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- #==============================================================================
- # Sideview Battle System Configurations Version 2.5xp
- #==============================================================================
- # Reorganized and Revamped by Jaiden
- # Specifically for the Elemental Engine
- # Original Script by:
- # Enu (http://rpgex.sakura.ne.jp/home/)
- # Conversion to XP by:
- # Atoa
- # Original translation versions by:
- # Kylock
- # Translation continued by:
- # Mr. Bubble
- # XP version Translation by:
- # cairn
- # Special thanks:
- # Shu (for translation help)
- # Moonlight (for her passionate bug support for this script)
- # NightWalker (for his community support for this script)
- # XRXS (for the script of damage gravity, which was modified and
- # used as the system's base of damage exibition)
- # Squall (for the FF styled damage script, which was modified
- # and added to the damage exibition system)
- # KGC (for the STBreaker script, which was the base for the
- # attribute limit system)
- # Herena Isaberu (for her support in XP version bug fixes)
- # Enu (for making an awesome battle system)
- #==============================================================================
- #==============================================================================
- # ■ module N01
- #------------------------------------------------------------------------------
- # Sideview Battle System Config
- #==============================================================================
- module N01
- #--------------------------------------------------------------------------
- # ● Settings
- #--------------------------------------------------------------------------
- # Battle member starting positions
- # X Y X Y X Y X Y
- ACTOR_POSITION = [[460,180],[480,210],[500,240],[520,270]]
- #ACTOR_POSITION = [[460,230],[480,255],[500,240],[520,270]]
- # Maximum party members that can fight at the same time.
- # Remember to add/remove coordinates in ACTOR_POSITION if you adjust
- # the MAX_MEMBER value.
- MAX_MEMBER = 4
- # Delay time after a battler completes an action in frames.
- ACTION_WAIT = 6
- # Delay time before enemy collapse (defeat of enemy) animation in frames.
- COLLAPSE_WAIT = 6
- # Delay before victory is processed in frames.
- WIN_WAIT = 15
- # Animation ID for any unarmed attack.
- NO_WEAPON = 4
- # Damage modifications when using two weapons. Values are percentages.
- # 1st Wpn, 2nd Wpn
- TWO_SWORDS_STYLE = [100,50]
- # Auto-Life State: Revivial Animation ID
- RESURRECTION = 25
- # POP Window indicator words. For no word results, use "".
- POP_MISS = "Miss" # Attack missed
- POP_EVA = "Evade" # Attack avoided
- POP_CRI = "Critical" # Attack scored a critical hit
- # Set to false to remove shadow under actors
- SHADOW = true
- # true: Use actor's walking graphic.
- # false: Don't use actor's walking graphic.
- # If false, battler file with "_1" is required since walking file is not used.
- # "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
- WALK_ANIME = true
- # Number of frames in a battler animation file. (horizontal frames)
- ANIME_PATTERN = 4
- # Number of types of battler animation file. (vertical frames)
- ANIME_KIND = 4
- #==============================================================================
- # ■ Single Action Engine
- #------------------------------------------------------------------------------
- # These are utilized by sequenced actions and have no utility alone.
- #==============================================================================
- # A single-action cannot be used by itself unless it is used as part of a
- # sequence.
- ANIME = {
- #--------------------------------------------------------------------------
- # ● Battler Animations
- #--------------------------------------------------------------------------
- # No. - Battler graphic file used.
- # 0: Normal Battler Graphic. In the case of Actors, 0 refers to
- # default walking graphic.
- # n: "Character Name + _n", where n refers to the file number
- # extension. An example file would be "$Ralph_1". These
- # files are placed in the Characters folder.
- # Use "1" for non-standard battler, like Minkoff's.
- #
- # Row - Vertical position (row) of cells in battler graphic file. (0~3)
- # Speed - Refresh rate of animation. Lower numbers are faster.
- # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
- # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
- # [2: One Loop, no repeat] Example: 1 2 3 .
- # Wait - Time, in frames, before animation loops again.
- # Does not apply if Loop=2
- # Fixed - Defines loop behavior or specific fixed cell display.
- # -2: Reverse Loop Animation
- # -1: Normal Loop Animation
- # 0: No Loop Animation
- # 0~3: Fixed cell display. Refers to cell on character sprite
- # sheet starting where 0 = left-most cell.
- # Z - Set battler's Z priority.
- # Shadow - Set true to display battler shadow during animation; false to hide.
- # Weapon - Weapon animation to play with battler animation. For no weapon
- # animation, use "".
- # Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
- "WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
- "WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 0, 0, true,"" ],
- "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 0, 0, true,"" ],
- "DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
- "ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 1, 0, true,"" ],
- "MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ],
- "MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ],
- "ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
- "WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
- "WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
- "WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
- "WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
- "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
- "WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
- #--------------------------------------------------------------------------
- # ● Weapon Animations
- #--------------------------------------------------------------------------
- # Weapon Animations can only be used with Battler Animations as seen
- # and defined above.
- #
- # Xa - Distance weapon sprite is moved on the X-axis.
- # Ya - Distance weapon sprite is moved on the Y-axis. Please note that
- # the Y-axis is inverted. This means negative values move up, positive
- # values move down.
- # Za - If true, weapon sprite is displayed over battler sprite.
- # If false, weapon sprite is displayed behind battler sprite.
- # A1 - Starting angle of weapon sprite rotation. Negative numbers will
- # result in counter-clockwise rotation.
- # A2 - Ending angle of weapon sprite rotation. Rotation will stop here.
- # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
- # [3:Bottom Left] [4:Bottom Right]
- # Inv - Invert - If true, horizontally inverts weapon sprite.
- # Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
- # Values may be decimals. (0.6, 0.9, etc.)
- # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
- # Values may be decimals. (0.6, 0.9, etc.)
- # Xp - X pitch - For adjusting the X axis. This number changes the initial
- # X coordinate.
- # Yp - Y pitch - For adjusting the Y axis. This number changes the initial
- # Y coordinate.
- # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
- # instead.
- # Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
- "VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12,false],
- "VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -6, -12, true],
- "UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -6, -12,false],
- "OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -6, -12,false],
- "RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -6, -12,false],
- #--------------------------------------------------------------------------
- # ● Battler Movements
- #--------------------------------------------------------------------------
- # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
- # 1 unit = 1 pixel
- # [0: Battler's Current Position]
- # [1: Battler's Selected Target]
- # [2: Screen; (0,0) is at upper-left of screen]
- # [3: Battle Start Position]
- # X - X-axis pixels from origin.
- # Y - Y-axis pixels from origin. Please note that the Y-axis is
- # inverted. This means negative values move up, positive values move down.
- # Time - Travel time. Larger numbers are slower. The distance is
- # divided by one frame of movement.
- # Accel - Positive values accelerates frames. Negative values decelerates.
- # Jump - Negative values produce a jumping arc. Positive values produce
- # a reverse arc. [0: No jump]
- # Animation - Battler Animation utilized during movement.
