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- ===========================================================================
- *) create an action sequence
- ---------------------------------------------------------------------------
- to add new action sequence, do it by this format :
- "Action Key" => [
- [loop?, Afterimage?, Flip?], <-- replace with true / false (needed)
- [:mode, param1, param2], <-- don't forget comma!
- [:mode, param1, param2],
- [:mode, param1, param2],
- ....
- ], <-- comma too!
- Note :
- > loop?
- will the sequence looping? use true for idle, dead, or
- victory pose. Not effect on skill or else.
- > Afterimage?
- use afterimage on the sequence?
- when true the skill will use afterimage.
- > Flip?
- Will the battler flipped ? when true battler will be flipped. when false,
- battler won't be flipped.
- When nil / empty, battler will adjust itself to flip value from previous
- action sequence. Only apply for skill sequence though
- When nil / empty for non-skill action sequence, battler will adjust itself
- to original value (actor won't be flipped. Enemy is depends on how do you
- set them up. Do you put <flip> tag or not)
- > :mode
- Sequence mode which I already wrote above
- > param1, param2
- parameter of each mode. each mode has different parameters
- make sure you read it carefully.
- ===========================================================================
- 1) :pose | Change battler pose
- ---------------------------------------------------------------------------
- Format --> [:pose, number, cell, wait, (icon)],
- Note :
- This mode to change pose of battler from first cell into other cell
- Parameters :
- number >> Is a number from the picture name. Like Ralph_1, Ralph_2
- cell >> is a cell frame from spriteset. Example if you use
- 3 x 4 spriteset, then from top left is 0 until 11 in bottom right
- If you use a very long spriteset,
- you can input with "cell(row, column)"
- (without quotation of kors)
- wait >> Wait before next sequence in frames
- icon >> Icon key write between quotes ("example"). Icon here
- is used to call icon sequence from first part.
- if you dont want to show any, you can leave it empty
- Example :
- [:pose, 1, 1, 25],
- [:pose, 1, cell(1,2), 25],
- [:pose, 1, 1, 25, "Swing"],
- ===========================================================================
- 2) :move | Move to a specified coordinates
- ---------------------------------------------------------------------------
- Format --> [:move, x, y, dur, jump, (height)],
- Note :
- This mode to move battler into a specified coordinates
- Parameters :
- x >> X axis destination
- y >> Y axis destination
- dur >> duration in frames smaller number, faster movement
- jump >> Jump. Higher number higher jump
- height >> height location. Related with shadow placement (optional)
- Example :
- [:move, 150, 235, 60, 20],
- ===========================================================================
- 3) :slide | Slide few pixel aside
- ---------------------------------------------------------------------------
- Format --> [:slide, x, y, dur, jump, (height)],
- Note :
- This mode to slide battler few pixel from origin coordinates based on what
- have you input into.
- Parameters :
- x >> X axis displacement
- y >> Y axis displacement
- dur >> duration in frames smaller number, faster movement
- jump >> Jump. Higher number higher jump
- height >> height location. Related with shadow placement (optional)
- Example :
- [:slide, -100, 0, 25, 0],
- Note :
- If battler is flipped, then X coordinate will be flipped as well. In other
- word, regulary minus value of x means to be left. If battler flipped, then
- it means to be right (uh, I hope u understand what I'm trying to say)
- ===========================================================================
- 4) :goto_oripost | Back to origin position
- ---------------------------------------------------------------------------
- Format --> [:goto_oripost, dur, jump],
- Note :
- This mode to revert battler to origin position
- Parameter
- dur >> duration in frames smaller number, faster movement
- jump >> Jump. Higher number higher jump
- Example :
- [:goto_oripost, 10, 20],
- ===========================================================================
- 5) :move_to_target | Relative move to target
- ---------------------------------------------------------------------------
- Format --> [:move_to_target, x, y, dur, jump, (height)],
- Note :
- This mode to move battler to their target
- Parameters :
- x >> X axis relative to target
- y >> Y axis relative to target
- dur >> duration in frames smaller number, faster movement
- jump >> Jump. Higher number higher jump
- height >> height location. Related with shadow placement (optional)
- Example :
- [:move_to_target, 130, 0, 25, 0],
- Note 1:
- If battler is flipped, then X coordinate will be flipped as well. In other
- word, minus value of x means to be left. If battler flipped, then it means to
- be right (uh, I hope u understand what I'm trying to say)
- Note 2:
- If the target is area attack, then the action battler will move to the center
- of the targets
- ===========================================================================
- 6) :script | Run a script call
- ---------------------------------------------------------------------------
- Format --> [:script, "script call"]
- Note :
- "script call" Is a content for a script call. Write it between quotes
- example :
- [:script, "$game_switches[1] = true"],
- ===========================================================================
- 7) :wait | Waiting time in frames
- ---------------------------------------------------------------------------
- Format --> [:wait, frame],
- Note :
- Frame is a number used for waiting time in Frames. To be note that 60
- frames is equal as 1 second
- Example :
- [:wait, 60],
- ===========================================================================
- 8) :target_damage | Apply skill/item on target
- ---------------------------------------------------------------------------
- Format --> [:target_damage, (option)],
- Note :
- Option is a command to modify skill/item which will be used.
- There is 3 option you can use. You can leave it empty if you don't need
- it.
- - Formula
- Define skill with new formula. Formula must be write between quotes ("")
- - Skill ID
- You can change skill by using option.
