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  1. #==============================================================================
  2. # Sideview Battle System Configurations Version 2.5xp
  3. #==============================================================================
  4. #  Reorganized and Revamped by Jaiden
  5. #     Specifically for the Elemental Engine
  6. #  Original Script by:
  7. #               Enu (http://rpgex.sakura.ne.jp/home/)
  8. #  Conversion to XP by:
  9. #               Atoa
  10. #  Original translation versions by:
  11. #               Kylock
  12. #  Translation continued by:
  13. #               Mr. Bubble
  14. #  XP version Translation by:
  15. #               cairn
  16. #  Special thanks:
  17. #               Shu (for translation help)
  18. #               Moonlight (for her passionate bug support for this script)
  19. #               NightWalker (for his community support for this script)
  20. #               XRXS (for the script of damage gravity, which was modified and
  21. #                     used as the system's base of damage exibition)
  22. #               Squall (for the FF styled damage script, which was modified
  23. #                       and added to the damage exibition system)
  24. #               KGC (for the STBreaker script, which was the base for the
  25. #                    attribute limit system)
  26. #               Herena Isaberu (for her support in XP version bug fixes)
  27. #               Enu (for making an awesome battle system)
  28. #==============================================================================
  29.  
  30. #==============================================================================
  31. # ■ module N01
  32. #------------------------------------------------------------------------------
  33. #  Sideview Battle System Config
  34. #==============================================================================
  35. module N01
  36.  #--------------------------------------------------------------------------
  37.  # ● Settings
  38.  #--------------------------------------------------------------------------
  39.   # Battle member starting positions
  40.   #                   X   Y     X   Y     X   Y     X   Y
  41.   ACTOR_POSITION = [[460,180],[480,210],[500,240],[520,270]]
  42.   #ACTOR_POSITION = [[460,230],[480,255],[500,240],[520,270]]
  43.  
  44.   # Maximum party members that can fight at the same time.
  45.   # Remember to add/remove coordinates in ACTOR_POSITION if you adjust
  46.   # the MAX_MEMBER value.
  47.   MAX_MEMBER = 4
  48.  
  49.   # Delay time after a battler completes an action in frames.
  50.   ACTION_WAIT = 6
  51.  
  52.   # Delay time before enemy collapse (defeat of enemy) animation in frames.
  53.   COLLAPSE_WAIT = 6
  54.  
  55.   # Delay before victory is processed in frames.
  56.   WIN_WAIT = 15
  57.    
  58.   # Animation ID for any unarmed attack.
  59.   NO_WEAPON = 4
  60.  
  61.   # Damage modifications when using two weapons.  Values are percentages.
  62.   #               1st Wpn, 2nd Wpn
  63.   TWO_SWORDS_STYLE = [100,50]
  64.  
  65.   # Auto-Life State: Revivial Animation ID
  66.   RESURRECTION = 25
  67.  
  68.   # POP Window indicator words.  For no word results, use "".
  69.   POP_MISS    = "Miss"        # Attack missed 
  70.   POP_EVA     = "Evade"       # Attack avoided
  71.   POP_CRI     = "Critical"    # Attack scored a critical hit
  72.  
  73.   # Set to false to remove shadow under actors
  74.   SHADOW = true  
  75.  
  76.   # true: Use actor's walking graphic.
  77.   # false: Don't use actor's walking graphic.
  78.   # If false, battler file with "_1" is required since walking file is not used.
  79.   # "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
  80.   WALK_ANIME = true
  81.  
  82.   # Number of frames in a battler animation file. (horizontal frames)
  83.   ANIME_PATTERN = 4
  84.  
  85.   # Number of types of battler animation file. (vertical frames)
  86.   ANIME_KIND = 4
  87.  
  88. #==============================================================================
  89. # ■ Single Action Engine
  90. #------------------------------------------------------------------------------
  91. # These are utilized by sequenced actions and have no utility alone.
  92. #==============================================================================
  93.  # A single-action cannot be used by itself unless it is used as part of a
  94.  # sequence.
  95.   ANIME = {
  96.  #--------------------------------------------------------------------------
  97.  # ● Battler Animations
  98.  #--------------------------------------------------------------------------
  99.   # No.    - Battler graphic file used.
  100.   #             0: Normal Battler Graphic.  In the case of Actors, 0 refers to
  101.   #                 default walking graphic.
  102.   #             n: "Character Name + _n", where n refers to the file number
  103.   #                 extension.  An example file would be "$Ralph_1".  These
  104.   #                 files are placed in the Characters folder.
  105.   #                 Use "1" for non-standard battler, like Minkoff's.
  106.   #
  107.   # Row    - Vertical position (row) of cells in battler graphic file. (0~3)
  108.   # Speed  - Refresh rate of animation. Lower numbers are faster.
  109.   # Loop   - [0: "Round-Trip" Loop]    Example: 1 2 3 2 1 2 3 2 1 ...
  110.   #          [1: "One-Way" Loop]       Example: 1 2 3 1 2 3 1 2 3 ...
  111.   #          [2: One Loop, no repeat]  Example: 1 2 3 .
  112.   # Wait   - Time, in frames, before animation loops again.
  113.   #          Does not apply if Loop=2
  114.   # Fixed  - Defines loop behavior or specific fixed cell display.