- # Origin X Y Time Accel Jump Animation
- "NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
- "START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
- "BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
- "AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
- "4_MAN_ATTACK_1" => [ 2, 564, 186, 12, -1, 0, "MOVE_TO"],
- "4_MAN_ATTACK_2" => [ 2, 564, 212, 12, -1, 0, "MOVE_TO"],
- "4_MAN_ATTACK_3" => [ 2, 504, 174, 12, -1, 0, "MOVE_TO"],
- "4_MAN_ATTACK_4" => [ 2, 504, 254, 12, -1, 0, "MOVE_TO"],
- "DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
- "EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
- "FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
- "FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
- "VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
- "MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
- "MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
- "PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
- "PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
- "MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
- "MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
- "JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
- "JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
- "JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
- "THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
- "TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
- "PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
- "PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
- "REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
- "JUMP_FIELD_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
- "DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
- "RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
- "LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
- "RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
- "LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
- #--------------------------------------------------------------------------
- # ● Battler Float Animations
- #--------------------------------------------------------------------------
- # These types of single-actions defines the movement of battlers from their
- # own shadows. Please note that it is not possible to move horizontally
- # while floating from a shadow.
- #
- # Type - Always "float".
- # A - Starting float height. Negative values move up.
- # Positive values move down.
- # B - Ending float height. This height is maintained until another action.
- # Time - Duration of movement from point A to point B
- # Animation - Specifies the Battler Animation to be used.
- # Type A B Time Animation
- "FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
- "FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
- "FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
- "FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
- "JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
- "JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
- "LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
- #--------------------------------------------------------------------------
- # ● Battler Position Reset
- #--------------------------------------------------------------------------
- # These types of single-actions define when a battler's turn is over and
- # will reset the battler back to its starting coordinates. This type of
- # single-action is required in all sequences.
- #
- # Please note that after a sequence has used this type of single-action,
- # no more damage can be done by the battler since its turn is over.
- #
- # Type - Always "reset"
- # Time - Time it takes to return to starting coordinates. Movement speed
- # fluctuates depending on distance from start coordinates.
- # Accel - Positive values accelerate. Negative values decelerate.
- # Jump - Negative values produce a jumping arc. Positive values produce
- # a reverse arc. [0: No jump]
- # Animation - Specifies the Battler Animation to be used.
- # Type Time Accel Jump Animation
- "COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
- "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
- #--------------------------------------------------------------------------
- # ● Forced Battler Actions
- #--------------------------------------------------------------------------
- # These types of single-actions allow forced control of other battlers
- # that you define.
- #
- # Type - Specifies action type. "SINGLE" or "SEQUENCE"
- #
- # Object - The battler that will execute the action defined under Action
- # Name. 0 is for selected target, and any other number is a State
- # number (1~999), and affects all battlers with the State on them.
- # By adding a - (minus sign) followed by a Skill ID number (1~999),
- # it will define the actors that know the specified skill, besides
- # the original actor.
- # If you want to designate an actor by their index ID number,
- # add 1000 to their index ID number. If the system cannot designate
- # the index number(such as if actor is dead or ran away), it will
- # select the nearest one starting from 0. If a response fails,
- # the action will be canceled. (Example: Ylva's actor ID is 4. A
- # value of 1004 would define Ylva as the Object.)
- #
- # Reset Type - Specifies method of returning the battler to its original
- # location.
- # Action Name - Specifies action used. If Type is SINGLE, then Action Name
- # must be a single-action function. If Type is SEQUENCE,
- # the Action Name must an action sequence name.
- # Type Object Reset Type Action Name
- "LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
- "RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
- "DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
- "IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
- "LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
- "ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
- "4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
- "4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
- "4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
- "ALLY_FLING" => ["SEQUENCE", 1000, "COORD_RESET", "THROW"],
- #--------------------------------------------------------------------------
- # ● Target Modification
- #--------------------------------------------------------------------------
- # Changes battler's target in battle. Original target will still be stored.
- # Current battler is the only battler capable of causing damage.
- #
- # Type - Always "target"
- #
- # Object - The battler that will have its target modified. 0 is selected
- # target, any other number is a State ID number (1~999), and
- # changes all battlers with that state on them to target the new
- # designated target.
- # If you want to designate an actor by their index ID number,
- # add 1000 to their index ID number. If the system cannot designate
- # the index number(such as if actor is dead or ran away), it will
- # select the nearest one starting from 0. If a response fails,
- # the action will be canceled. (Example: Ylva's actor ID is 4. A
- # value of 1004 would define Ylva as the Object.)
- #
- # Target - New Target. [0=Self] [1=Self's Target]
- # [2=Self's Target After Modification]
- # [3=Reset to Previous Target (if 2 was used)]
- # Target Mod name Type Object Target
- "REAL_TARGET" => ["target", 0, 0],
- "TWO_UNIFIED_TARGETS" => ["target", 18, 1],
- "FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
- "ALLY_TO_THROW" => ["target", 1000, 2],
- "THROW_TARGET" => ["target", 1000, 3],
- #--------------------------------------------------------------------------
- # ● Skill Linking
- #--------------------------------------------------------------------------
- # Linking to the next skill will stop any current action. Linking to the
- # next skill will also require and consume MP/HP cost of that skill.
- #
- # Type - Always "der"
- # Chance - Chance, in percent, to link to the defined skill ID. (0~100)
- # Link - true: actor does not require Skill ID learned to link.
- # false: actor requires Skill ID learned.
- # Skill ID - ID of the skill that will be linked to.
- # Action Name Type Chance Link Skill ID
- "LINK_SKILL_91" => ["der", 100, true, 91],
- "LINK_SKILL_92" => ["der", 100, true, 92],
- #--------------------------------------------------------------------------
- # ● Action Conditions
- #--------------------------------------------------------------------------
- # If the condition is not met, all current actions are canceled.
- #
- # A: Type - always "nece"
- # B: Object - Object that Condition refers to. [0=Self] [1=Target]
- # [2=All Enemies] [3=All Allies]
- # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
- #
- # D: Condition - This value is determined by the value you set for Content.
- # [0] State: State ID
- # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEX] [4=AGI] [5=INT]
- # [2] Switch: Game Switch Number
- # [3] Variable: Game Variable Number
- # [4] Skill: Skill ID
- #
- # E: Supplement - Supplement for the Condition as defined above.
- # [0] State: Amount required. If number is positive, the condition is how
- # many have the state, while a negative number are those who
- # don't have the state.
- # [1] Parameter: If Object is more than one battler, average is used.
- # Success if Parameter is greater than value. If Value
- # is negative, then success if lower.
- # [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
- # [3] Variable: Game variable value used to determine if condition is met. If
- # supplement value is positive, Game Variable must have more
- # than the defined amount to succeed. If supplement value has a
- # minus symbol (-) attached, Game Variable must have less than
- # the defined amount to succeed. (Ex: -250 means the Game
- # Variable must have a value less than 250 to succeed.)