- - Damage Rate
- You can change damage rate of the skill. Which will be double,
- or half by inputing fraction number / float on option
- Example :
- [:target_damage], << Default
- [:target_damage, "a.atk * 10 - b.def * 5"], << Custom formula
- [:target_damage, 10], << Apply other skill
- [:target_damage, 1.5], << Damage scale
- ===========================================================================
- 9) :show_anim | Run animation on target
- ---------------------------------------------------------------------------
- Format --> [:show_anim, (anim_id), (flip?), (ignore anim guard?)],
- Note :
- - Anim_id is an optional option. You can define certain sequence will play
- which animation. Ignore this, then sequence will play default
- animation on skill / weapon you have set in database
- - Flip. Will the animation gonna be flipped? Ignore this if not needed
- - Ignore anim guard is to ignore animation guard animation from target
- Example :
- [:show_anim],
- [:show_anim, 25], << Play animation ID 25
- [:show_anim,116,false,true],
- ===========================================================================
- 10) :cast | Run animation on user
- ---------------------------------------------------------------------------
- Format --> [:cast, (anim_id), (flip)]
- Note :
- Like show anim. But the target is user. if anim_id is commited or nil, it
- is same as skill animation in database
- Flip is to flip animation which gonna be played. Default is same as battler
- flip value
- example :
- [:cast], << Run animation from used skill / item
- [:cast, 25], << Run animation ID 25 from database
- [:cast, 25, true], << Run animation ID 25 from database and flip the anim
- ===========================================================================
- 11) :visible | Set up battler visibility
- ---------------------------------------------------------------------------
- Format --> [:visible, true/false],
- Note :
- Parameter of visibility mode is only 1. And it is enough by inputing true
- or false. When true, battler will be shown. False, battler will be hiden
- Example :
- [:visible, true],
- [:visible, false],
- ===========================================================================
- 12) :afterimage | Turn on afterimage effect
- ---------------------------------------------------------------------------
- Format --> [:afterimage, true/false],
- Note :
- Parameter mode of afterimage like on visible mode. Only applied by true or
- false
- Example :
- [:afterimage, true],
- [:afterimage, false],
- ===========================================================================
- 13) :flip | Flip battler sprite horizontaly
- ---------------------------------------------------------------------------
- Format --> [:flip, (option)],
- Note :
- There are 3 options to flip battler sprite. Those are:
- >> true - to Flip
- >> false - to not Flip or return it to original
- >> :toggle - To flip sprite based on last condition
- Note :
- [:flip, true],
- [:flip, false],
- [:flip, :toggle],
- ===========================================================================
- 14) :action | Call a pre-defined action
- ---------------------------------------------------------------------------
- Format --> [:action, "key"],
- Note :
- Action mode is to combine action sequence. So you can just make a template
- and you can combine it with others just by calling it.
- Key is a sequence key of the sequence which will be combined
- example :
- [:action, "Magic Cast"],
- [:action, "Firebolt"],
- ===========================================================================
- 15) :projectile | Throw a projectile
- ---------------------------------------------------------------------------
- Format --> [:projectile, anim_id, dur, jump, (icon), (angle_speed)],
- Note :
- Like a target damage mode. But in projectile form. when projectile reach the
- target, then target will be damaged.
- The parameters are :
- anim_id >> Animation id which will be display on projectile.
- dur >> Duration in frames.
- jump >> Jump.
- icon >> Icon ID, or string/text which will be defined as a script
- angle_speed >> Rotation speed of an icon
- Note :
- [:projectile, 110, 10, 0, 0, 0],
- [:projectile, 0, 10, 20, 188, 0],
- [:projectile, 0, 10, 0, 147, 90],
- [:projectile, 0, 20, 10, "item_in_use.icon_index", 90],
- ===========================================================================
- 16) :proj_setup | set up projectile
- ---------------------------------------------------------------------------
- Format --> [:proj_setup, start, end],
- Note :
- This mode to set up projectile. Recommended to call this before :projectile
- to set up a projectile whch will be thrown
- Start >> Projectile origin location from user
- End >> projectile destination (target)
- Input start and end with these formula
- :head >> Target on upper part (head)
- :middle >> Target on mid part (body)
- :feet >> Target on feet part (feet)
- example :
- [:proj_setup, :middle, :feet],
- ########################### Update Version 1.4 ##############################
- Format -> [:proj_setup, {}],
- In newest version, you have more options to use this command. However, it's
- still valid if you want to use the old model configuration like the one above.
- How to use this command in newer version is to use this following format.
- [:proj_setup, {:option => value, :option2 => value}],
- [:projectile, ....],
- Or something like this
- [:proj_setup, {
- :option1 => value,
- :option2 => value,
- :option3 => value,
- }],
- [:projectile, ....],
- Where those options are :
- #############################################################################
- PLACEMENT SETTINGS :
- >> :start | Start point position of the projectile
- >> :end | End point position of the projectile
- >> :start_pos | Relative position from start point
- >> :end_pos | Relative position from end point
- ----------------------------------------------------------------------------
- Note for start/end point :
- To set the start/end point of the projectile, you need to select the value
- from these given options :
- :head => Top of the sprite (head)
- :middle => Middle of the sprite (body)
- :feet => Bottom of the sprite (feet)
- :none => No reference. You need to specify yourself
- :self => End point reference same as start point. This :self is used
- together with :end_pos. Also this value only valid for :end
- Example :
- [:proj_setup, {:start => :middle, :end => :head}],
- Note for relative point setup :
- Relative point is displacement from the original point. For example, you want
- the projectile start point is in front of the battler
- Parameter format
- :start_pos => [x, y],
- :end_pos => [x, y],
- Example
- [:proj_setup,{
- :start => :middle,
- :start_pos => [-25, 0],
- }],
- [:proj_setup,{
- :start => :middle,
- :end => :self,
- :end_pos => [0, -100],
- }],
- ----------------------------------------------------------------------------
- >> :reverse | Reverse start/end point
- ----------------------------------------------------------------------------
- Note :
- This option is to reverse the projectile start/end point where the projectile
- launched from the target to subject. You only need to put this option to true
- Example :
- [:proj_setup,{
- :reverse => true,
- }],
- #############################################################################
- ANIMATION SETTINGS :
- >> :anim_start | Play animation on start point
- >> :anim_end | Play animation on end point
- ----------------------------------------------------------------------------
- Note :
- This option is to allow you to play animation on projectile start/end
- Example :
- [:proj_setup, {
- :anim_start => 10,
- :anim_end => 11,
- }],
- Using the setting above, when the projectile created, it will play animation
- ID 10 and when it reached its target, it will play animation ID 11. If you
- want the animation ID is same as the skill, use :default
- Example :
- [:proj_setup, {
- :anim_start => 10,
- :anim_end => :default,
- }],
- ----------------------------------------------------------------------------
- >> :anim_pos | Projectile animation position
- ----------------------------------------------------------------------------
- Note :
- If you use the projectile graphic is from the animation database, you could
- set whether the animation will be displayed always on top, or relative where
- if any other battler has larger Y position will be displayed over the
- animation. Put the value between [-1: Behind],[0:n Normal],[1: Always on top]
- Example :
- [:proj_setup, {
- :anim_pos => 1,
- }],
- ----------------------------------------------------------------------------
- >> :anim_hit | Play animation only when hit
- ----------------------------------------------------------------------------
- Note :
- This option is to make the animation only played when the target succesfully
- get hit by the projectile. To use this option, put the value to true
- Example :
- [:proj_setup, {
- :anim_hit => true,
- }],
- ----------------------------------------------------------------------------
- >> :flash | Flash reference
- ----------------------------------------------------------------------------
- Note :
- This option is to support the :anim_start and :anim_end. If you're using
- "flash target" in animation database, the flashing sprite will be redirected
- to the subject who throw the projectile and/or the target
- Format --> :flash => [subj, target]
- Change it to true or false
- Example :
- [:proj_setup, {
- :anim_start => 10,
- :anim_end => 11,
- :flash => [true, true],
- }],
- #############################################################################
- MOVEMENT SETTINGS :
- >> :pierce | Keep the movement after hit
- >> :boomerang | Boomerang. Return to subject after hit the target
- >> :wait | Wait before launched within the given time duration
- ----------------------------------------------------------------------------
- Note :
- As I described above. :pierce will make the projectile keep moving after
- hitting the target. While :boomerang will make the projectile return to the
- subject. And wait is to make the projectile wait within the given frame
- before launched
- Examples :
- [:proj_setup,{
- :pierce => true,
- :wait => 25,
- }],
- [:proj_setup,{
- :boomerang => true,
- :wait => 25,
- }],
- #############################################################################
- EFFECT SETTINGS :
- >> :aftimg | Toggle on afterimage
- >> :aft_opac | Opacity easing per frame
- >> :aft_rate | Afterimage clone ratio
- ----------------------------------------------------------------------------
- Note :
- - Those three settings are for set the afterimage effect. :aftimg is the
- afterimage toggler. If you put it to true, projectile will dislay the
- afterimage effect.
