev)]
  1264.  
  1265. Note :
  1266. Same as :move_to_target. But it supports acceleration to make it seems
  1267. smooth. Doesn't support jumping though
  1268.  
  1269. Parameters :
  1270. x >> X displacement from target
  1271. y >> Y displacement from target
  1272. dur >> Travel duration in frames
  1273. rev >> Reverse. If you set it true, sprite will be move at maximum speed.
  1274. While false, sprite will be move start from 0 velocity. Default value
  1275. is true
  1276.  
  1277. Example :
  1278. [:sm_target, 100,0,45],
  1279. [:sm_target, 100,0,45,true],
  1280.  
  1281. Note 1:
  1282. If battler is flipped, then X coordinate will be flipped as well. In other
  1283. word, minus value of x means to be left. If battler flipped, then it means to
  1284. be right (uh, I hope u understand what I'm trying to say)
  1285.  
  1286. Note 2:
  1287. If the target is area attack, then the action battler will move to the center
  1288. of the targets
  1289.  
  1290. ===========================================================================
  1291. 52) :sm_return | Smooth move back to original position
  1292. ---------------------------------------------------------------------------
  1293. Format --> [:sm_return, dur, (rev)]
  1294.  
  1295. Note :
  1296. Same as :goto_oripost. But it supports acceleration to make it seems smooth.
  1297. Doesn't support jumping though
  1298.  
  1299. Parameter :
  1300. dur >> Travel duration in frames
  1301. rev >> Reverse. If you set it true, sprite will be move at maximum speed.
  1302. While false, sprite will be move start from 0 velocity. Default value
  1303. is true
  1304.  
  1305. Example :
  1306. [:sm_return,30],
  1307. [:sm_return,30,true],
  1308.  
  1309. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1310. UPDATE VERSION 1.3
  1311. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1312.  
  1313. ===========================================================================
  1314. 53) :loop | Call action key in n times
  1315. ---------------------------------------------------------------------------
  1316. Format --> [:loop, times, "Key"]
  1317.  
  1318. Note :
  1319. Same as [:action,]. But instead of copying, you can do it in singe line.
  1320.  
  1321. Parameters :
  1322. times >> How many times action key will be called
  1323. Key >> Action Key will be called
  1324.  
  1325. Example :
  1326. [:loop, 3, "CastPose"],
  1327.  
  1328. ===========================================================================
  1329. 54) :while | Call action sequence while the condition is true
  1330. ---------------------------------------------------------------------------
  1331. Format --> [:while, cond, "key"]
  1332.  
  1333. Note :
  1334. Similar as looping. But the action key will be repeated while the condition
  1335. is return true
  1336.  
  1337. Parameter :
  1338. cond >> Kondisi salah benar dalam script
  1339. key >> Action key yang akan dipanggil
  1340.  
  1341. Example :
  1342. [:while, "$game_variables[1] < 10", "Sol_Strike"]
  1343.  
  1344. ===========================================================================
  1345. 55) :collapse | Call default collapse effect
  1346. ---------------------------------------------------------------------------
  1347. Format --> [:collapse]
  1348.  
  1349. Note :
  1350. It's to display collapse effect manually if you plan to use custom collapse
  1351. sequence. And please use ONLY for custom collapse effect
  1352.  
  1353. Example :
  1354. [:collapse],
  1355.  
  1356. ===========================================================================
  1357. 56) :forced | Force target to switch action key
  1358. ---------------------------------------------------------------------------
  1359. Format --> [:forced, "key"]
  1360.  
  1361. Note :
  1362. Force target to switch action key. If it used within counterattack, you
  1363. could make it as knockback effect and combo breaker if the attacker use
  1364. multiple hit attack
  1365.  
  1366. Parameters :
  1367. key >> Action Key will be used to target
  1368.  
  1369. Example :
  1370. [:forced, "KnockBack"],
  1371.  
  1372. ===========================================================================
  1373. 57) :anim_bottom | Play animation behind battler
  1374. ---------------------------------------------------------------------------
  1375. Format --> [:anim_bottom]
  1376.  