- # [4] Skill: Required amount of battlers that have the specified skill
- # ID learned.
- # Type Obj Cont Cond Supplement
- # A B C D E
- "2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
- "4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
- "FLOAT_STATE" => ["nece", 0, 0, 17, 1],
- "CAT_STATE" => ["nece", 0, 0, 20, 1],
- #--------------------------------------------------------------------------
- # ● Battler Rotation
- #--------------------------------------------------------------------------
- # Rotates battler image. Weapon Animations are not automatically adjusted
- # for Battler Rotation like with Invert settings.
- #
- # Type - always "angle"
- # Time - Duration duration of rotation animation in frames.
- # Start - Starting angle. 0-360 degrees. Can be negative.
- # End - Ending Angle. 0-360 degrees. Can be negative.
- # Return - true: End of rotation is the same as end of duration.
- # false: Rotation animation as defined.
- # Type Time Start End Return
- "FALLEN" => ["angle", 1, -90, -90,false],
- "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
- "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
- #--------------------------------------------------------------------------
- # ● Battler Zoom
- #--------------------------------------------------------------------------
- # Stretch and shrink battler sprites with these single-actions.
- #
- # Type - always "zoom"
- # Time - Duration of zoom animation in frames.
- # X - X scale - Stretches battler sprite horizontally by a factor of X.
- # 1.0 is normal size, 0.5 is half size.
- # Y - Y scale - Stretches battler sprite vertically by a factor of Y.
- # 1.0 would be normal size, 0.5 would be half size.
- # Return - true: End of rotation is the same as end of duration.
- # false: Zoom animation as defined.
- # Battler zoom is still temporary.
- # Type Time X Y Return
- "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true],
- "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
- #--------------------------------------------------------------------------
- # ● Damage and Database-Assigned Animations
- #--------------------------------------------------------------------------
- # These single-actions deal with animations, particularly with those assigned
- # in the Database for Weapons, Skills and Items. These are what causes
- # any damage/healing/state/etc. application from Weapons, Skills and Items.
- #
- # A difference between "anime" and "m_a" single-actions is that
- # "anime" triggered animations will move with the Object on the screen. The
- # Z-axis of animations will always be over battler sprites. If "OBJ_ANIM"
- # is added at the beginning of the name, it will be both damage and defined
- # animation.
- #
- # Type - always "anime"
- # ID - (-1): Uses assigned animation from game Database.
- # (-2): Uses equipped Weapon animation as assigned in the Database.
- # (1~999): Database Animation ID.
- # Object - [0=Self] [1=Target]
- # Invert - If set to true, the animation is inverted horizontally.
- # Wait - true: Sequence will not continue until animation is completed.
- # false: Sequence will continue regardless of animation length.
- # Weapon2 - true: If wielding two weapons, damage and animation will be
- # based off Weapon 2.
- # Type ID Object Invert Wait Weapon2
- "OBJ_ANIM" => ["anime", -1, 1, false,false, false],
- "OBJ_ANIM_WEIGHT" => ["anime", -1, 1, false, true, false],
- "OBJ_ANIM_WEAPON" => ["anime", -2, 1, false,false, false],
- "OBJ_ANIM_L" => ["anime", -1, 1, false,false, true],
- "HIT_ANIM" => ["anime", 14, 1, false,false, false],
- "KILL_HIT_ANIM" => ["anime", 67, 1, false,false, false],
- #--------------------------------------------------------------------------
- # ● Movement and Display of Animations
- #--------------------------------------------------------------------------
- # These single-actions provide motion options for animations used for
- # effects such as long-ranged attacks and projectiles. Weapon sprites
- # may also substitute animations.
- #
- # A difference between "m_a" and "anime" single-actions is that "m_a"
- # animations will stay where the Object was even if the Object moved.
- #
- # Type - always "m_a"
- # ID - 1~999: Database Animation ID
- # 0: No animation displayed.
- # Object - Animation's target. [0=Target] [1=Enemy's Area]
- # [2=Party's Area] [4=Self]
- # Pass - [0: Animation stops when it reaches the Object.]
- # [1: Animation passes through the Object and continues.]
- # Time - Duration of animation travel time and display. Larger values
- # decrease travel speed. Increase this value if the animation
- # being played is cut short.
- # Arc - Trajectory - Positive values produce a low arc.
- # Negative values produce a high arc.
- # [0: No Arc]
- # Xp - X Pitch - This value adjusts the initial X coordinate of the
- # animation. Enemy calculation will be automatically inverted.
- # Yp - Y Pitch - This value adjusts the initial X coordinate of the
- # animation.
- # Start - Defines origin of animation movement.
- # [0=Self] [1=Target] [2=No Movement]
- # Z-axis - true: Animation will be over the battler sprite.
- # false: Animation will be behind battler sprite.
- # Weapon - Insert only "Throwing Weapon Rotation" and
- # "Throwing Skill Rotation" actions. For no weapon sprite, use "".
- # Type ID Object Pass Time Arc Xp Yp Start Z Weapon
- "START_MAGIC_ANIM" => ["m_a", 2, 4, 0, 52, 0, 0, 0, 2,true,""],
- "START_AWAKE_ANIM" => ["m_a",105, 4, 0, 52, 0, 0, 0, 2,true,""],
- "OBJ_TO_SELF" => ["m_a", 51, 0, 0, 18, 0, 0, 0, 1,false,""],
- "START_WEAPON_THROW"=> ["m_a", 0, 0, 0, 16, -24, 0, 0, 0,false,"WPN_ROTATION"],
- "END_WEAPON_THROW" => ["m_a", 0, 0, 0, 16, 24, 0, 0, 1,false,"WPN_ROTATION"],
- "STAND_CAST" => ["m_a",100, 1, 0, 64, 0, 0, 0, 2, true,""],
- #--------------------------------------------------------------------------
- # ● Throwing Weapon Rotation
- #--------------------------------------------------------------------------
- # These are used to rotate weapon sprites that are "thrown" with Movement of
- # Animation single-actions. These must be used while the sprite is in flight.
- # You may assign a different weapon graphic to be thrown in this
- # configuration script under Throwing Weapon Graphic Settings.
- #
- # Start - Starting angle in degrees (0-360)
- # End - Ending angle in degrees. (0-360)
- # Time - Duration, in frames, of a single rotation. Rotation will continue
- # until the animation is complete.
- # Start Angle Time
- "WPN_ROTATION" => [ 0, 360, 8],
- #--------------------------------------------------------------------------
- # ● Throwing Skill Rotation
- #--------------------------------------------------------------------------
- # Different from Throwing Weapon Rotation. These single-actions are used to
- # rotate weapon sprites that are "thrown" with Movement of Animation single
- # actions. These are specifically used with skills. You may assign a different weapon graphic to be
- # thrown in this configuration script under Throwing Weapon Graphic Settings.