- - While :aft_opac is for the speed of opacity easing for each afterimage
- graphics per frame. If you put 25, then the opacity of each afterimage will
- be reduced by 25 / frame
- - While :aft_rate is the clone ratio. The smaller value, the thicker it will
- be. The minimul value is 1.
- - As a side note. Afterimage can only be seen if you use icon as the
- projectile image. Not the animation.
- Example :
- [:proj_setup, {
- :aftimg => true,
- :aft_opac => 19,
- :aft_rate => 1,
- }],
- ----------------------------------------------------------------------------
- >> :angle | Starting angle
- ----------------------------------------------------------------------------
- Note :
- This option is for the starting angle of the projectile if you want to use
- projectile from icon. For example, the starting angle is 90 degree
- Example :
- [:proj_setup, {
- :angle => 90,
- }],
- #############################################################################
- DAMAGE SETTINGS :
- >> :damage | Damage execution
- >> :scale | Damage scale
- ----------------------------------------------------------------------------
- Note :
- - The :damage setting is to set the damage execution behaviour. Put the value
- between -1, 0, or 1 within these rules
- >> -1: Damage will be executed when projectile started to move
- >> 0: Target receive no damage / no damage will be executed
- >> 1: Damage execution on end (default)
- - The :scale setting is for projectile damage scale just like [:target_damage]
- command. You have to put the float number like 0.5
- Example :
- [:proj_setup, {
- :damage => -1,
- :scale => 0.5,
- }],
- #############################################################################
- MODIFICATION :
- >> :change | Change flag
- ----------------------------------------------------------------------------
- Note :
- Actually everytime you setup the projectile, the setup will be reseted back
- and previous setup is not valid anymore.
- Example :
- [:proj_setup, {
- :start_pos => [-25, 0],
- :anim_start => 10,
- }],
- [:projectile, ...],
- [:proj_setup, {:start_pos => [0, -25]}],
- [:projectile, ....],
- The second projectile wont havve :anim_start 10 since it reseted back each
- time you call :proj_setup.
- How to overcome this problem, you could use :change option like this
- [:proj_setup, {
- :start_pos => [-25, 0],
- :anim_start => 10,
- }],
- [:projectile, ...],
- [:proj_setup, {
- :start_pos => [0, -25],
- :change => true,
- }],
- [:projectile, ....],
- ===========================================================================
- 17) :user_damage | Damage on user -(SCRAPPED!)
- In version 1.4 or more this function is no longer avalaible
- ---------------------------------------------------------------------------
- Instead, you could use this
- [:change_target, 11],
- [:target_damage],
- ===========================================================================
- 18) :lock_z | Lock Z coordinates. Lock shadow as well
- ---------------------------------------------------------------------------
- Format --> [:lock_z, true/false],
- Note :
- Z coordinates is a coordinates to define which sprite is nearest to player's
- screen. In TSBS Z coordinates are dynamic. Sprite with most y coordinates
- (most bottom) also got the highest Z coordinates value.
- If a sprite move to upper part in screen, Then z coordinates can be dropped.
- To prevent it, you can lock z coordinates with certain conditions
- Z coordinates affecting battler shadow. If you lock it, then battler's shadow
- also won't move
- Example :
- [:lock_z, true],
- [:lock_z, false],
- ===========================================================================
- 19) :icon | Show an icon
- ---------------------------------------------------------------------------
- Format --> [:icon, "key"],
- Note :
- like a :pose command. just this one independent not affected by :pose mode
- Example :
- [:icon, "Swing"],
- ===========================================================================
- 20) :sound | Play a Sound effect
- ---------------------------------------------------------------------------
- Format --> [:sound, name, vol, pitch],
- Note :
- This mode to play a sound effect
- Parameters :
- name >> Name of SE which present on folder Audio/SE
- vol >> Volume SE which will be played
- pitch >> Pitch SE which will be played
- Example :
- [:sound, "absorb", 100, 100],
- ===========================================================================
- 21) :if | Branched condition
- ---------------------------------------------------------------------------
- Format --> [:if, script, act_true, (act_false)],
- Note :
- To make a branched sequence. Wrong script call will throw an error. So be
- careful, kay?
- Parameters :
- script >> Is a String / Text will be evaluated as script.
- Act_true >> Action key will be called if the condition is true
- Act_false >> Action key will be called if the condition is false. Can be
- ommited if not necessary
- Example :
- [:if, "$game_switches[1]", "Suppa-Attack"],
- [:if, "$game_switches[1]", "Suppa-Attack","Normal-Attack"],
- --------------------
- Alternative :
- --------------------
- If you don't want to make a new action sequence only for single sequence, you
- could directly put a new array inside branched condition
- Example :
- [:if, "$game_switches[1]", [:target_damage]],
- [:if, "$game_switches[1]", [:target_damage], [:user_damage]],
- --------------------
- Another alternative :
- --------------------
- If you don't want to make a new action sequence only for branched sequence,
- you could put new sequence directly on the branch without making new action
- key sequence.
- Example, taken from Soleil normal attack (sample game):
- [:if,"target.result.hit?",
- [
- [:target_slide, -5, 0, 3, 0],
- [:slide,-5, 0, 3, 0],
- ],
- ],
- ===========================================================================
- 22) :timed_hit | Built-in timed hit function
- ---------------------------------------------------------------------------
- Format --> [:timed_hit, count],
- Note :
- Inspired from Eremidia: Dungeon!. Timed hit is a function when player hit a
- certain button in a correct timing, then player will get a reward.
- Like a skill damage become double.