  1377. Note :
  1378. Same as [:anim_top]. But it will make the next animation will be played
  1379. behind the battler. Call right before [:cast] or [:show_anim] and set it to
  1380. false afterward
  1381.  
  1382. Examples :
  1383. [:anim_bottom],
  1384. [:cast, 69],
  1385. [:anim_bottom, false],
  1386.  
  1387. [:anim_bottom],
  1388. [:show_anim],
  1389. [:anim_bottom, false],
  1390.  
  1391. ===========================================================================
  1392. 58) :case | Branched action conditions more than 2
  1393. ---------------------------------------------------------------------------
  1394. Format --> [:case, hash]
  1395.  
  1396. Note :
  1397. Used to make branched condition more than 2. It comes in handy rather than
  1398. use nested if ([:if] inside [:if])
  1399.  
  1400. Parameter :
  1401. Hash >> Make a list of branched condition within this format
  1402. {
  1403. "Condition 1" => "ActionKey1",
  1404. "Condition 2" => "ActionKey2",
  1405. "Condition 3" => "ActionKey3",
  1406. }
  1407.  
  1408. Example :
  1409. [:case, {
  1410. "$game_variables[1] == 1" => "Action1",
  1411. "$game_variables[1] == 2" => "Action2",
  1412. "$game_variables[1] == 3" => "Action3",
  1413. "$game_variables[1] == 4" => "Action4",
  1414. "$game_variables[1] == 5" => "Action5",
  1415. }],
  1416.  
  1417. --------------------
  1418. Alternative :
  1419. --------------------
  1420. If you don't want to make a new action sequence only for single sequence, you
  1421. could directly put a new array inside branched condition.
  1422.  
  1423. Example :
  1424. [:case,{
  1425. "state?(44)" => [:add_state,45],
  1426. "state?(43)" => [:add_state,44],
  1427. "state?(42)" => [:add_state,43],
  1428. "true" => [:add_state,42],
  1429. }],
  1430.  
  1431. --------------------
  1432. Another alternative :
  1433. --------------------
  1434. If you don't want to make a new action sequence only for branched sequence,
  1435. you could put new sequence directly on the branch without making new action
  1436. key sequence.
  1437.  
  1438. Example :
  1439. [:case,{
  1440. "state?(44)" => [
  1441. [:show_anim, 1],
  1442. [:target_damage, 1],
  1443. ],
  1444.  
  1445. "state?(43)" => [
  1446. [:show_anim, 1],
  1447. [:target_damage, 1],
  1448. ],
  1449.  
  1450. "state?(42)" => [
  1451. [:show_anim, 1],
  1452. [:target_damage, 1],
  1453. ],
  1454.  
  1455. "true" => [
  1456. [:show_anim, 1],
  1457. [:target_damage, 1],
  1458. ],
  1459. }],
  1460.  
  1461. Another note :
  1462. If there are more than one condition which are true, then the top condition
  1463. will be used.
  1464.  
  1465. ===========================================================================
  1466. 59) :instant_reset | Instantly reset battler position
  1467. ---------------------------------------------------------------------------
  1468. Format --> [:instant_reset]
  1469.  
  1470. Note :
  1471. Just to instantly reset battler position (doesn't require wait to perform)
  1472.  
  1473. Example :
  1474. [:instant_reset],
  1475.  
  1476. ===========================================================================
  1477. 60) :anim_follow | Make animation follow battler
  1478. ---------------------------------------------------------------------------
  1479. Format --> [:anim_follow]
  1480.  
  1481. Note :
  1482. Like [:anim_top]. But it will make the next animation to follow the battler
  1483. where it goes. Call right before [:cast] or [:show_anim] and set it to false
  1484. afterward
  1485.  
  1486. Example :
  1487. [:anim_follow],
  1488. [:cast, 69],
  1489. [:anim_follow, false],
  1490.  
  1491. [:anim_follow],
  1492. [:show_anim],
  1493. [:anim_follow, false],
  1494.  
  1495. Won't works for screen animation
  1496.  
  1497. ===========================================================================
  1498. 61) :change_skill | Change carried skill for easier use
  1499. ---------------------------------------------------------------------------
  1500. Format --> [:change_skill, id]
  1501.  