  115.   #          -2: Reverse Loop Animation
  116.   #          -1: Normal Loop Animation
  117.   #           0: No Loop Animation
  118.   #         0~3: Fixed cell display.  Refers to cell on character sprite
  119.   #              sheet starting where 0 = left-most cell.
  120.   # Z      - Set battler's Z priority.
  121.   # Shadow - Set true to display battler shadow during animation; false to hide.
  122.   # Weapon - Weapon animation to play with battler animation.  For no weapon
  123.   #          animation, use "".
  124.  
  125.   # Action Name          No. Row Speed Loop Wait Fixed  Z Shadow  Weapon
  126.   "WAIT"              => [ 0,  1,  15,   0,   0,  -1,   0, true,"" ],
  127.   "WAIT(FIXED)"       => [ 0,  1,  10,   2,   0,   0,   0, true,"" ],
  128.   "RIGHT(FIXED)"      => [ 0,  2,  10,   1,   2,   0,   0, true,"" ],
  129.   "DAMAGE"            => [ 0,  3,   4,   2,   0,  -1,   0, true,"" ],
  130.   "ATTACK_FAIL"       => [ 0,  3,  10,   1,   8,   1,   0, true,"" ],
  131.   "MOVE_TO"           => [ 0,  1,   1,   1,   0,  -1,   0, true,"" ],
  132.   "MOVE_AWAY"         => [ 0,  2,   2,   1,   0,  -1,   0, true,"" ],
  133.   "ABOVE_DISPLAY"     => [ 0,  1,   2,   1,   0,  -1, 600, true,"" ],
  134.   "WPN_SWING_V"       => [ 0,  1,   1,   2,   0,  -1,   2, true,"VERT_SWING"],
  135.   "WPN_SWING_VL"      => [ 0,  1,   1,   2,   0,  -1,   2, true,"VERT_SWINGL"],
  136.   "WPN_SWING_VS"      => [ 0,  1,   6,   2,   0,  -1,   2, true,"VERT_SWING"],
  137.   "WPN_SWING_UNDER"   => [ 0,  1,   2,   2,   0,  -1,   2, true,"UNDER_SWING"],
  138.   "WPN_SWING_OVER"    => [ 0,  1,   2,   2,   0,  -1,   2, true,"OVER_SWING"],
  139.   "WPN_RAISED"        => [ 0,  1,   2,   2,  28,  -1,   2, true,"RAISED"],
  140.  
  141.  #--------------------------------------------------------------------------
  142.  # ● Weapon Animations
  143.  #--------------------------------------------------------------------------
  144.   # Weapon Animations can only be used with Battler Animations as seen
  145.   # and defined above.
  146.   #
  147.   # Xa - Distance weapon sprite is moved on the X-axis.
  148.   # Ya - Distance weapon sprite is moved on the Y-axis.  Please note that
  149.   #      the Y-axis is inverted. This means negative values move up, positive
  150.   #      values move down.
  151.   # Za - If true, weapon sprite is displayed over battler sprite.
  152.   #      If false, weapon sprite is displayed behind battler sprite.
  153.   # A1 - Starting angle of weapon sprite rotation.  Negative numbers will
  154.   #      result in counter-clockwise rotation.
  155.   # A2 - Ending angle of weapon sprite rotation.  Rotation will stop here.
  156.   # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
  157.   #                        [3:Bottom Left] [4:Bottom Right]
  158.   # Inv - Invert - If true, horizontally inverts weapon sprite.
  159.   # Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
  160.   #                Values may be decimals. (0.6, 0.9, etc.)
  161.   # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
  162.   #                Values may be decimals. (0.6, 0.9, etc.)
  163.   # Xp - X pitch - For adjusting the X axis. This number changes the initial
  164.   #                X coordinate.
  165.   # Yp - Y pitch - For adjusting the Y axis. This number changes the initial
  166.   #                Y coordinate.
  167.   # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
  168.   #           instead.
  169.  
  170.   # Action Name        Xa   Ya  Za    A1    A2  Or  Inv  Xs  Ys   Xp   Yp Weapon2
  171.   "VERT_SWING"   => [  6,   8,false,-135,  45,  4,false,   1,  1,  -6, -12,false],
  172.   "VERT_SWINGL"  => [  6,   8,false,-135,  45,  4,false,   1,  1,  -6, -12, true],
  173.   "UNDER_SWING"  => [  6,   8,false, 270,  45,  4,false,   1,  1,  -6, -12,false],
  174.   "OVER_SWING"   => [  6,   8,false,  45,-100,  4,false,   1,  1,  -6, -12,false],
  175.   "RAISED"       => [  6,  -4,false,  90, -45,  4,false,   1,  1,  -6, -12,false],
  176.  
  177.  #--------------------------------------------------------------------------
  178.  # ● Battler Movements
  179.  #--------------------------------------------------------------------------
  180.   # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
  181.   #          1 unit = 1 pixel
  182.   #             [0: Battler's Current Position]
  183.   #             [1: Battler's Selected Target]
  184.   #             [2: Screen; (0,0) is at upper-left of screen]
  185.   #             [3: Battle Start Position]
  186.   # X - X-axis pixels from origin.