- #
- # Start - Starting angle in degrees (0-360)
- # End - Ending angle in degrees. (0-360)
- # Time - Duration, in frames, of a single rotation. Rotation will continue
- # until the animation is complete.
- # Type - Always "skill".
- # Weapon Action Name Start End Time Type
- "WPN_THROW" => [ 0, 360, 8, "skill"],
- #--------------------------------------------------------------------------
- # ● Status Balloon Animation
- #--------------------------------------------------------------------------
- # Uses Balloon.png in the System folder.
- #
- # Type - Always "balloon"
- # Row - Determines row from the Balloon.png (0~9)
- # Loop - Balloon loop behavior. Balloon disappears when loop is
- # complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
- # Emote Name Type Row Loop
- "STATUS-NORMAL" => ["balloon", 6, 1],
- "STATUS-CRITICAL" => ["balloon", 5, 1],
- "STATUS-SLEEP" => ["balloon", 9, 1],
- #--------------------------------------------------------------------------
- # ● Sound Effect Actions
- #--------------------------------------------------------------------------
- # Type1 - always "sound"
- # Type2 - ["se","bgm","bgs"]
- # Pitch - Value between 50 and 150.
- # Vol - Volume - Value between 0 and 100.
- # Filename - Name of the sound to be played.
- # Type1 Type2 Pitch Vol Filename
- "062-Swing01" => ["sound", "se", 80, 100, "062-Swing01"],
- #--------------------------------------------------------------------------
- # ● Game Speed Modifier
- #--------------------------------------------------------------------------
- # Type - always "fps"
- # Speed - Speed in Frames Per Second. 40 is normal frame rate.
- # Use with care as this function modifies FPS directly and will conversly
- # affect any active timers or time systems.
- # Type Speed
- "FPS_SLOW" => ["fps", 20],
- "FPS_NORMAL" => ["fps", 40],
- #--------------------------------------------------------------------------
- # ● State Granting Effects
- #--------------------------------------------------------------------------
- # Type - always "sta+"
- # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
- # [4=All Allies (excluding user)]
- # State ID - State ID to be granted.
- # Type Object State ID
- "2_MAN_TECH_GRANT" => ["sta+", 0, 18],
- "4_MAN_TECH_GRANT" => ["sta+", 0, 19],
- "CATFORM_GRANT" => ["sta+", 0, 20],
- #--------------------------------------------------------------------------
- # ● State Removal Effects
- #--------------------------------------------------------------------------
- # Type - always "sta-"
- # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
- # [4=All Allies (excluding user)]
- # State ID - State ID to be removed.
- # Type Object State ID
- "2_MAN_TECH_REVOKE" => ["sta-", 3, 18],
- "4_MAN_TECH_REVOKE" => ["sta-", 3, 19],
- #--------------------------------------------------------------------------
- # ● Battler Transformation Effects
- #--------------------------------------------------------------------------
- # Type - always "change"
- # Reset - true: Battler sprite reverts back to default file after battle.
- # false: Transformation is permanent after battle.
- # Filename - Battler graphics file that will be transformed to.
- # Type Reset Filename
- "TRANSFORM_CAT" => ["change", true,"007-Fighter07"],
- "TRANSFORM_CANCEL" => ["change", true,"040-Mage08"],
- #--------------------------------------------------------------------------
- # ● Cut-In Image Effects
- #--------------------------------------------------------------------------
- # Only one image can be displayed at a time.
- #
- # X1 - Image's starting X-coordinate.
- # Y1 - Starting Y-coordinate.
- # X2 - Ending X-coordinate.
- # Y2 - Ending Y-coordinate.
- # Time - Length of time from start to end. Higher value is slower.
- # Z-axis - true: Image appears over BattleStatus Window.
- # false: Image appears behind BattleStatus Window.
- # Filename - File name from .Graphics\Pictures folder.
- # Type X1 Y1 X2 Y2 Time Z-axis Filename
- "CUT_IN_START" => ["pic",-280, 48, 0, 64, 14, false,"016-Thief01"],
- "CUT_IN_END" => ["pic", 0, 48, 640, 64, 12, false,"016-Thief01"],
- #--------------------------------------------------------------------------
- # ● Game Switch Settings
- #--------------------------------------------------------------------------
- # Type - Always "switch"
- # Switch - Switch number from the game database.
- # ON/OFF - [true:Switch ON] [false:Switch OFF]
- #
- # Type Switch ON/OFF
- "GAME_SWITCH_1_ON" => ["switch", 1, true],
- #--------------------------------------------------------------------------
- # ● Game Variable Settings
- #--------------------------------------------------------------------------
- # Type - Always "variable"
- # Var - Variable Number from the game database.
- # Oper - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
- # X - value of the operation.
- #
- # Type Var Oper X
- "GAME_VAR_1_+1" => ["variable", 1, 1, 1],
- #--------------------------------------------------------------------------
- # ● Script Operation Settings
- #--------------------------------------------------------------------------
- # Type - Always "script"
- #
- # Inserts a simple script code into the action sequence. In the sample,
- # where it says p=1 can be replaced with any script. Character strings
- # and anything beyond functions will not work. (?)
- # Type
- "TEST_SCRIPT" => ["script", "
- p = 1
- "],
- #--------------------------------------------------------------------------
- # ● Special Modifiers - DO NOT CHANGE THESE NAMES
- #--------------------------------------------------------------------------
- # Clear image - Clears images such as Cut-in graphics.
- # Afterimage ON - Activates Afterimage of battler.
- # Afterimage OFF - Deactivates Afterimage.
- # Invert - Invert animation. Use Invert again in a sequence to cancel
- # because "COORD_RESET" does not reset Invert.
- # Don't Wait - Any actions after Don't Wait is applied are done instantly.
- # Apply "Don't Wait" again in a sequence to trigger off.
- # Can Collapse - Triggers collapse of battler when HP is 0.
- # Required in every damage sequence.
- # Two Wpn Only - The single-action following Two Wpn Only will only execute
- # if the actor is wielding two weapons. If the actor is not,
- # the single-action will be skipped and will move on to the next.
- # One Wpn Only - The single-action following One Wpn Only will only execute
- # if the actor is wielding one weapon. If the actor is not,
- # the single-action will be skipped and will move on to the next.
- # Process Skill - The Return marker for individual processing of a skill.
- # Process Skill End - The End marker for individual processing of a skill.
- # Start Pos Change - Changes the Start Position to wherever the battler
- # currently is on screen.
- # Start Pos Return - Returns battler to original Start Position.
- # Cancel Action - Trigger the "end" of battler's turn which will cause the
- # the next battler's turn to execute.
- # This includes the function of Can Collapse, and no
- # additional damage can be dealt by the battler after this.
- # End - This is used when no action is automatically recognized.