  1502. Note :
  1503. More like [:target_damage, id]. But it doesn't deal damage. Instead, it will
  1504. change carried skill from battler. i.e, you could rescale it the damage
  1505. output or even change the attack formula.
  1506.  
  1507. Example :
  1508. [:change_skill, 13],
  1509. [:target_damage, 0.5],
  1510. [:wait, 15],
  1511. [:target_damage, 1.5],
  1512. [:wait, 15],
  1513. [:target_damage, 0.5],
  1514. [:wait, 15],
  1515.  
  1516. Damage output rescale from different skill id couldn't be done by regular
  1517. [:target_damage]. By calling this skill, now you could
  1518.  
  1519. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1520. UPDATE VERSION 1.3b
  1521. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1522.  
  1523. ===========================================================================
  1524. 62) :check_collapse | To perform collapse effect to target if dead
  1525. ---------------------------------------------------------------------------
  1526. Format --> [:check_collapse]
  1527.  
  1528. Note :
  1529. Used to perform collapse to target if target is dead. In other words,
  1530. collapse sequence will be played during action sequence. Collapse effect won't
  1531. be played if target still alive
  1532.  
  1533. Example :
  1534. [:target_damage],
  1535. [:check_collapse],
  1536.  
  1537. ===========================================================================
  1538. 63) :reset_counter | To reset damage counter
  1539. ---------------------------------------------------------------------------
  1540. Format --> [:reset_counter]
  1541.  
  1542. Note :
  1543. Used to reset damage counter. If the damage counter display the total hit as
  1544. 5, by calling this command, then the damage counter will be resetted back
  1545. to 1
  1546.  
  1547. Example :
  1548. [:reset_counter],
  1549.  
  1550. ===========================================================================
  1551. 64) :force_hit | To make next damage will be always hit
  1552. ---------------------------------------------------------------------------
  1553. Format --> [:force_hit]
  1554.  
  1555. Note :
  1556. Used to make attack by the next [:target_damage] will be always hit. Call
  1557. before the [:target_damage] is executed
  1558.  
  1559. Example :
  1560. [:force_hit],
  1561. [:show_anim],
  1562. [:target_damage],
  1563.  
  1564. Important note :
  1565. I might change usage of this command in later version. It might be completely
  1566. different. Make sure keep eye on this command in later version if you want to
  1567. use.
  1568.  
  1569. Follow-up note version 1.4 :
  1570. Happy news! I didn't change the command.
  1571.  
  1572. ===========================================================================
  1573. 65) :slow_motion | To make slow motion effect
  1574. ---------------------------------------------------------------------------
  1575. Format --> [:slow_motion, frame, rate]
  1576.  
  1577. Note :
  1578. This command used to make slow motion effect.
  1579.  
  1580. Parameters :
  1581. Frame >> How long (in frame) slow motion will take effect?
  1582. Rate >> Slowdown rate. The default FPS is 60. If you put the value as 2,
  1583. then the FPS would be dropped to 30. If you put higher value, the
  1584. FPS would be dropped to 20, 15, 10 ...
  1585.  
  1586. Example :
  1587. [:slow_motion, 30, 2],
  1588.  
  1589. P.S :
  1590. The reason why I didn't use Graphics.frame_rate instead is because it makes
  1591. the game.exe screen less responsive
  1592.  
  1593. ===========================================================================
  1594. 66) :timestop | To freeze the screen for certain frames
  1595. ---------------------------------------------------------------------------
  1596. Format --> [:timestop, frame]
  1597.  
  1598. Note :
  1599. This command is used to stop the screen for a brief time (in frames)
  1600.  
  1601. Example :
  1602. [:timestop, 60],
  1603.  
  1604. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1605. UPDATE VERSION 1.3c
  1606. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1607.  
  1608. ===========================================================================
  1609. 67) :one_anim | One animation display for area attack
  1610. ---------------------------------------------------------------------------
  1611. Format --> [:one_anim],
  1612.  
  1613. Note :
  1614. It's animation flag. The next animation will be played only one if the
  1615. current target is area target. The animation will be played in the middle
  1616. of all targets. Put this command on before [:show_anim]. Can be used to
  1617. projectile as well
  1618.  