- This mode must be followed by [:if] where parameter is
- [:if, "@timed_hit", "Suppa-Attack"],
- Parameters :
- Count is a timing chance for player to hit confirm / C in frames.
- (And only confirm button)
- Example :
- [:timed_hit, 60],
- [:wait, 60], <-- You could change it to :pose
- [:if, "@timed_hit", "Suppa-Attack"],
- ########################### Update Versi 1.4 ##############################
- In updated version 1.4 now you could make the timed hit function uses
- different buttons. You also could check if the player press :SHIFT, :C or
- any other buttons by using this way
- [:timed_hit, 60, :SHIFT] <-- One button
- [:timed_hit, 60, [:SHIFT, :C, :B]] <-- Many buttons
- By using conditional branch, all you need to do is to put check condition like
- "@timed_hit == :SHIFT". It's recommended to use :case command if you're using
- many buttons
- [:case, {
- "@timed_hit == :SHIFT" => "Do Something",
- "@timed_hit == :Z" => "Do Something",
- }],
- Nb : Command :case explanation is provided on other part
- You could aslo specify the animation that will be played on battler when the
- player successfuly press the button in right timing by putting the third
- parameter as animation ID
- Exmaple :
- [:timed_hit, 10, :C, 10],
- Animation ID 10 will be played if the player press the button in right timing
- ===========================================================================
- 23) :screen | modify screen
- ---------------------------------------------------------------------------
- Format --> [:screen, submode, param1, param1],
- Note :
- This mode to modify screen. there are submode in :screen mode. those are :
- :tone >> like a tint screen on event
- :shake >> like a shake screen on event
- :flash >> like a flash screen on event
- :normalize >> Revert tint to original
- --------------------------------------------------
- Parameter (:tone)
- Format --> [:screen, :tone, tone, dur],
- - Tone >> Tone.new(red, green, blue, gray)
- - dur >> Duration of tone changes in frames
- Example :
- [:screen, :tone, Tone.new(120, 90, 0, 0), 60]
- --------------------------------------------------
- Parameter (:shake)
- Format --> [:screen, :shake, power, speed, dur],
- - power >> Shake strength
- - shake >> Shake speed
- - dur >> Duration of shake in frames
- Example :
- [:screen, :shake, 5, 10, 60],
- --------------------------------------------------
- Parameter (:flash)
- Format --> [:screen, :flash, color, dur],
- - color >> Color.new(red, green, blue, alpha)
- - dur >> Duration of flash in frames
- Example :
- [:screen, :flash, Color.new(255,255,255,128), 60],
- --------------------------------------------------
- Parameter (:normalize)
- Format --> [:screen, :normalize, dur],
- - dur >> to revert screen into original
- example :
- [:screen, :normalize, 60],
- ===========================================================================
- 24) :add_state | Add state on target
- ---------------------------------------------------------------------------
- Format --> [:add_state, state_id, (chance), (ignore_rate?)],
- Note :
- Like the name. This mode to apply state based on chance on target.
- Parameters :
- state_id >> State id from database
- chance >> Chance / opportunity. write between 1 ~ 100 or 0.0 ~ 1.0. The
- default value is 100 if ommited
- ignore_rate >> To ignore state rate features from database. Pick between true
- or false. The default is false if ommited
- Example :
- [:add_state, 10],
- [:add_state, 10, 50],
- [:add_state, 10, 50, true],
- ===========================================================================
- 25) :rem_state | Remove state on target
- ---------------------------------------------------------------------------
- Format --> [:rem_state, state_id, (chance)],
- Note :
- Like the name. This mode to remove state based on chance on target.
- Parameter :
- state_id >> State id from database
- chance >> Chance / opportunity. write between 1-100. or 0.0 ~ 1.0. The
- default value is 100 if ommited
- Example :
- [:rem_state, 10],
- [:rem_state, 10, 50],
- ===========================================================================
- 26) :change_target | Change target *u don't say*
- ---------------------------------------------------------------------------
- Format --> [:change_target, option],
- Note :
- This mode to change target in the mid of action sequence.
- there are 11 mode here. there are :
- 0 >> Revert to original target (target from database)
- 1 >> Target all (allies + enemies)
- 2 >> Target all (allies + enemies) except user
- 3 >> All enemies
- 4 >> All enemies except current target
- 5 >> All allies
- 6 >> All allies except user
- 7 >> Next random enemy
- 8 >> Next random ally
- 9 >> Absolute random target for enemies
- 10 >> Absolute random target for allies
- 11 >> Self
- Example :
- [:change_target, 0],
- [:change_target, 1],
- [:change_target, 2],
- [:change_target, 3],
- [:change_target, 4],
- [:change_target, 5],
- [:change_target, 6],
- [:change_target, 7],
- [:change_target, 8],
- [:change_target, 9, 3], <-- 3 absolute random target for enemies
- [:change_target, 10, 3], <-- 3 absolute random target for allies
- [:change_target, 11],
- Note :
- Absolute target is a fixed target. Target won't get hit twice like default
- random target in database does. However, absolute target doesn't affected
- by TGR. So all battlers are threated equally
- ===========================================================================
- 27) :show_pic
- ---------------------------------------------------------------------------
- Scrapped this function n version 1.4
- Well, use common event to display the pic instead ~
- ===========================================================================
- 28) :target_move | Move target in certain coordinates
- ---------------------------------------------------------------------------
- Format --> [:target_move, x, y, dur, jump, (height)],
- Note :
- This mode to move target into certain coordinates. Like a move mode but the
- subject is the current target
- Parameter :
- x >> X axis destination
- y >> Y axis destination
- dur >> Duration in frames. Smaller number, faster movement
- jump >> Jump. Higher number, higher height as well
- height >> height location. Related with shadow placement (optional)
- Example :
- [:target_move, 200,50,25,0],
- ===========================================================================
- 29) :target_slide | slide targets from their coordinates
- ---------------------------------------------------------------------------
- Format --> [:target_side, x, y, dur, jump, (height)],
- Note :
- This mode is to slide target. Like slide mode but the subject is the current
- target
- Parameter :
- x >> X axis displacement
- y >> Y axis displacement
- dur >> Duration in frames
- jump >> Jump
- height >> height location. Related with shadow placement (optional)
- example :
- [:target_slide, 200,50,25,0],
- ===========================================================================
- 30) :target_reset | Return target to their origin location
- ---------------------------------------------------------------------------
- Format --> [:target_reset, dur, jump]
- Note :
- Like goto_oripost. But for a target
- Parameter :
- dur >> Duration in frames
- jump >> Jump
- Example :
- [:target_reset, 5, 0],
- ===========================================================================
- 31) :blend | To change blend type of battler
- ---------------------------------------------------------------------------
- Format --> [:blend, type]
- Note :
- To change blend type of battler
- Type with these option
- 0 >> Normal
- 1 >> Addition (bright)
- 2 >> Substract (dark)
- Example :
- [:blend, 0],
- [:blend, 1],
- [:blend, 2],
- ===========================================================================
- 32) :focus | To hid battlers which are not target
- ---------------------------------------------------------------------------
- Format --> [:focus, dur, (color)],
- Note :
- this mode is to hide target which are not target and user. So the action only
- focus on subject and their target
- Parameter :
- dur >> fadeout duration in frames
- color >> Color.new(red, green, blue, alpha)
- Example :
- [:focus, 30],
- [:focus, 30, Color.new(0,0,0,128)],
- ===========================================================================
- 33) :unfocus | To show all battler
- ---------------------------------------------------------------------------
- Format --> [:unfocus, dur],
- Note :
- Like focus. But this mode to cancel focus effect.