- #
- # Note: If you wish to understand how Process Skill and Process Skill End
- # functions, please examine the "SKILL_ALL" sequence in this Config
- # and use the Float All skill provided in the demo to see how it works.
- "Clear image" => ["Clear image"],
- "Afterimage ON" => ["Afterimage ON"],
- "Afterimage OFF" => ["Afterimage OFF"],
- "Invert" => ["Invert"],
- "Don't Wait" => ["Don't Wait"],
- "Can Collapse" => ["Can Collapse"],
- "Two Wpn Only" => ["Two Wpn Only"],
- "One Wpn Only" => ["One Wpn Only"],
- "Process Skill" => ["Process Skill"],
- "Process Skill End" => ["Process Skill End"],
- "Start Pos Change" => ["Start Pos Change"],
- "Start Pos Return" => ["Start Pos Return"],
- "Cancel Action" => ["Cancel Action"],
- "End" => ["End"]
- #--------------------------------------------------------------------------
- # ● About Wait
- #--------------------------------------------------------------------------
- # When there is only a numerical value as a single-action name, it will be
- # considered a delay, in frames, before the Action Sequence continues.
- # (i.e. "10", "42") Because of this, single-action function names for the
- # effects defined above cannot be entirely numerical. Any Battler Animations
- # that have been prompted will persist when Waiting.
- }
- #==============================================================================
- # ■ Action Sequence
- #------------------------------------------------------------------------------
- # Action sequences are made of the single-action functions defined above.
- #==============================================================================
- # Action Sequences defined here can be used for Actor/Enemy actions below.
- # Sequences are processed left to right in order.
- ACTION = {
- #------------------------------- Basic Actions --------------------------------
- "BATTLE_START" => ["START_POSITION","COORD_RESET"],
- "WAIT" => ["WAIT"],
- "WAIT-CRITICAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-CRITICAL","22"],
- "WAIT-NORMAL" => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
- "WAIT-SLEEP" => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
- "WAIT-FLOAT" => ["WAIT(FIXED)","6","FLOAT_","4",
- "FLOAT_2","4","FLOAT_3","4",
- "FLOAT_4","4"],
- "DEAD" => ["FALLEN","ATTACK_FAIL"],
- "DAMAGE" => ["DEAL_DAMAGE","COORD_RESET"],
- "FLEE" => ["FLEE_SUCCESS"],
- "ENEMY_FLEE" => ["FLEE_SUCCESS","COORD_RESET"],
- "FLEE_FAIL" => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
- "COMMAND_INPUT" => ["BEFORE_MOVE"],
- "COMMAND_SELECT" => ["COORD_RESET"],
- "GUARD_ATTACK" => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
- "2","FLOAT_2","2","FLOAT_3","2",
- "FLOAT_4","2"],
- "EVADE_ATTACK" => ["JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)","16",
- "COORD_RESET"],
- "ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","WAIT(FIXED)","16","COORD_RESET"],
- "VICTORY" => ["WAIT(FIXED)","16","RIGHT(FIXED)","VICTORY_JUMP",
- "WAIT(FIXED)","Don't Wait","CAT_STATE",
- "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
- "RESET_POSITION" => ["COORD_RESET"],
- #---------------------- "Forced Action" Sequences --------------------------
- "ULRIKA_ATTACK_1" => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
- "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
- "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
- "4_MAN_ATTACK_1" => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
- "WPN_SWING_UNDER","WPN_RAISED","90",
- "LEFT_DASH_ATTACK","96","FLEE_RESET"],
- "4_MAN_ATTACK_2" => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
- "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
- "OBJ_ANIM","128","FLEE_RESET"],
- "4_MAN_ATTACK_3" => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
- "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
- "OBJ_ANIM","144","FLEE_RESET"],
- "THROW" => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
- "WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
- #---------------------- Basic Action Oriented ------------------------------
- "NORMAL_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
- "12","WPN_SWING_VL","OBJ_ANIM_L","Two Wpn Only","16",
- "Can Collapse","FLEE_RESET"],
- "ENEMY_UNARMED_ATK" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
- "Can Collapse","FLEE_RESET"],
- "SKILL_USE" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",
- "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
- "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
- "SKILL_ALL" => ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
- "Process Skill","WPN_SWING_V","OBJ_ANIM","24",
- "Process Skill End","Can Collapse","COORD_RESET"],
- "ITEM_USE" => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
- "Can Collapse","COORD_RESET"],
- #------------------------------ Skill Sequences -------------------------------
- "REFLECT_I" => ["BEFORE_MOVE","WAIT(FIXED)","START_AWAKE_ANIM",
- "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
- "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
- "MULTI_ATTACK" => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
- "WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
- "OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
- "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
- "JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
- "OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
- "Afterimage OFF","16","FLEE_RESET"],
- "MULTI_ATTACK_RAND" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
- "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
- "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
- "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
- "RAPID_MULTI_ATTACK" => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
- "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
- "Can Collapse","12","COORD_RESET"],
- "2-MAN_ATTACK" => ["2_MAN_ATK_COND","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK",
- "MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
- "WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","OBJ_ANIM",
- "Can Collapse","FLEE_RESET","2_MAN_TECH_REVOKE"],
- "2-MAN_ATTACK_ASSIST"=> ["2_MAN_TECH_GRANT"],
- "4-MAN_ATTACK" => ["4_MAN_ATK_COND","FOUR_UNIFIED_TARGETS","4_MAN_ATK_1",
- "4_MAN_ATK_2","4_MAN_ATK_3","4_MAN_ATTACK_1","WAIT(FIXED)",
- "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED","90",
- "KILL_HIT_ANIM","RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT",
- "Can Collapse","FLEE_RESET","4_MAN_TECH_REVOKE"],
- "4-MAN_ATTACK_ASSIST"=> ["4_MAN_TECH_GRANT"],
- "THROW_WEAPON" => ["BEFORE_MOVE","WPN_SWING_V","062-Swing01","WAIT(FIXED)",
- "START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
- "END_WEAPON_THROW","COORD_RESET"],
- "MULTI_SHOCK" => ["JUMP_TO","JUMP_STOP","Process Skill",
- "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
- "OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
- "JUMP_LAND","COORD_RESET"],
- "SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
- "OBJ_ANIM_WEIGHT","Can Collapse"],
- "SKILL_90_SEQUENCE" => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
- "16","LINK_SKILL_91","COORD_RESET"],
- "SKILL_91_SEQUENCE" => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
- "8","OBJ_ANIM","LINK_SKILL_92","COORD_RESET"],
- "CUT_IN" => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
- "75","CUT_IN_END","8","PREV_MOVING_TARGET",
- "WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
- "Clear image","FLEE_RESET"],
- "STOMP" => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
- "TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
- "TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
- "JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
- "ALL_ATTACK_1" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
- "WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
- "OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
- "TRANSFORM_CAT" => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
- "TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],
- "THROW_FRIEND" => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
- "062-Swing01","THROW_TARGET","ALLY_FLING",
- "THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
- "WAIT(FIXED)","32"],
- #-------------------------------------------------------------------------------
- "End" => ["End"]}
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # Actor Basic Action Settings
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● Actor Unarmed Attack Animation Sequence
- #--------------------------------------------------------------------------
- # when 1 <- Actor ID number
- # return "NORMAL_ATTACK" <- Corresponding action sequence name.