  187.   # Y - Y-axis pixels from origin.  Please note that the Y-axis is
  188.   #     inverted. This means negative values move up, positive values move down.
  189.   # Time - Travel time.  Larger numbers are slower.  The distance is
  190.   #        divided by one frame of movement.
  191.   # Accel - Positive values accelerates frames.  Negative values decelerates.
  192.   # Jump - Negative values produce a jumping arc.  Positive values produce
  193.   #        a reverse arc.  [0: No jump]
  194.   # Animation - Battler Animation utilized during movement.
  195.  
  196.   #                           Origin  X   Y  Time  Accel Jump Animation
  197.   "NO_MOVE"                 => [  0,   0,   0,  1,   0,   0,  "WAIT(FIXED)"],
  198.   "START_POSITION"          => [  0,  54,   0,  1,   0,   0,  "MOVE_TO"],
  199.   "BEFORE_MOVE"             => [  3, -32,   0, 18,  -1,   0,  "MOVE_TO"],
  200.   "AFTER_MOVE"              => [  0,  32,   0,  8,  -1,   0,  "MOVE_TO"],
  201.   "4_MAN_ATTACK_1"          => [  2, 564, 186, 12,  -1,   0,  "MOVE_TO"],
  202.   "4_MAN_ATTACK_2"          => [  2, 564, 212, 12,  -1,   0,  "MOVE_TO"],
  203.   "4_MAN_ATTACK_3"          => [  2, 504, 174, 12,  -1,   0,  "MOVE_TO"],
  204.   "4_MAN_ATTACK_4"          => [  2, 504, 254, 12,  -1,   0,  "MOVE_TO"],
  205.   "DEAL_DAMAGE"             => [  0,  32,   0,  4,  -1,   0,  "DAMAGE"],
  206.   "EXTRUDE"                 => [  0,  12,   0,  1,   1,   0,  "DAMAGE"],
  207.   "FLEE_SUCCESS"            => [  0, 300,   0,300,   1,   0,  "MOVE_AWAY"],
  208.   "FLEE_FAIL"               => [  0,  48,   0, 16,   1,   0,  "MOVE_AWAY"],
  209.   "VICTORY_JUMP"            => [  0,   0,   0, 20,   0,  -5,  "MOVE_TO"],
  210.   "MOVING_TARGET"           => [  1,   0,   0, 18,  -1,   0,  "MOVE_TO"],
  211.   "MOVING_TARGET_FAST"      => [  1,   0, -12,  8,   0,  -2,  "MOVE_TO"],
  212.   "PREV_MOVING_TARGET"      => [  1,  24,   0, 12,  -1,   0,  "MOVE_TO"],
  213.   "PREV_MOVING_TARGET_FAST" => [  1,  24,   0,  1,   0,   0,  "MOVE_TO"],
  214.   "MOVING_TARGET_RIGHT"     => [  1,  96,  32, 16,  -1,   0,  "MOVE_TO"],
  215.   "MOVING_TARGET_LEFT"      => [  1,  96, -32, 16,  -1,   0,  "MOVE_TO"],
  216.   "JUMP_TO"                 => [  0, -32,   0,  8,  -1,  -4,  "MOVE_TO"],
  217.   "JUMP_AWAY"               => [  0,  32,   0,  8,  -1,  -4,  "MOVE_AWAY"],
  218.   "JUMP_TO_TARGET"          => [  1,  12, -12, 12,  -1,  -6,  "MOVE_TO"],
  219.   "THROW_ALLY"              => [  0, -24,   0, 16,   0,  -2,  "MOVE_TO"],
  220.   "TRAMPLE"                 => [  1,  12, -32, 12,  -1,  -6,  "ABOVE_DISPLAY"],
  221.   "PREV_JUMP_ATTACK"        => [  0, -32,   0, 12,  -1,  -2,  "WPN_SWING_V"],
  222.   "PREV_STEP_ATTACK"        => [  1,  12,   0, 12,  -1,  -5,  "WPN_SWING_VS"],
  223.   "REAR_SWEEP_ATTACK"       => [  1,  12,   0, 16,   0,  -3,  "WPN_SWING_V"],
  224.   "JUMP_FIELD_ATTACK"       => [  1,   0,   0, 16,   0,  -5,  "WPN_SWING_V"],
  225.   "DASH_ATTACK"             => [  1, -96,   0, 16,   2,   0,  "WPN_SWING_V"],
  226.   "RIGHT_DASH_ATTACK"       => [  1, -96,  32, 16,   2,   0,  "WPN_SWING_V"],
  227.   "LEFT_DASH_ATTACK"        => [  1, -96, -32, 16,   2,   0,  "WPN_SWING_V"],
  228.   "RIGHT_DASH_ATTACK2"      => [  1,-128,  48, 16,   2,   0,  "WPN_SWING_V"],
  229.   "LEFT_DASH_ATTACK2"       => [  1,-128, -48, 16,   2,   0,  "WPN_SWING_V"],
  230.  
  231.  #--------------------------------------------------------------------------
  232.  # ● Battler Float Animations
  233.  #--------------------------------------------------------------------------
  234.   # These types of single-actions defines the movement of battlers from their
  235.   # own shadows.  Please note that it is not possible to move horizontally
  236.   # while floating from a shadow.