- Must be called after using focus effect
- Parameter :
- dur >> Fadein duration in frames
- Example :
- [:unfocus, 30],
- ===========================================================================
- 34) :target_lock_z | Temporary lock Z coordinates of target
- ---------------------------------------------------------------------------
- Format --> [:target_lock_z, true/false]
- Note :
- Like :lock_z but only applied on target
- Example :
- [:target_lock_z, true],
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.1
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 35) :anim_top | To play animation always in front of screen
- ---------------------------------------------------------------------------
- Format --> [:anim_top, (true/false)]
- Note :
- Flag to make animation played in front of screen. Put it before :cast or
- :show_anim and set it to false afterward
- Example :
- [:anim_top],
- [:cast],
- [:anim_top, false],
- [:anim_top],
- [:show_anim],
- [:anim_top, false],
- ===========================================================================
- 36) :freeze | To freeze all movement but the active ones <not-tested>
- ---------------------------------------------------------------------------
- Format --> [:freeze, true/false]
- Note :
- To stop all update movement but the battler in action.
- Don't forget to set it to false after the skill is over
- Example :
- [:freeze, true],
- [:freeze, false],
- Note :
- Note yet tried, there might be a glitch or such
- ===========================================================================
- 37) :cutin_start | To show a cutin picture
- ---------------------------------------------------------------------------
- Format --> [:cutin_start, file, x, y, opacity]
- Note :
- To show actor's cutin picture. But can be used to show a pic.
- Because I make it to show cutin pic to start with, then i name it
- :cutin_start
- Parameters :
- file >> File picture name, must be in Graphics/picture
- x >> X start position
- y >> Y start position
- opacity >> start opacity (input between 0 - 255)
- Example :
- [:cutin_start,"sol-cutin-nobg",100,0,0],
- Note :
- Only 1 picture can be shown
- ===========================================================================
- 38) :cutin_fade | To give a fadein/fadeout effect on cutin
- ---------------------------------------------------------------------------
- Format --> [:cutin_fade, opacity, durasi]
- Note :
- To change opacity of cutin image to a certain value in given time duration
- Parameters :
- opacity >> Opacity target
- durasi >> Change duration in frames (60 = 1 detik)
- Example :
- [:cutin_fade, 255, 15],
- ===========================================================================
- 39) :cutin_slide | To slide cutin image
- ---------------------------------------------------------------------------
- Format --> [:cutin_slide, x, y, durasi]
- Note :
- To slide cutin image to specific coordinate displacement in given time
- duration
- Parameters :
- x >> X slide value
- y >> Y slide value
- durasi >> Duration in frames (60 = 1 second)
- Example :
- [:cutin_slide, -100, 0, 30]
- ===========================================================================
- 40) :target_flip | Flip target
- ---------------------------------------------------------------------------
- Format --> [:target_flip, true/false]
- Note :
- Simply to flip target
- Example :
- [:target_flip, true]
- [:target_flip, false]
- ===========================================================================
- 41) :plane_add | Add looping image
- ---------------------------------------------------------------------------
- Format --> [:plane_add, file, speed_x, speed_y, (above), (dur)]
- Note :
- This mode to add looping effect like Fog, parallax or any similiar things.
- Parameter :
- file >> Picture name must be put in Graphics/picture
- speed_x >> Scrolling speed to horizontal direction
- speed_y >> Scrolling speed to vertical direction
- above >> Above battler? Define with true/false
- dur >> Duration of poping picture opacity from 0 until 255 in frames.
- Can be ignored, 2 by default
- Example :
- [:plane_add,"cutin-bg",35,0,false,15],
- Note :
- Only 1 looping picture avalaible at this time
- ===========================================================================
- 42) :plane_del | Delete / remove looping image
- ---------------------------------------------------------------------------
- Format --> [:plane_del, durasi]
- Note :
- This mode to delete a looping image which called by :plane_add with a
- duration in frames.
- Example :
- [:plane_del, 30],
- ===========================================================================
- 43) :boomerang | Give boomerang effect on projectile
- ---------------------------------------------------------------------------
- Format --> [:boomerang]
- Note :
- Flag to define projectile which will be back to user / caster after used.
- Use before :projectile
- Example :
- [:boomerang],
- [:projectile,0,8,15,154,20],
- ===========================================================================
- 44) :proj_afimage | Give afterimage effects on projectile
- ---------------------------------------------------------------------------
- Format --> [:proj_afimage]
- Note :
- Flag to set the next projectile will be thrown with afterimage effects.
- use it before :projectile
- Example :
- [:proj_afimage],
- [:projectile,0,8,15,154,20],
- If used together with :boomerang
- [:boomerang],
- [:proj_afimage],
- [:projectile,0,8,15,154,20],
- ===========================================================================
- 45) :balloon | To show ballon icon on battler
- ---------------------------------------------------------------------------
- Format --> [:balloon, id]
- Note :
- Show balloon on battler
- Example :
- [:balloon, 1]
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.2
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 46) :log | To display text in battle log
- ---------------------------------------------------------------------------
- Format --> [:log, "Text"]
- Note :
- This sequence mode is to display text in battle log. Use "<name>" to display
- subject/battler's name
- Example :
- [:log, "<name> disappears!"],
- ===========================================================================
- 47) :log_clear | To clear battle log message
- ---------------------------------------------------------------------------
- Format --> [:log_clear]
- Note :
- To clear battle log message. Doesn't need parameter
- Example :
- [:log_clear],
- ===========================================================================
- 48) :aft_info | To set up afterimage effects
- ---------------------------------------------------------------------------
- Format --> [:aft_info, rate, fade_speed]
- Note :
- It's to change afterimage effect. Such as getting thicker or change
- afterimage fading speed
- Parameters :
- - rate >> Afterimage thinkness. Lower value means thicker. The minimum value
- is 1. Default value is 3.