  1619. Example :
  1620. [:one_anim],
  1621. [:show_anim],
  1622.  
  1623. ===========================================================================
  1624. 68) :proj_scale | Scale the damage for projectile
  1625. ---------------------------------------------------------------------------
  1626. Format --> [:proj_scale, (scale / formula)],
  1627.  
  1628. Note :
  1629. This command is to rescale damage from projectile attack. Unlike other flag
  1630. which only take effect only once. This command it will take effect until you
  1631. explicitly remove it.
  1632.  
  1633. You could fill it by scale like [proj_scale, 1.0], or damage formula like
  1634. [proj_scale, "a.atk * 4 - b.def * 2"],
  1635.  
  1636. Example :
  1637. [:projectile, ...], # <-- this won't take the effect
  1638. [:proj_scale, 0.5], # <-- scale damage to 50%
  1639. [:projectile, ...], # <-- this will take the effect
  1640. [:projectile, ...], # <-- this will take the effect
  1641. [:proj_scale, 1.0], # <-- scale damage back to 100%
  1642.  
  1643. ===========================================================================
  1644. 69) :com_event | Call common event during action sequence
  1645. ---------------------------------------------------------------------------
  1646. Format --> [:com_event, id],
  1647.  
  1648. Note :
  1649. This command is to call common event during action sequence. Common event
  1650. will running while action sequence is being performed.
  1651.  
  1652. Example :
  1653. [:com_event, 1], # <-- this will run common event number 1
  1654.  
  1655. ~~~~~~~~~~~~~~~~~~~
  1656. To prevent action sequence is being continued, you could use [:while] command
  1657. and "event_running?" as the script call check.
  1658.  
  1659. Example :
  1660. [:com_event, 1],
  1661. [:while, "event_running?", "K-Idle"],
  1662.  
  1663. While common event is running, then the sprite will perform "K-Idle" in
  1664. looping until the common event end.
  1665.  
  1666. ===========================================================================
  1667. 70) :scr_freeze | Freeze screen from update
  1668. ---------------------------------------------------------------------------
  1669. Format --> [:scr_freeze],
  1670.  
  1671. Note :
  1672. To freeze screen from update. Unlike [:freeze], this one is completely freeze
  1673. the game screen. It must be called before you call the screen transition
  1674.  
  1675. Example :
  1676. [:scr_freeze], # <-- remember. It doesn't have any parameter like true/false
  1677.  
  1678. ===========================================================================
  1679. 71) :scr_trans | Perform screen transition
  1680. ---------------------------------------------------------------------------
  1681. Format --> [:scr_trans, "file", dur, (vague)],
  1682.  
  1683. Note :
  1684. Used to make screen transition after screen is frozen. [:scr_freeze] need to
  1685. be called before use this command.
  1686.  
  1687. Parameters :
  1688. "file" >> Filename of transition picture located in Graphics/pictures
  1689. dur >> Transition duration in frame (60 frame = 1 second)
  1690. vague >> Ambiguity value. Greater value greater ambiguity. Can be omitted.
  1691. The default value is 40
  1692.  
  1693. Example :
  1694. [:scr_freeze],
  1695. [:plane_add, "magic_square01", 0, 0, false, 1],
  1696. [:focus, 1, Color.new(0,0,0,0)],
  1697. [:scr_trans, "Circle", 60],
  1698.  
  1699. [:scr_freeze],
  1700. [:plane_add, "magic_square01", 0, 0, false, 1],
  1701. [:focus, 1, Color.new(0,0,0,0)],
  1702. [:scr_trans, "Circle", 60, 120],
  1703.  
  1704. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1705. UPDATE VERSION 1.4
  1706. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1707.  
  1708. ===========================================================================
  1709. 72) :force_evade | To make target always evade
  1710. 73) :force_reflect | To make target reflect magic
  1711. 74) :force_counter | To make target always counterattack
  1712. 75) :force_critical | To make an attack always critical hit
  1713. 76) :force_miss | To make an attack always miss to target
  1714. ---------------------------------------------------------------------------
  1715. Format --> [:force_x, (true/false)],
  1716.  