  237.   #
  238.   # Type - Always "float".
  239.   # A - Starting float height. Negative values move up.
  240.   #                            Positive values move down.
  241.   # B - Ending float height.  This height is maintained until another action.
  242.   # Time - Duration of movement from point A to point B
  243.   # Animation - Specifies the Battler Animation to be used.
  244.  
  245.   #                   Type     A    B  Time  Animation
  246.   "FLOAT_"      => ["float", -22, -20,  2, "WAIT(FIXED)"],
  247.   "FLOAT_2"     => ["float", -20, -18,  2, "WAIT(FIXED)"],
  248.   "FLOAT_3"     => ["float", -18, -20,  2, "WAIT(FIXED)"],
  249.   "FLOAT_4"     => ["float", -20, -22,  2, "WAIT(FIXED)"],
  250.   "JUMP_STOP"   => ["float",   0, -80,  4, "WAIT(FIXED)"],
  251.   "JUMP_LAND"   => ["float", -80,   0,  4, "WAIT(FIXED)"],
  252.   "LIFT"        => ["float",   0, -30,  4, "WAIT(FIXED)"],
  253.  
  254.  #--------------------------------------------------------------------------
  255.  # ● Battler Position Reset
  256.  #--------------------------------------------------------------------------
  257.   # These types of single-actions define when a battler's turn is over and
  258.   # will reset the battler back to its starting coordinates.  This type of
  259.   # single-action is required in all sequences.  
  260.   #
  261.   # Please note that after a sequence has used this type of single-action,
  262.   # no more damage can be done by the battler since its turn is over.
  263.   #
  264.   # Type - Always "reset"
  265.   # Time - Time it takes to return to starting coordinates.  Movement speed
  266.   #        fluctuates depending on distance from start coordinates.
  267.   # Accel - Positive values accelerate.  Negative values decelerate.
  268.   # Jump - Negative values produce a jumping arc.  Positive values produce
  269.   #        a reverse arc.  [0: No jump]
  270.   # Animation - Specifies the Battler Animation to be used.
  271.  
  272.   #                   Type   Time Accel Jump Animation
  273.   "COORD_RESET"   => ["reset", 16,  0,   0,  "MOVE_TO"],
  274.   "FLEE_RESET"    => ["reset", 16,  0,   0,  "MOVE_AWAY"],
  275.  
  276.  #--------------------------------------------------------------------------
  277.  # ● Forced Battler Actions
  278.  #--------------------------------------------------------------------------
  279.   # These types of single-actions allow forced control of other battlers
  280.   # that you define.
  281.   #
  282.   # Type - Specifies action type.  "SINGLE" or "SEQUENCE"
  283.   #
  284.   # Object -    The battler that will execute the action defined under Action
  285.   #          Name. 0 is for selected target, and any other number is a State
  286.   #          number (1~999), and affects all battlers with the State on them.  
  287.   #             By adding a - (minus sign) followed by a Skill ID number (1~999),
  288.   #          it will define the actors that know the specified skill, besides
  289.   #          the original actor.
  290.   #             If you want to designate an actor by their index ID number,
  291.   #          add 1000 to their index ID number. If the system cannot designate
  292.   #          the index number(such as if actor is dead or ran away), it will
  293.   #          select the nearest one starting from 0.  If a response fails,
  294.   #          the action will be canceled. (Example: Ylva's actor ID is 4.  A
  295.   #          value of 1004 would define Ylva as the Object.)
  296.   #
  297.   # Reset Type - Specifies method of returning the battler to its original
  298.   #                 location.
  299.   # Action Name - Specifies action used.  If Type is SINGLE, then Action Name
  300.   #               must be a single-action function.  If Type is SEQUENCE,
  301.   #               the Action Name must an action sequence name.
  302.  
  303.   #                         Type   Object   Reset Type      Action Name
  304.   "LIGHT_BLOWBACK"    => ["SINGLE",     0,  "COORD_RESET",  "EXTRUDE"],
  305.   "RIGHT_TURN"        => ["SINGLE",     0,  "COORD_RESET",  "CLOCKWISE_TURN"],
  306.   "DROP_DOWN"         => ["SINGLE",     0,  "COORD_RESET",  "Y_SHRINK"],
  307.   "IMPACT_1"          => ["SINGLE",     0,  "COORD_RESET",  "OBJ_TO_SELF"],
  308.   "LIFT_ALLY"         => ["SINGLE",     0,             "",  "LIFT"],
  309.   "ULRIKA_ATTACK"     => ["SEQUENCE",   18, "COORD_RESET",  "ULRIKA_ATTACK_1"],
  310.   "4_MAN_ATK_1"       => ["SEQUENCE", -101, "COORD_RESET",  "4_MAN_ATTACK_1"],
  311.   "4_MAN_ATK_2"       => ["SEQUENCE", -102, "COORD_RESET",  "4_MAN_ATTACK_2"],
  312.   "4_MAN_ATK_3"       => ["SEQUENCE", -103, "COORD_RESET",  "4_MAN_ATTACK_3"],
  313.   "ALLY_FLING"        => ["SEQUENCE", 1000, "COORD_RESET",  "THROW"],
  314.  