- def non_weapon
- case @actor_id
- when 1 # Actor ID
- return "NORMAL_ATTACK"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "NORMAL_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Actor Wait/Idle Animation
- #--------------------------------------------------------------------------
- def normal
- case @actor_id
- when 1
- return "WAIT"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ● Actor Critical (1/4th HP) Animation
- #--------------------------------------------------------------------------
- def pinch
- case @actor_id
- when 1
- return "WAIT-CRITICAL"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "WAIT-CRITICAL"
- end
- #--------------------------------------------------------------------------
- # ● Actor Guarding Animation
- #--------------------------------------------------------------------------
- def defence
- case @actor_id
- when 1
- return "GUARD_ATTACK"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "GUARD_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Actor Damage Taken Animation
- #--------------------------------------------------------------------------
- def damage_hit
- case @actor_id
- when 1
- return "DAMAGE"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "DAMAGE"
- end
- #--------------------------------------------------------------------------
- # ● Actor Evasion Animation
- #--------------------------------------------------------------------------
- def evasion
- case @actor_id
- when 1
- return "EVADE_ATTACK"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "EVADE_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Actor Command Input Animation
- #--------------------------------------------------------------------------
- def command_b
- case @actor_id
- when 1
- return "COMMAND_INPUT"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "COMMAND_INPUT"
- end
- #--------------------------------------------------------------------------
- # ● Actor Command Selected Animation
- #--------------------------------------------------------------------------
- def command_a
- case @actor_id
- when 1
- return "COMMAND_SELECT"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "COMMAND_SELECT"
- end
- #--------------------------------------------------------------------------
- # ● Actor Flee Success Animation
- #--------------------------------------------------------------------------
- def run_success
- case @actor_id
- when 1
- return "FLEE"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "FLEE"
- end
- #--------------------------------------------------------------------------
- # ● Actor Flee Failure Animation
- #--------------------------------------------------------------------------
- def run_ng
- case @actor_id
- when 1
- return "FLEE_FAIL"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "FLEE_FAIL"
- end
- #--------------------------------------------------------------------------
- # ● Actor Victory Animation
- #--------------------------------------------------------------------------
- def win
- case @actor_id
- when 1
- return "VICTORY"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "VICTORY"
- end
- #--------------------------------------------------------------------------
- # ● Actor Battle Start Animation
- #--------------------------------------------------------------------------
- def first_action
- case @actor_id
- when 1
- return "BATTLE_START"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "BATTLE_START"
- end
- #--------------------------------------------------------------------------
- # ● Actor Return Action when actions are interuptted/canceled
- #--------------------------------------------------------------------------
- def recover_action
- case @actor_id
- when 1
- return "RESET_POSITION"
- end
- # Default action sequence for all unassigned Actor IDs.
- return "RESET_POSITION"
- end
- #--------------------------------------------------------------------------
- # ● Actor Shadow
- #--------------------------------------------------------------------------
- # return "shadow01" <- Image file name in .Graphics\Characters
- # return "" <- No shadow used.
- def shadow
- case @actor_id
- when 1
- return "shadow00"
- end
- # Default shadow for all unassigned Actor IDs.
- return "shadow00"
- end
- #--------------------------------------------------------------------------
- # ● Actor Shadow Adjustment
- #--------------------------------------------------------------------------
- # return [ X-Coordinate, Y-Coordinate]
- def shadow_plus
- case @actor_id
- when 1
- return [ 0, 10]
- end
- # Default shadow positioning for all unassigned Actor IDs.
- return [ 0, 10]
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #------------------------------------------------------------------------------
- # Enemy Basic Action Settings
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● Enemy Unarmed Attack Animation Sequence
- #--------------------------------------------------------------------------
- # when 1 <- EnemyID#
- # return "ENEMY_UNARMED_ATK" <- Corresponding action sequence name.
- def base_action
- case @enemy_id
- when 1
- return "ENEMY_UNARMED_ATK"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "ENEMY_UNARMED_ATK"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Wait/Idle Animation
- #--------------------------------------------------------------------------
- def normal
- case @enemy_id
- when 1
- return "WAIT"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Critical (1/4th HP) Animation
- #--------------------------------------------------------------------------
- def pinch
- case @enemy_id
- when 1
- return "WAIT"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Guarding Animation
- #--------------------------------------------------------------------------
- def defence
- case @enemy_id
- when 1
- return "GUARD_ATTACK"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "GUARD_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Damage Taken Animation
- #--------------------------------------------------------------------------
- def damage_hit
- case @enemy_id
- when 1
- return "DAMAGE"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "DAMAGE"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Evasion Animation
- #--------------------------------------------------------------------------
- def evasion
- case @enemy_id
- when 1
- return "ENEMY_EVADE_ATTACK"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "ENEMY_EVADE_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Flee Animation
- #--------------------------------------------------------------------------
- def run_success
- case @enemy_id
- when 1
- return "ENEMY_FLEE"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "ENEMY_FLEE"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Battle Start Animation
- #--------------------------------------------------------------------------
- def first_action
- case @enemy_id
- when 1
- return "BATTLE_START"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "BATTLE_START"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Return Action when action is interuptted/discontinued
- #--------------------------------------------------------------------------
- def recover_action
- case @enemy_id
- when 1
- return "RESET_POSITION"
- end
- # Default action sequence for all unassigned Enemy IDs.
- return "RESET_POSITION"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Shadow
- #--------------------------------------------------------------------------
- # return "shadow01" <- Image file name in .Graphics\Characters
- # return "" <- No shadow used.
- def shadow
- case @enemy_id
- when 1
- return "shadow01"
- when 30
- return ""
- end
- # Default shadow for all unassigned Enemy IDs.
- return "shadow01"
- end
- #--------------------------------------------------------------------------
- # ● Enemy Shadow Adjustment
- #--------------------------------------------------------------------------
- # return [ X-Coordinate, Y-Coordinate]
- def shadow_plus
- case @enemy_id
- when 1
- return [ 0, -8]
- end
- # Default shadow positioning for all unassigned Enemy IDs.
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ● Enemy Equipped Weapon
- #--------------------------------------------------------------------------
- # return 0 (Unarmed/No weapon equipped.)
- # return 1 (Weapon ID number. (1~999))
- def weapon
- case @enemy_id
- when 1 # Enemy ID
- return 0 # Weapon ID
- end
- # Default weapon for all unassigned Enemy IDs.