  1717. Note :
  1718. These are "force serials" just like [:force_hit]. Put this command right
  1719. before [:target_damage]. For example if you put [:force_evade] then the
  1720. target will always evade your attack. Don't forget to set to false afterward
  1721.  
  1722. Example :
  1723. [:if, "@timed_hit", [:force_evade]],
  1724.  
  1725. ===========================================================================
  1726. 77) :backdrop | To change battle backdrops temporary
  1727. 78) :back_trans | To set the transition of battle backdrops
  1728. 79) :reset_backdrop | To revert back the battle backdrops
  1729. ---------------------------------------------------------------------------
  1730. Format --> [:backdrop, "Name1", "Name2"],
  1731.  
  1732. Note :
  1733. The :backdrop command is to change battlebacks. Where the 'name1' represent
  1734. as battleback1 and so goes with 'name2'
  1735.  
  1736. Example :
  1737. [:backdrop, "Lava2", "Lava"],
  1738.  
  1739. ------------------------------
  1740. Format --> [:back_trans, {}],
  1741.  
  1742. Note :
  1743. This command is to setup the transition when you want to change the battle
  1744. backdrops by using [:backdrop] command. The kind of settings is similar to
  1745. the new [:proj_setup] with these parameters
  1746.  
  1747. :switch => Want to use transition? (true/false)
  1748. :duration => Duration
  1749. :name => Transition file which exited on Graphics/system
  1750. :vague => Vague value. Larger value tend to more blurry (max. 255)
  1751.  
  1752. Example :
  1753. [:back_trans, {:name => "Whirlwind", :duration => 60, :vague => 180}],
  1754.  
  1755. ------------------------------
  1756. Format --> [:reset_backdrop]
  1757.  
  1758. Note :
  1759. To revert back the battlebacks to original after changed by [:backdrop]
  1760. This command require no parameter.
  1761.  
  1762. ===========================================================================
  1763. 80) :target_focus | Custom target focus
  1764. ---------------------------------------------------------------------------
  1765. Format --> [:target_focus, (option)]
  1766.  
  1767. Note :
  1768. This command give you more option to set which battler will be stay on screen
  1769. when performing [:focus] command. Put this command right before [:focus]
  1770.  
  1771. Command ini adalah untuk memberikan opsi battler yang mana saja yang akan
  1772. tetap ditampilkan saat command [:focus] dipanggil. Taruh command ini sebelum
  1773. [:focus].
  1774.  
  1775. Parameter :
  1776. Choose between these numbers
  1777. 0 > Current target(s)
  1778. 1 > All enemies
  1779. 2 > All allies
  1780. 3 > All enemies and allies
  1781.  
  1782. Example :
  1783. [:target_focus, 1],
  1784. [:focus, ...],
  1785.  
  1786. ===========================================================================
  1787. 81) :scr_fadeout | Fadeout screen
  1788. 82) :scr_fadein | Fadein screen
  1789. ---------------------------------------------------------------------------
  1790. Format --> [:scr_fadeout, duration],
  1791. Format --> [:scr_fadein, duration],
  1792.  
  1793. Note :
  1794. These command above is to make screen fadeout or fadein just like in event.
  1795. Duration is a time duration for fade effect in frame
  1796.  
  1797. Example :
  1798. [:scr_fadeout, 30],
  1799.  
  1800. ===========================================================================
  1801. 83) :check_cover | To check if there is another battler subtituted the target
  1802. ---------------------------------------------------------------------------
  1803. Format --> [:check_cover],
  1804.  
  1805. Note :
  1806. This command is to check if the current target has substitute battler just to
  1807. avoid some weird action sequence. Put this command before [:target_damage]
  1808. is called or right before the projectile reach the target.
  1809.  
  1810. Example :
  1811. [:check_cover],
  1812. [:wait, 10],
  1813. [:target_damage],
  1814. [:show_anim],
  1815.  
  1816. ===========================================================================
  1817. 84) :stop_move | To stop movement (if moving)
  1818. ---------------------------------------------------------------------------
  1819. Format --> [:stop_move],
  1820.  
  1821. Note :
  1822. This command is simply to stop the subject from moving
  1823.  