  315.  #--------------------------------------------------------------------------
  316.  # ● Target Modification
  317.  #--------------------------------------------------------------------------
  318.   # Changes battler's target in battle.  Original target will still be stored.  
  319.   # Current battler is the only battler capable of causing damage.
  320.   #
  321.   # Type - Always "target"
  322.   #
  323.   # Object -    The battler that will have its target modified.  0 is selected
  324.   #          target, any other number is a State ID number (1~999), and
  325.   #          changes all battlers with that state on them to target the new
  326.   #          designated target.
  327.   #             If you want to designate an actor by their index ID number,
  328.   #          add 1000 to their index ID number. If the system cannot designate
  329.   #          the index number(such as if actor is dead or ran away), it will
  330.   #          select the nearest one starting from 0.  If a response fails,
  331.   #          the action will be canceled. (Example: Ylva's actor ID is 4.  A
  332.   #          value of 1004 would define Ylva as the Object.)
  333.   #
  334.   # Target - New Target. [0=Self]  [1=Self's Target]
  335.   #                      [2=Self's Target After Modification]
  336.   #                      [3=Reset to Previous Target (if 2 was used)]
  337.  
  338.   # Target Mod name            Type   Object  Target
  339.   "REAL_TARGET"           => ["target",    0,  0],
  340.   "TWO_UNIFIED_TARGETS"   => ["target",   18,  1],
  341.   "FOUR_UNIFIED_TARGETS"  => ["target",   19,  1],
  342.   "ALLY_TO_THROW"         => ["target", 1000,  2],
  343.   "THROW_TARGET"          => ["target", 1000,  3],
  344.  
  345.  #--------------------------------------------------------------------------
  346.  # ● Skill Linking
  347.  #--------------------------------------------------------------------------
  348.   # Linking to the next skill will stop any current action.  Linking to the
  349.   # next skill will also require and consume MP/HP cost of that skill.
  350.   #
  351.   # Type - Always "der"
  352.   # Chance - Chance, in percent, to link to the defined skill ID. (0~100)
  353.   # Link - true: actor does not require Skill ID learned to link.
  354.   #        false: actor requires Skill ID learned.
  355.   # Skill ID - ID of the skill that will be linked to.
  356.  
  357.   # Action Name           Type  Chance Link Skill ID
  358.   "LINK_SKILL_91"     => ["der", 100, true,  91],
  359.   "LINK_SKILL_92"     => ["der", 100, true,  92],
  360.  
  361.  #--------------------------------------------------------------------------
  362.  # ● Action Conditions
  363.  #--------------------------------------------------------------------------
  364.   # If the condition is not met, all current actions are canceled.
  365.   #
  366.   # A: Type - always "nece"
  367.   # B: Object - Object that Condition refers to. [0=Self] [1=Target]
  368.   #                                           [2=All Enemies] [3=All Allies]
  369.   # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
  370.   #
  371.   # D: Condition - This value is determined by the value you set for Content.
  372.   # [0] State: State ID
  373.   # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEX] [4=AGI] [5=INT]
  374.   # [2] Switch: Game Switch Number
  375.   # [3] Variable: Game Variable Number
  376.   # [4] Skill: Skill ID
  377.   #
  378.   # E: Supplement - Supplement for the Condition as defined above.
  379.   # [0] State: Amount required.  If number is positive, the condition is how
  380.   #            many have the state, while a negative number are those who
  381.   #            don't have the state.
  382.   # [1] Parameter: If Object is more than one battler, average is used.
  383.   #                Success if Parameter is greater than value.  If Value
  384.   #                is negative, then success if lower.
  385.   # [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
  386.   # [3] Variable: Game variable value used to determine if condition is met.  If
  387.   #               supplement value is positive, Game Variable must have more
  388.   #               than the defined amount to succeed.  If supplement value has a
  389.   #               minus symbol (-) attached, Game Variable must have less than
  390.   #               the defined amount to succeed.  (Ex: -250 means the Game
  391.   #               Variable must have a value less than 250 to succeed.)
  392.   # [4] Skill: Required amount of battlers that have the specified skill
  393.   #            ID learned.
  394.  
  395.   #                       Type  Obj  Cont  Cond   Supplement
  396.   #                         A     B   C    D    E
  397.   "2_MAN_ATK_COND"  => ["nece",   3,  0,  18,   1],
  398.   "4_MAN_ATK_COND"  => ["nece",   3,  0,  19,   3],
  399.   "FLOAT_STATE"     => ["nece",   0,  0,  17,   1],
  400.   "CAT_STATE"       => ["nece",   0,  0,  20,   1],
  401.  
  402.  #--------------------------------------------------------------------------
  403.  # ● Battler Rotation
  404.  #--------------------------------------------------------------------------
  405.   # Rotates battler image.  Weapon Animations are not automatically adjusted
  406.   # for Battler Rotation like with Invert settings.
  407.   #
  408.   # Type - always "angle"
  409.   # Time - Duration duration of rotation animation in frames.
  410.   # Start - Starting angle. 0-360 degrees.  Can be negative.
  411.   # End - Ending Angle. 0-360 degrees.  Can be negative.
  412.   # Return - true: End of rotation is the same as end of duration.
  413.   #          false: Rotation animation as defined.