- return 0
- end
- #--------------------------------------------------------------------------
- # ● Enemy Screen Positioning Adjustment
- #--------------------------------------------------------------------------
- # return [ 0, 0] <- [X-coordinate、Y-coordinate]
- def position_plus
- case @enemy_id
- when 1
- return [0, 0]
- end
- # Default positioning for all unassigned Enemy IDs.
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ● Enemy Collapse Animation Settings
- #--------------------------------------------------------------------------
- # return 1 (Enemy sprite stays on screen after death.)
- # return 2 (Enemy disappears from the battle like normal.)
- # return 3 (Special collapse animation.) <- Good for bosses.
- def collapse_type
- case @enemy_id
- when 1
- return 2
- when 30
- return 3
- end
- # Default collapse for all unassigned Enemy IDs.
- return 2
- end
- #--------------------------------------------------------------------------
- # ● Enemy Multiple Action Settings
- #--------------------------------------------------------------------------
- # Maximum Actions, Probability, Speed Adjustment
- # return [ 2, 100, 100]
- #
- # Maximum Actions - Maximum number of actions enemy may execute in a turn.
- # Probability - % value. Chance for a successive action.
- # Speed Adjustment - % value that decreases enemy's speed after
- # each successive action.
- def action_time
- case @enemy_id
- when 1
- return [ 1, 100, 100]
- end
- # Default action for all unassigned Enemy IDs.
- return [ 1, 100, 100]
- end
- #--------------------------------------------------------------------------
- # ● Enemy Animated Battler Settings
- #--------------------------------------------------------------------------
- # return true - Enemy battler uses same animation frames as actors.
- # return false - Default enemy battler.
- # [Settings]
- # 1.Enemy animated battler file must be in .Graphics\Characters folder.
- # 2.Enemy battler file names must match between .Graphics\Characters and
- # .Graphics/Battlers folders.
- def anime_on
- case @enemy_id
- when 1
- return false
- end
- # Default setting for all unassigned Enemy IDs.
- return false
- end
- #--------------------------------------------------------------------------
- # ● Enemy Invert Settings
- #--------------------------------------------------------------------------
- # return false <- Normal
- # return true <- Inverts enemy image
- def action_mirror
- case @enemy_id
- when 1
- return false
- end
- # Default setting for all unassigned Enemy IDs.
- return false
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # State Action Settings
- #==============================================================================
- class RPG::State
- #--------------------------------------------------------------------------
- # ● State Affliction Wait Animation Settings
- #--------------------------------------------------------------------------
- # when 1 <- State ID number
- # return "DEAD" <- Action sequence when afflicted by specified state.
- def base_action
- case @id
- when 1 # Incapacitated(HP0). Has the highest priority.
- return "DEAD"
- when 2,3,4,5,7
- return "WAIT-NORMAL"
- when 6
- return "WAIT-SLEEP"
- when 17
- return "WAIT-FLOAT"
- end
- # Default action sequence for all unassigned State IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ● State Enhancement Extension Settings
- #--------------------------------------------------------------------------
- # Note about REFLECT and NULL states:
- # An item/skill is considered physical if "Physical Attack" is
- # checked under "Options" in your Database. Otherwise, it is magical.
- #
- # "AUTOLIFE/50" - Automatically revives when Incapacitated.
- # Value after "/" is % of MAXHP restored when revived.
- # "MAGREFLECT/39" - Reflects magical skills to the original caster.
- # Value after "/" is Animation ID when triggered.
- # "MAGNULL/39" - Nullify magical skills and effects.
- # Value after "/" is Animation ID when triggered.
- # "PHYREFLECT/39" - Reflects physical skills to the original caster.
- # Value after "/" is Animation ID when triggered.
- # "PHYNULL/39" - Nullify physical skills and effects.
- # Value after "/" is Animation ID when triggered.
- # "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when
- # affected. This will not appear as POP Damage. This
- # function is similar to Celes' "Runic" from FF6.
- # "ZEROTURNLIFT" - State is lifted at the end of turn regardless.
- # "EXCEPTENEMY" - Enemies will not use animation sequence assigned
- # under State Affliction Wait Animation Settings when
- # afflicted. (Actors still will.)
- # "NOPOP" - State name will not appear as POP Damage.
- # "HIDEICON" - State icon will not appear in the BattleStatus Window.
- # "NOSTATEANIME" - State's caster and enemies will not use animation
- # sequence assigned under State Affliction Wait Animation
- # Settings when afflicted.
- # "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings.
- # "REGENERATION" - Apply regeneration. Assign values under Slip Damage Settings.
- # "NONE" - No extension. Used as a default.
- def extension
- case @id
- when 1 # Incapacitated State. Has highest priority.
- return ["NOPOP","EXCEPTENEMY"]
- when 2 # Poison
- return ["SLIPDAMAGE"]
- when 18 # 2-Man Tech
- return ["ZEROTURNLIFT","HIDEICON"]
- when 19 # 4-Man Tech
- return ["ZEROTURNLIFT","HIDEICON"]
- when 20 # Cat Transformation
- return ["HIDEICON","NOSTATEANIME"]
- end
- # Default extension for unassigned State IDs.
- return ["NONE"]
- end
- #--------------------------------------------------------------------------
- # ● Slip Damage Settings
- #--------------------------------------------------------------------------
- # Also includes regeneration options.
- #
- # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
- # Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
- #
- # Type, Constant, %, POP?, Allow Death
- # return [["hp", 0, 10, true, true]]
- #
- # Type – "hp" or "mp".
- # Constant – Set a constant value to apply each turn.
- # Positive values are damage. Negative values are recovery.
- # % - Set a percentage value to apply each turn based on MAX HP/MP.
- # Positive values are damage. Negative values are recovery.
- # POP? - Determines whether or not you want slip damage value to
- # appear as POP Damage.
- # Allow Death - true: Slip damage can kill.
- # false: Slip damage will not kill. (Battler will be left at 1 HP)
- def slip_extension
- case @id
- when 2 # Poison
- return [["hp", 0, 10, true, true]]
- end
- return []
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # Weapon Action Settings
- #==============================================================================
- class RPG::Weapon
- #--------------------------------------------------------------------------
- # ● Weapon Animation Sequence Settings
- #--------------------------------------------------------------------------
- # Assigns a specific animation sequence when using a weapon.
- #
- # when 1 <- Weapon ID number
- # return "NORMAL_ATTACK" <- Action sequence for assigned Weapon ID.
- def base_action
- case @id
- when 4
- return "SPEAR_ATTACK"
- end
- # Default action sequence for unassigned Weapon IDs.
- return "NORMAL_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ● Weapon Graphic Assignment Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate weapon graphic besides the one assigned
- # from Iconset.png
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics\Characters folder
- # of your project.
- def graphic
- case @id
- when 4
- return "arm_blade_regular"
- end
- # Default weapon graphic for unassigned Weapon IDs.