  1824. Example :
  1825. [:slide, -100, 0, 40, 10],
  1826. [:wait, 20],
  1827. [:stop_move],
  1828.  
  1829. ===========================================================================
  1830. 85) :rotate | Simply rotate the subject battler
  1831. ---------------------------------------------------------------------------
  1832. Format --> [:rotate, start, end, duration],
  1833.  
  1834. Note :
  1835. Simply rotate the subject battler
  1836.  
  1837. Parameters
  1838. > start : Starting angle
  1839. > end : Target angle
  1840. > duration : Rotate duration
  1841.  
  1842. Contoh :
  1843. [:rotate, 0, 360, 45],
  1844. [:rotate, 0, 360 * 4, 90], (four times spin)
  1845.  
  1846. ===========================================================================
  1847. 86) :fadein | To make the battler fadein
  1848. 87) :fadeout | To make the battler fadeout
  1849. ---------------------------------------------------------------------------
  1850. Format --> [:fadein, duration],
  1851. Format --> [:fadeout, duration],
  1852.  
  1853. Note :
  1854. These commands are to make the battler fadeout/fadein within the given time
  1855. duration. It's recommended if you call [:fadeout] you also need to call
  1856. [:fadein] or your battler will be invisble all time
  1857.  
  1858. Example :
  1859. [:fadeout, 30],
  1860. [:wait, 30],
  1861. [:fadein, 30],
  1862.  
  1863. ===========================================================================
  1864. 88) :immortal | Flag the battler as immortal temporary
  1865. ---------------------------------------------------------------------------
  1866. Format --> [:immortal],
  1867.  
  1868. Note :
  1869. This command is to flag the target(s) battler as immortal. The target(s) won't
  1870. inflicted by death state until collapse check is performed. Put this command
  1871. before [:target_damage].
  1872.  
  1873. You don't need to use this command if you set the AutoImmortal on config 1
  1874. to true
  1875.  
  1876. Example :
  1877. [:immortal],
  1878. [:show_anim],
  1879. [:target_damage],
  1880. [:wait, 45],
  1881. [:check_collapse],
  1882.  
  1883. ===========================================================================
  1884. 89) :end_action | To force end / break action sequence
  1885. ---------------------------------------------------------------------------
  1886. Format --> [:end_action],
  1887.  
  1888. Note :
  1889. This command is to force the battler to end its skill sequence even it's
  1890. still in the middle of performing action sequence
  1891.  
  1892. ===========================================================================
  1893. 90) :shadow | To make the shadow visible or not
  1894. ---------------------------------------------------------------------------
  1895. Format --> [:shadow, true / false]
  1896.  
  1897. Note :
  1898. This command is to make ALL the battler shadow to visible or invisible
  1899.  
  1900. Example :
  1901. [:shadow, true],
  1902. [:shadow, false],
  1903.  
  1904. ===========================================================================
  1905. 91) :autopose | To make an automatic pose
  1906. ---------------------------------------------------------------------------
  1907. Format --> [:autopose, number, frame, wait]
  1908.  
  1909. Note :
  1910. This command is just to simplify of making sequence. Just like a function
  1911. "Play all animation in row x". This command still need :wait command to
  1912. gets its job done.
  1913.  
  1914. Parameters :
  1915. number >> Is a number from the picture name. Like Ralph_1, Ralph_2
  1916. row >> Which row do you want to animate?
  1917. wait >> Delay in frame for each animation
  1918.  
  1919. Example :
  1920. [:autopose, 1, 1, 15],
  1921. [:wait, 15 * 3],
  1922.  
  1923. ===========================================================================
  1924. 92) :icon_file | To call icon from specific graphic
  1925. ---------------------------------------------------------------------------
  1926. Format --> [:icon_file, file],
  1927.  
  1928. Note :
  1929. This command is to show icon from the graphic that existed on Graphics/system.
  1930. If you call this command before you show the icon, then when the icon is
  1931. shown, it will use the graphic from the filename you specified instead of
  1932. the weapon icon itself
  1933.  
  1934. Example :
  1935. [:icon_file, 'Sword'],
  1936. }
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