  414.  
  415.   #                           Type   Time Start  End  Return
  416.   "FALLEN"                => ["angle",  1, -90, -90,false],
  417.   "CLOCKWISE_TURN"        => ["angle", 48,   0,-360,false],
  418.   "COUNTERCLOCKWISE_TURN" => ["angle",  6,   0, 360,false],
  419.  
  420.  #--------------------------------------------------------------------------
  421.  # ● Battler Zoom
  422.  #--------------------------------------------------------------------------
  423.   # Stretch and shrink battler sprites with these single-actions.
  424.   #
  425.   # Type - always "zoom"
  426.   # Time - Duration of zoom animation in frames.
  427.   # X - X scale - Stretches battler sprite horizontally by a factor of X.
  428.   #               1.0 is normal size, 0.5 is half size.
  429.   # Y - Y scale - Stretches battler sprite vertically by a factor of Y.
  430.   #               1.0 would be normal size, 0.5 would be half size.
  431.   # Return - true: End of rotation is the same as end of duration.
  432.   #          false: Zoom animation as defined.
  433.   #          Battler zoom is still temporary.
  434.  
  435.   #                   Type  Time   X    Y   Return
  436.   "X_SHRINK"         => ["zoom", 16, 0.5, 1.0, true],
  437.   "Y_SHRINK"         => ["zoom", 16, 1.0, 0.5, true],
  438.  
  439.  #--------------------------------------------------------------------------
  440.  # ● Damage and Database-Assigned Animations
  441.  #--------------------------------------------------------------------------
  442.   # These single-actions deal with animations, particularly with those assigned
  443.   # in the Database for Weapons, Skills and Items.  These are what causes
  444.   # any damage/healing/state/etc. application from Weapons, Skills and Items.
  445.   #
  446.   # A difference between "anime" and "m_a" single-actions is that
  447.   # "anime" triggered animations will move with the Object on the screen.  The
  448.   # Z-axis of animations will always be over battler sprites.  If "OBJ_ANIM"
  449.   # is added at the beginning of the name, it will be both damage and defined
  450.   # animation.
  451.   #
  452.   # Type - always "anime"
  453.   # ID - (-1): Uses assigned animation from game Database.
  454.   #      (-2): Uses equipped Weapon animation as assigned in the Database.
  455.   #   (1~999): Database Animation ID.
  456.   # Object - [0=Self] [1=Target]
  457.   # Invert - If set to true, the animation is inverted horizontally.
  458.   # Wait - true: Sequence will not continue until animation is completed.
  459.   #        false: Sequence will continue regardless of animation length.
  460.   # Weapon2 - true: If wielding two weapons, damage and animation will be
  461.   #                 based off Weapon 2.
  462.  
  463.   #                         Type   ID  Object Invert  Wait  Weapon2
  464.   "OBJ_ANIM"        => ["anime",  -1,  1, false,false, false],
  465.   "OBJ_ANIM_WEIGHT" => ["anime",  -1,  1, false, true, false],
  466.   "OBJ_ANIM_WEAPON" => ["anime",  -2,  1, false,false, false],
  467.   "OBJ_ANIM_L"      => ["anime",  -1,  1, false,false,  true],
  468.   "HIT_ANIM"        => ["anime",  14,  1, false,false, false],
  469.   "KILL_HIT_ANIM"   => ["anime",  67,  1, false,false, false],
  470.    
  471.  #--------------------------------------------------------------------------
  472.  # ● Movement and Display of Animations
  473.  #--------------------------------------------------------------------------
  474.   # These single-actions provide motion options for animations used for
  475.   # effects such as long-ranged attacks and projectiles.  Weapon sprites
  476.   # may also substitute animations.
  477.   #
  478.   # A difference between "m_a" and "anime" single-actions is that "m_a"
  479.   # animations will stay where the Object was even if the Object moved.
  480.   #
  481.   # Type - always "m_a"
  482.   # ID - 1~999: Database Animation ID
  483.   #          0: No animation displayed.
  484.   # Object - Animation's target. [0=Target] [1=Enemy's Area]
  485.   #                              [2=Party's Area] [4=Self]
  486.   # Pass -  [0: Animation stops when it reaches the Object.]
  487.   #         [1: Animation passes through the Object and continues.]
  488.   # Time - Duration of animation travel time and display.  Larger values
  489.   #        decrease travel speed.  Increase this value if the animation
  490.   #        being played is cut short.
  491.   # Arc - Trajectory - Positive values produce a low arc.
  492.   #                    Negative values produce a high arc.
  493.   #                    [0: No Arc]
  494.   # Xp - X Pitch - This value adjusts the initial X coordinate of the
  495.   #                animation. Enemy calculation will be automatically inverted.
  496.   # Yp - Y Pitch - This value adjusts the initial X coordinate of the
  497.   #                animation.
  498.   # Start - Defines origin of animation movement.
  499.   #              [0=Self] [1=Target] [2=No Movement]
  500.   # Z-axis - true: Animation will be over the battler sprite.
  501.   #          false: Animation will be behind battler sprite.
  502.   # Weapon - Insert only "Throwing Weapon Rotation" and
  503.   #          "Throwing Skill Rotation" actions. For no weapon sprite, use "".