- - fade >> Fadeout speed of afterimage. Lower value, lower fadeout as well.
- The default value is 20.
- Example :
- [:aft_info, 1,10],
- (P.S: :aft_info stands for "afterimage information")
- ===========================================================================
- 49) :sm_move | Smoot slide to specific coordinate
- ---------------------------------------------------------------------------
- Format --> [:sm_move, x, y, dur, (rev)]
- Note :
- Same as :move. But it supports acceleration to make it seems smooth. Doesn't
- support jumping though
- Parameters :
- x >> X coordinate destination
- y >> Y coordinate destination
- dur >> Travel duration in frames
- rev >> Reverse. If you set it true, sprite will be move at maximum speed.
- While false, sprite will be move start from 0 velocity. Default value
- is true
- Example :
- [:sm_move, 100,50,45],
- [:sm_move, 100,50,45,true],
- ===========================================================================
- 50) :sm_slide | Smooth slide from current position
- ---------------------------------------------------------------------------
- Format --> [:sm_slide, x, y, dur, (rev)]
- Note :
- Same as :slide. But it supports acceleration to make it seems smooth. Doesn't
- support jumping though
- Parameters :
- x >> X displacement from origin coordinate
- y >> Y displacement from origin coordinate
- dur >> Travel duration in frames
- rev >> Reverse. If you set it true, sprite will be move at maximum speed.
- While false, sprite will be move start from 0 velocity. Default value
- is true
- Example :
- [:sm_slide, 100,50,45],
- [:sm_slide, 100,50,45,true],
- ===========================================================================
- 51) :sm_target | Smooth move to target
- ---------------------------------------------------------------------------
- Format --> [:sm_target, x, y, dur, (rev)]
- Note :
- Same as :move_to_target. But it supports acceleration to make it seems
- smooth. Doesn't support jumping though
- Parameters :
- x >> X displacement from target
- y >> Y displacement from target
- dur >> Travel duration in frames
- rev >> Reverse. If you set it true, sprite will be move at maximum speed.
- While false, sprite will be move start from 0 velocity. Default value
- is true
- Example :
- [:sm_target, 100,0,45],
- [:sm_target, 100,0,45,true],
- Note 1:
- If battler is flipped, then X coordinate will be flipped as well. In other
- word, minus value of x means to be left. If battler flipped, then it means to
- be right (uh, I hope u understand what I'm trying to say)
- Note 2:
- If the target is area attack, then the action battler will move to the center
- of the targets
- ===========================================================================
- 52) :sm_return | Smooth move back to original position
- ---------------------------------------------------------------------------
- Format --> [:sm_return, dur, (rev)]
- Note :
- Same as :goto_oripost. But it supports acceleration to make it seems smooth.
- Doesn't support jumping though
- Parameter :
- dur >> Travel duration in frames
- rev >> Reverse. If you set it true, sprite will be move at maximum speed.
- While false, sprite will be move start from 0 velocity. Default value
- is true
- Example :
- [:sm_return,30],
- [:sm_return,30,true],
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.3
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 53) :loop | Call action key in n times
- ---------------------------------------------------------------------------
- Format --> [:loop, times, "Key"]
- Note :
- Same as [:action,]. But instead of copying, you can do it in singe line.
- Parameters :
- times >> How many times action key will be called
- Key >> Action Key will be called
- Example :
- [:loop, 3, "CastPose"],
- ===========================================================================
- 54) :while | Call action sequence while the condition is true
- ---------------------------------------------------------------------------
- Format --> [:while, cond, "key"]
- Note :
- Similar as looping. But the action key will be repeated while the condition
- is return true
- Parameter :
- cond >> Kondisi salah benar dalam script
- key >> Action key yang akan dipanggil
- Example :
- [:while, "$game_variables[1] < 10", "Sol_Strike"]
- ===========================================================================
- 55) :collapse | Call default collapse effect
- ---------------------------------------------------------------------------
- Format --> [:collapse]
- Note :
- It's to display collapse effect manually if you plan to use custom collapse
- sequence. And please use ONLY for custom collapse effect
- Example :
- [:collapse],
- ===========================================================================
- 56) :forced | Force target to switch action key
- ---------------------------------------------------------------------------
- Format --> [:forced, "key"]
- Note :
- Force target to switch action key. If it used within counterattack, you
- could make it as knockback effect and combo breaker if the attacker use
- multiple hit attack
- Parameters :
- key >> Action Key will be used to target
- Example :
- [:forced, "KnockBack"],
- ===========================================================================
- 57) :anim_bottom | Play animation behind battler
- ---------------------------------------------------------------------------
- Format --> [:anim_bottom]
- Note :
- Same as [:anim_top]. But it will make the next animation will be played
- behind the battler. Call right before [:cast] or [:show_anim] and set it to
- false afterward
- Examples :
- [:anim_bottom],
- [:cast, 69],
- [:anim_bottom, false],
- [:anim_bottom],
- [:show_anim],
- [:anim_bottom, false],
- ===========================================================================
- 58) :case | Branched action conditions more than 2
- ---------------------------------------------------------------------------
- Format --> [:case, hash]
- Note :
- Used to make branched condition more than 2. It comes in handy rather than
- use nested if ([:if] inside [:if])
- Parameter :
- Hash >> Make a list of branched condition within this format
- {
- "Condition 1" => "ActionKey1",
- "Condition 2" => "ActionKey2",
- "Condition 3" => "ActionKey3",
- }
- Example :
- [:case, {
- "$game_variables[1] == 1" => "Action1",
- "$game_variables[1] == 2" => "Action2",
- "$game_variables[1] == 3" => "Action3",
- "$game_variables[1] == 4" => "Action4",
- "$game_variables[1] == 5" => "Action5",
- }],
- --------------------
- Alternative :
- --------------------
- If you don't want to make a new action sequence only for single sequence, you
- could directly put a new array inside branched condition.
- Example :
- [:case,{
- "state?(44)" => [:add_state,45],
- "state?(43)" => [:add_state,44],
- "state?(42)" => [:add_state,43],
- "true" => [:add_state,42],
- }],
- --------------------
- Another alternative :
- --------------------
- If you don't want to make a new action sequence only for branched sequence,
- you could put new sequence directly on the branch without making new action
- key sequence.
- Example :
- [:case,{
- "state?(44)" => [
- [:show_anim, 1],
- [:target_damage, 1],
- ],
- "state?(43)" => [
- [:show_anim, 1],
- [:target_damage, 1],
- ],
- "state?(42)" => [
- [:show_anim, 1],
- [:target_damage, 1],
- ],
- "true" => [
- [:show_anim, 1],
- [:target_damage, 1],
- ],
- }],
- Another note :
- If there are more than one condition which are true, then the top condition
- will be used.