- return ""
- end
- #--------------------------------------------------------------------------
- # ● Throwing Weapon Graphic Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate throwing weapon graphic besides the one assigned
- # from Iconset.png. This is useful for arrows when you don't want the bow
- # to be thrown.
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics\Characters folder
- # of your project.
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # Default throwing weapon graphic for unassigned Weapon IDs.
- return ""
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # Skill Action Settings
- #==============================================================================
- class RPG::Skill
- #--------------------------------------------------------------------------
- # ● Skill ID Sequence Assignments
- #--------------------------------------------------------------------------
- # Assign a skill ID from the Database to execute a defined action sequence.
- # Only action sequence names can be assigned. Single-action names cannot
- # be directly assigned here.
- def base_action
- case @id
- when 84
- return "THROW_WEAPON"
- when 85
- return "MULTI_ATTACK"
- when 86
- return "RAPID_MULTI_ATTACK"
- when 87
- return "MULTI_SHOCK"
- when 88
- return "SHOCK_WAVE"
- when 89
- return "MULTI_ATTACK_RAND"
- when 90
- return "SKILL_90_SEQUENCE"
- when 91
- return "SKILL_91_SEQUENCE"
- when 92
- return "NORMAL_ATTACK"
- when 93
- return "CUT_IN"
- when 94
- return "STOMP"
- when 95
- return "ALL_ATTACK_1"
- when 96
- return "SKILL_ALL"
- when 97
- return "TRANSFORM_CAT"
- when 98
- return "2-MAN_ATTACK"
- when 99
- return "2-MAN_ATTACK_ASSIST"
- when 100
- return "4-MAN_ATTACK"
- when 101
- return "4-MAN_ATTACK_ASSIST"
- when 102
- return "4-MAN_ATTACK_ASSIST"
- when 103
- return "4-MAN_ATTACK_ASSIST"
- when 104
- return "THROW_FRIEND"
- when 112
- return "REFLECT_I"
- end
- # Default action sequence for unassigned Skill IDs.
- return "NORMAL_ATTACK" if self.atk_f > 0
- return "SKILL_USE"
- end
- #--------------------------------------------------------------------------
- # ● Skill Enhancement Extension Settings
- #--------------------------------------------------------------------------
- # Multiple extensions may be applied to a skill ID.
- # If "CONSUMEHP" is applied along with any other extensions that deal with
- # MP in a forumla, it will be HP instead.
- # This script WILL have compatibility issues with KGC_MPCostAlter.
- #
- # "NOEVADE" -Cannot be evaded regardless.
- # "CONSUMEHP" -Consumes HP instead of MP.
- # "%COSTMAX" -Consumes % of MAXMP. Example: Actor MAXMP500,
- # 10 set in Database, MP50 cost.
- # "%COSTNOW" -Consumes % of current MP.
- # "IGNOREREFLECT" -Ignores damage reflection states.
- # "%DAMAGEMAX/30" -Changes damage formula of skill to:
- # damage = ENEMY MAX HP * [Integer] / 100
- # [Integer] is the number you apply after "/".
- # "%DAMAGENOW/30" -Changes damage formula of skill to:
- # damage = ENEMY CURRENT HP * [Integer] / 100
- # [Integer] is the number you apply after "/".
- # "COSTPOWER" -Changes damage formula of skill to:
- # damage = base damage * cost / MAX MP
- # The more the skill costs, the more damage it will do.
- # "HPNOWPOWER" -Changes damage formula of skill to:
- # damage = base damage * CURRENT HP / MAX HP
- # The less current HP you have, the less damage.
- # "MPNOWPOWER" -Changes damage formula of skill to:
- # damage = base damage * CURRENT MP / MAX MP
- # The less current MP you have, the less damage.
- # "NOHALFMPCOST" -"Half MP Cost" from armor options will not apply.
- # "HELPHIDE" -Help window when casting will not appear.
- # "TARGETALL" -Will affect all enemies and allies simultaneously.
- # "RANDOMTARGET" -Target is chosen at random.
- # "OTHERS" -Skill will not affect caster.
- # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
- # "NOFLASH" -Battler will not flash when taking action.
- # "FAST" -Battler will be the first to take action in the turn
- # "SLOW" -Battler will be the last to take action in the turn
- # "SPDAMAGE" -Damage is dealt to the target's SP instead of HP.
- # "%DMGABSORB/50" -Part of the damage is converted into HP/SP to the user
- # of the skill. Recovered % is the number after "/".
- # "NONE" -No extension. Used as a default.
- def extension
- case @id
- when 86
- return ["NOOVERKILL"]
- when 89
- return ["RANDOMTARGET"]
- when 94
- return ["NOOVERKILL"]
- when 96
- return ["TARGETALL"]
- when 98
- return ["NOOVERKILL"]
- when 99
- return ["HELPHIDE","NOFLASH","FAST"]
- when 100
- return ["NOOVERKILL"]
- when 101
- return ["HELPHIDE","NOFLASH","FAST"]
- when 102
- return ["HELPHIDE","NOFLASH","FAST"]
- when 103
- return ["HELPHIDE","NOFLASH","FAST"]
- end
- # Default extensions for unassigned Skill IDs.
- return ["NONE"]
- end
- #--------------------------------------------------------------------------
- # ● Skill Throwing Weapon Graphic Settings
- #--------------------------------------------------------------------------
- # - Allows use of a seperate throwing weapon graphic besides the one assigned
- # from Iconset.png. This section is specifically for skills.
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics\Characters folder
- # of your project.
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # Default throwing skill graphic for unassigned Weapon IDs.
- return ""
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # Item Action Settings
- #==============================================================================
- class RPG::Item
- #--------------------------------------------------------------------------
- # ● Item ID Sequence Assignment
- #--------------------------------------------------------------------------
- def base_action
- case @id
- when 1
- return "ITEM_USE"
- end
- # Default action sequence for unassigned Item IDs.
- return "ITEM_USE"
- end
- #--------------------------------------------------------------------------
- # ● Item Enhancement Extension Settings
- #--------------------------------------------------------------------------
- # "NOEVADE" -Cannot be evaded regardless.
- # "IGNOREREFLECT" -Ignores damage reflection states.
- # "HELPHIDE" -Help window when casting will not appear.
- # "TARGETALL" -Will affect all enemies and allies simultaneously.
- # "RANDOMTARGET" -Target is chosen at random.
- # "OTHERS" -Item will not affect caster.
- # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
- # "NOFLASH" -Battler will not flash when taking action.
- # "FAST" -Battler will be the first to take action in the turn
- # "SLOW" -Battler will be the last to take action in the turn
- # "NONE" -No extension. Used as a default.
- def extension
- case @id
- when 1
- return ["NONE"]
- end
- # Default extensions for unassigned Item IDs.
- return ["NONE"]
- end
- end
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