  504.  
  505.   #                        Type   ID Object Pass Time Arc  Xp Yp Start Z Weapon
  506.   "START_MAGIC_ANIM"  => ["m_a",  2,   4,  0,  52,   0,  0,  0, 2,true,""],
  507.   "START_AWAKE_ANIM"  => ["m_a",105,   4,  0,  52,   0,  0,  0, 2,true,""],
  508.   "OBJ_TO_SELF"       => ["m_a", 51,   0,  0,  18,   0,  0,  0, 1,false,""],
  509.   "START_WEAPON_THROW"=> ["m_a",  0,   0,  0,  16, -24,  0,  0, 0,false,"WPN_ROTATION"],
  510.   "END_WEAPON_THROW"  => ["m_a",  0,   0,  0,  16,  24,  0,  0, 1,false,"WPN_ROTATION"],
  511.   "STAND_CAST"        => ["m_a",100,   1,  0,  64,   0,  0,  0, 2, true,""],
  512.  
  513.  #--------------------------------------------------------------------------
  514.  # ● Throwing Weapon Rotation
  515.  #--------------------------------------------------------------------------
  516.   # These are used to rotate weapon sprites that are "thrown" with Movement of
  517.   # Animation single-actions.  These must be used while the sprite is in flight.
  518.   # You may assign a different weapon graphic to be thrown in this
  519.   # configuration script under Throwing Weapon Graphic Settings.
  520.   #
  521.   # Start - Starting angle in degrees (0-360)
  522.   # End - Ending angle in degrees. (0-360)
  523.   # Time - Duration, in frames, of a single rotation.  Rotation will continue
  524.   #        until the animation is complete.
  525.  
  526.   #                     Start  Angle  Time
  527.   "WPN_ROTATION"     => [   0, 360,  8],
  528.  
  529.  #--------------------------------------------------------------------------
  530.  # ● Throwing Skill Rotation
  531.  #--------------------------------------------------------------------------
  532.   # Different from Throwing Weapon Rotation. These single-actions are used to
  533.   # rotate weapon sprites that are "thrown" with Movement of Animation single
  534.   # actions. These are specifically used with skills. You may assign a different weapon graphic to be
  535.   # thrown in this configuration script under Throwing Weapon Graphic Settings.  
  536.   #
  537.   # Start - Starting angle in degrees (0-360)
  538.   # End - Ending angle in degrees. (0-360)
  539.   # Time - Duration, in frames, of a single rotation.  Rotation will continue
  540.   #        until the animation is complete.
  541.   # Type - Always "skill".
  542.  
  543.   # Weapon Action Name     Start  End Time  Type
  544.   "WPN_THROW"           => [   0, 360,  8, "skill"],
  545.  
  546.  #--------------------------------------------------------------------------
  547.  # ● Status Balloon Animation
  548.  #--------------------------------------------------------------------------
  549.   # Uses Balloon.png in the System folder.
  550.   #
  551.   # Type - Always "balloon"
  552.   # Row - Determines row from the Balloon.png (0~9)
  553.   # Loop - Balloon loop behavior.  Balloon disappears when loop is
  554.   #        complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
  555.  
  556.   # Emote Name         Type        Row  Loop
  557.   "STATUS-NORMAL"   => ["balloon",   6,  1],
  558.   "STATUS-CRITICAL" => ["balloon",   5,  1],
  559.   "STATUS-SLEEP"    => ["balloon",   9,  1],
  560.  
  561.  #--------------------------------------------------------------------------
  562.  # ● Sound Effect Actions
  563.  #--------------------------------------------------------------------------
  564.   # Type1 - always "sound"
  565.   # Type2 - ["se","bgm","bgs"]
  566.   # Pitch - Value between 50 and 150.
  567.   # Vol - Volume - Value between 0 and 100.
  568.   # Filename - Name of the sound to be played.
  569.  
  570.   #                   Type1  Type2  Pitch Vol   Filename
  571.   "062-Swing01"   => ["sound", "se",  80, 100, "062-Swing01"],
  572.  #--------------------------------------------------------------------------
  573.  # ● Game Speed Modifier
  574.  #--------------------------------------------------------------------------
  575.   # Type - always "fps"
  576.   # Speed - Speed in Frames Per Second.  40 is normal frame rate.
  577.   # Use with care as this function modifies FPS directly and will conversly
  578.   #    affect any active timers or time systems.
  579.  
  580.   #                Type  Speed
  581.   "FPS_SLOW"    => ["fps",  20],
  582.   "FPS_NORMAL"  => ["fps",  40],
  583.  
  584.  #--------------------------------------------------------------------------
  585.  # ● State Granting Effects
  586.  #--------------------------------------------------------------------------
  587.   # Type - always "sta+"
  588.   # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  589.   #          [4=All Allies (excluding user)]
  590.   # State ID - State ID to be granted.
  591.  
  592.   #                      Type  Object  State ID
  593.   "2_MAN_TECH_GRANT" => ["sta+",  0,  18],
  594.   "4_MAN_TECH_GRANT" => ["sta+",  0,  19],
  595.   "CATFORM_GRANT"    => ["sta+",  0,  20],
  596.  