- ===========================================================================
- 59) :instant_reset | Instantly reset battler position
- ---------------------------------------------------------------------------
- Format --> [:instant_reset]
- Note :
- Just to instantly reset battler position (doesn't require wait to perform)
- Example :
- [:instant_reset],
- ===========================================================================
- 60) :anim_follow | Make animation follow battler
- ---------------------------------------------------------------------------
- Format --> [:anim_follow]
- Note :
- Like [:anim_top]. But it will make the next animation to follow the battler
- where it goes. Call right before [:cast] or [:show_anim] and set it to false
- afterward
- Example :
- [:anim_follow],
- [:cast, 69],
- [:anim_follow, false],
- [:anim_follow],
- [:show_anim],
- [:anim_follow, false],
- Won't works for screen animation
- ===========================================================================
- 61) :change_skill | Change carried skill for easier use
- ---------------------------------------------------------------------------
- Format --> [:change_skill, id]
- Note :
- More like [:target_damage, id]. But it doesn't deal damage. Instead, it will
- change carried skill from battler. i.e, you could rescale it the damage
- output or even change the attack formula.
- Example :
- [:change_skill, 13],
- [:target_damage, 0.5],
- [:wait, 15],
- [:target_damage, 1.5],
- [:wait, 15],
- [:target_damage, 0.5],
- [:wait, 15],
- Damage output rescale from different skill id couldn't be done by regular
- [:target_damage]. By calling this skill, now you could
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.3b
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 62) :check_collapse | To perform collapse effect to target if dead
- ---------------------------------------------------------------------------
- Format --> [:check_collapse]
- Note :
- Used to perform collapse to target if target is dead. In other words,
- collapse sequence will be played during action sequence. Collapse effect won't
- be played if target still alive
- Example :
- [:target_damage],
- [:check_collapse],
- ===========================================================================
- 63) :reset_counter | To reset damage counter
- ---------------------------------------------------------------------------
- Format --> [:reset_counter]
- Note :
- Used to reset damage counter. If the damage counter display the total hit as
- 5, by calling this command, then the damage counter will be resetted back
- to 1
- Example :
- [:reset_counter],
- ===========================================================================
- 64) :force_hit | To make next damage will be always hit
- ---------------------------------------------------------------------------
- Format --> [:force_hit]
- Note :
- Used to make attack by the next [:target_damage] will be always hit. Call
- before the [:target_damage] is executed
- Example :
- [:force_hit],
- [:show_anim],
- [:target_damage],
- Important note :
- I might change usage of this command in later version. It might be completely
- different. Make sure keep eye on this command in later version if you want to
- use.
- Follow-up note version 1.4 :
- Happy news! I didn't change the command.
- ===========================================================================
- 65) :slow_motion | To make slow motion effect
- ---------------------------------------------------------------------------
- Format --> [:slow_motion, frame, rate]
- Note :
- This command used to make slow motion effect.
- Parameters :
- Frame >> How long (in frame) slow motion will take effect?
- Rate >> Slowdown rate. The default FPS is 60. If you put the value as 2,
- then the FPS would be dropped to 30. If you put higher value, the
- FPS would be dropped to 20, 15, 10 ...
- Example :
- [:slow_motion, 30, 2],
- P.S :
- The reason why I didn't use Graphics.frame_rate instead is because it makes
- the game.exe screen less responsive
- ===========================================================================
- 66) :timestop | To freeze the screen for certain frames
- ---------------------------------------------------------------------------
- Format --> [:timestop, frame]
- Note :
- This command is used to stop the screen for a brief time (in frames)
- Example :
- [:timestop, 60],
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.3c
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 67) :one_anim | One animation display for area attack
- ---------------------------------------------------------------------------
- Format --> [:one_anim],
- Note :
- It's animation flag. The next animation will be played only one if the
- current target is area target. The animation will be played in the middle
- of all targets. Put this command on before [:show_anim]. Can be used to
- projectile as well
- Example :
- [:one_anim],
- [:show_anim],
- ===========================================================================
- 68) :proj_scale | Scale the damage for projectile
- ---------------------------------------------------------------------------
- Format --> [:proj_scale, (scale / formula)],
- Note :
- This command is to rescale damage from projectile attack. Unlike other flag
- which only take effect only once. This command it will take effect until you
- explicitly remove it.
- You could fill it by scale like [proj_scale, 1.0], or damage formula like
- [proj_scale, "a.atk * 4 - b.def * 2"],
- Example :
- [:projectile, ...], # <-- this won't take the effect
- [:proj_scale, 0.5], # <-- scale damage to 50%
- [:projectile, ...], # <-- this will take the effect
- [:projectile, ...], # <-- this will take the effect
- [:proj_scale, 1.0], # <-- scale damage back to 100%
- ===========================================================================
- 69) :com_event | Call common event during action sequence
- ---------------------------------------------------------------------------
- Format --> [:com_event, id],
- Note :
- This command is to call common event during action sequence. Common event
- will running while action sequence is being performed.
- Example :
- [:com_event, 1], # <-- this will run common event number 1
- ~~~~~~~~~~~~~~~~~~~
- To prevent action sequence is being continued, you could use [:while] command
- and "event_running?" as the script call check.
- Example :
- [:com_event, 1],
- [:while, "event_running?", "K-Idle"],
- While common event is running, then the sprite will perform "K-Idle" in
- looping until the common event end.
- ===========================================================================
- 70) :scr_freeze | Freeze screen from update
- ---------------------------------------------------------------------------
- Format --> [:scr_freeze],
- Note :
- To freeze screen from update. Unlike [:freeze], this one is completely freeze
- the game screen. It must be called before you call the screen transition
- Example :
- [:scr_freeze], # <-- remember. It doesn't have any parameter like true/false
- ===========================================================================
- 71) :scr_trans | Perform screen transition
- ---------------------------------------------------------------------------
- Format --> [:scr_trans, "file", dur, (vague)],
- Note :
- Used to make screen transition after screen is frozen. [:scr_freeze] need to
- be called before use this command.
- Parameters :
- "file" >> Filename of transition picture located in Graphics/pictures
- dur >> Transition duration in frame (60 frame = 1 second)
- vague >> Ambiguity value. Greater value greater ambiguity. Can be omitted.
- The default value is 40
- Example :
- [:scr_freeze],
- [:plane_add, "magic_square01", 0, 0, false, 1],
- [:focus, 1, Color.new(0,0,0,0)],
- [:scr_trans, "Circle", 60],
- [:scr_freeze],
- [:plane_add, "magic_square01", 0, 0, false, 1],
- [:focus, 1, Color.new(0,0,0,0)],
- [:scr_trans, "Circle", 60, 120],
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- UPDATE VERSION 1.4
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ===========================================================================
- 72) :force_evade | To make target always evade
- 73) :force_reflect | To make target reflect magic
- 74) :force_counter | To make target always counterattack
- 75) :force_critical | To make an attack always critical hit
- 76) :force_miss | To make an attack always miss to target
- ---------------------------------------------------------------------------
- Format --> [:force_x, (true/false)],
- Note :
- These are "force serials" just like [:force_hit]. Put this command right
- before [:target_damage]. For example if you put [:force_evade] then the
- target will always evade your attack. Don't forget to set to false afterward
- Example :
- [:if, "@timed_hit", [:force_evade]],
- ===========================================================================
- 77) :backdrop | To change battle backdrops temporary
- 78) :back_trans | To set the transition of battle backdrops
- 79) :reset_backdrop | To revert back the battle backdrops
- ---------------------------------------------------------------------------
- Format --> [:backdrop, "Name1", "Name2"],
- Note :
- The :backdrop command is to change battlebacks. Where the 'name1' represent
- as battleback1 and so goes with 'name2'
- Example :
- [:backdrop, "Lava2", "Lava"],
- ------------------------------
- Format --> [:back_trans, {}],
- Note :
- This command is to setup the transition when you want to change the battle
- backdrops by using [:backdrop] command. The kind of settings is similar to
- the new [:proj_setup] with these parameters
- :switch => Want to use transition? (true/false)
- :duration => Duration
- :name => Transition file which exited on Graphics/system
- :vague => Vague value. Larger value tend to more blurry (max. 255)
- Example :
- [:back_trans, {:name => "Whirlwind", :duration => 60, :vague => 180}],
- ------------------------------
- Format --> [:reset_backdrop]
- Note :
- To revert back the battlebacks to original after changed by [:backdrop]
- This command require no parameter.
- ===========================================================================
- 80) :target_focus | Custom target focus
- ---------------------------------------------------------------------------
- Format --> [:target_focus, (option)]
- Note :
- This command give you more option to set which battler will be stay on screen
- when performing [:focus] command. Put this command right before [:focus]
- Command ini adalah untuk memberikan opsi battler yang mana saja yang akan
- tetap ditampilkan saat command [:focus] dipanggil. Taruh command ini sebelum
- [:focus].
- Parameter :
- Choose between these numbers
- 0 > Current target(s)
- 1 > All enemies
- 2 > All allies
- 3 > All enemies and allies
- Example :
- [:target_focus, 1],
- [:focus, ...],
- ===========================================================================
- 81) :scr_fadeout | Fadeout screen
- 82) :scr_fadein | Fadein screen
- ---------------------------------------------------------------------------
- Format --> [:scr_fadeout, duration],
- Format --> [:scr_fadein, duration],
- Note :
- These command above is to make screen fadeout or fadein just like in event.
- Duration is a time duration for fade effect in frame
- Example :
- [:scr_fadeout, 30],
- ===========================================================================
- 83) :check_cover | To check if there is another battler subtituted the target
- ---------------------------------------------------------------------------
- Format --> [:check_cover],
- Note :
- This command is to check if the current target has substitute battler just to
- avoid some weird action sequence. Put this command before [:target_damage]
- is called or right before the projectile reach the target.
- Example :
- [:check_cover],
- [:wait, 10],
- [:target_damage],
- [:show_anim],
- ===========================================================================
- 84) :stop_move | To stop movement (if moving)
- ---------------------------------------------------------------------------
- Format --> [:stop_move],
- Note :
- This command is simply to stop the subject from moving
- Example :
- [:slide, -100, 0, 40, 10],
- [:wait, 20],
- [:stop_move],
- ===========================================================================
- 85) :rotate | Simply rotate the subject battler
- ---------------------------------------------------------------------------
- Format --> [:rotate, start, end, duration],
- Note :
- Simply rotate the subject battler
- Parameters
- > start : Starting angle
- > end : Target angle
- > duration : Rotate duration
- Contoh :
- [:rotate, 0, 360, 45],
- [:rotate, 0, 360 * 4, 90], (four times spin)
- ===========================================================================
- 86) :fadein | To make the battler fadein
- 87) :fadeout | To make the battler fadeout
- ---------------------------------------------------------------------------
- Format --> [:fadein, duration],
- Format --> [:fadeout, duration],
- Note :
- These commands are to make the battler fadeout/fadein within the given time
- duration. It's recommended if you call [:fadeout] you also need to call
- [:fadein] or your battler will be invisble all time
- Example :
- [:fadeout, 30],
- [:wait, 30],
- [:fadein, 30],
- ===========================================================================
- 88) :immortal | Flag the battler as immortal temporary
- ---------------------------------------------------------------------------
- Format --> [:immortal],
- Note :
- This command is to flag the target(s) battler as immortal. The target(s) won't
- inflicted by death state until collapse check is performed. Put this command
- before [:target_damage].
- You don't need to use this command if you set the AutoImmortal on config 1
- to true
- Example :
- [:immortal],
- [:show_anim],
- [:target_damage],
- [:wait, 45],
- [:check_collapse],
- ===========================================================================
- 89) :end_action | To force end / break action sequence
- ---------------------------------------------------------------------------
- Format --> [:end_action],
- Note :
- This command is to force the battler to end its skill sequence even it's
- still in the middle of performing action sequence
- ===========================================================================
- 90) :shadow | To make the shadow visible or not
- ---------------------------------------------------------------------------
- Format --> [:shadow, true / false]
- Note :
- This command is to make ALL the battler shadow to visible or invisible
- Example :
- [:shadow, true],
- [:shadow, false],
- ===========================================================================
- 91) :autopose | To make an automatic pose
- ---------------------------------------------------------------------------
- Format --> [:autopose, number, frame, wait]
- Note :
- This command is just to simplify of making sequence. Just like a function
- "Play all animation in row x". This command still need :wait command to
- gets its job done.
- Parameters :
- number >> Is a number from the picture name. Like Ralph_1, Ralph_2
- row >> Which row do you want to animate?
- wait >> Delay in frame for each animation
- Example :
- [:autopose, 1, 1, 15],
- [:wait, 15 * 3],
- ===========================================================================
- 92) :icon_file | To call icon from specific graphic
- ---------------------------------------------------------------------------
- Format --> [:icon_file, file],
- Note :
- This command is to show icon from the graphic that existed on Graphics/system.
- If you call this command before you show the icon, then when the icon is
- shown, it will use the graphic from the filename you specified instead of
- the weapon icon itself
- Example :
- [:icon_file, 'Sword'],
- }
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