  597.  #--------------------------------------------------------------------------
  598.  # ● State Removal Effects
  599.  #--------------------------------------------------------------------------
  600.   # Type - always "sta-"
  601.   # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  602.   #          [4=All Allies (excluding user)]
  603.   # State ID - State ID to be removed.
  604.  
  605.   #                    Type  Object  State ID
  606.   "2_MAN_TECH_REVOKE" => ["sta-",  3,  18],
  607.   "4_MAN_TECH_REVOKE" => ["sta-",  3,  19],
  608.  
  609.  #--------------------------------------------------------------------------
  610.  # ● Battler Transformation Effects
  611.  #--------------------------------------------------------------------------
  612.   # Type - always "change"
  613.   # Reset - true: Battler sprite reverts back to default file after battle.
  614.   #         false: Transformation is permanent after battle.
  615.   # Filename - Battler graphics file that will be transformed to.
  616.  
  617.   #                         Type   Reset  Filename
  618.   "TRANSFORM_CAT"     => ["change", true,"007-Fighter07"],
  619.   "TRANSFORM_CANCEL"  => ["change", true,"040-Mage08"],
  620.  
  621.  #--------------------------------------------------------------------------
  622.  # ● Cut-In Image Effects
  623.  #--------------------------------------------------------------------------
  624.   # Only one image can be displayed at a time.
  625.   #
  626.   # X1 - Image's starting X-coordinate.
  627.   # Y1 - Starting Y-coordinate.
  628.   # X2 - Ending X-coordinate.
  629.   # Y2 - Ending Y-coordinate.
  630.   # Time - Length of time from start to end. Higher value is slower.
  631.   # Z-axis - true: Image appears over BattleStatus Window.
  632.   #          false: Image appears behind BattleStatus Window.
  633.   # Filename - File name from .Graphics\Pictures folder.
  634.  
  635.   #                  Type    X1   Y1   X2   Y2 Time Z-axis  Filename
  636.   "CUT_IN_START" => ["pic",-280,  48,   0,  64, 14, false,"016-Thief01"],
  637.   "CUT_IN_END"   => ["pic",   0,  48, 640,  64, 12, false,"016-Thief01"],
  638.  
  639.  #--------------------------------------------------------------------------
  640.  # ● Game Switch Settings
  641.  #--------------------------------------------------------------------------
  642.   # Type - Always "switch"
  643.   # Switch - Switch number from the game database.
  644.   # ON/OFF - [true:Switch ON] [false:Switch OFF]
  645.   #
  646.   #                         Type    Switch  ON/OFF
  647.   "GAME_SWITCH_1_ON"    => ["switch",   1,  true],
  648.  
  649.  #--------------------------------------------------------------------------
  650.  # ● Game Variable Settings
  651.  #--------------------------------------------------------------------------
  652.   # Type - Always "variable"
  653.   # Var - Variable Number from the game database.
  654.   # Oper - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
  655.   # X - value of the operation.
  656.   #
  657.   #                         Type       Var   Oper   X
  658.   "GAME_VAR_1_+1"       => ["variable",   1,   1,    1],
  659.  
  660.  #--------------------------------------------------------------------------
  661.  # ● Script Operation Settings
  662.  #--------------------------------------------------------------------------
  663.   # Type - Always "script"
  664.   #
  665.   # Inserts a simple script code into the action sequence. In the sample,
  666.   # where it says p=1 can be replaced with any script. Character strings
  667.   # and anything beyond functions will not work. (?)
  668.   #                    Type    
  669.   "TEST_SCRIPT"   => ["script", "
  670.  
  671.  p = 1
  672.  
  673.  "],
  674.  
  675.  #--------------------------------------------------------------------------
  676.  # ● Special Modifiers - DO NOT CHANGE THESE NAMES
  677.  #--------------------------------------------------------------------------
  678.   # Clear image - Clears images such as Cut-in graphics.
  679.   # Afterimage ON - Activates Afterimage of battler.
  680.   # Afterimage OFF - Deactivates Afterimage.
  681.   # Invert - Invert animation. Use Invert again in a sequence to cancel
  682.   #          because "COORD_RESET" does not reset Invert.
  683.   # Don't Wait - Any actions after Don't Wait is applied are done instantly.  
  684.   #              Apply "Don't Wait" again in a sequence to trigger off.
  685.   # Can Collapse - Triggers collapse of battler when HP is 0.
  686.   #                Required in every damage sequence.
  687.   # Two Wpn Only - The single-action following Two Wpn Only will only execute
  688.   #                if the actor is wielding two weapons.  If the actor is not,
  689.   #                the single-action will be skipped and will move on to the next.
  690.   # One Wpn Only - The single-action following One Wpn Only will only execute
  691.   #                if the actor is wielding one weapon.  If the actor is not,
  692.   #                the single-action will be skipped and will move on to the next.
  693.   # Process Skill - The Return marker for individual processing of a skill.
  694.   # Process Skill End - The End marker for individual processing of a skill.
  695.   # Start Pos Change - Changes the Start Position to wherever the battler
  696.   #                    currently is on screen.
  697.   # Start Pos Return - Returns battler to original Start Position.
  698.   # Cancel Action - Trigger the "end" of battler's turn which will cause the
  699.   #                 the next battler's turn to execute.
  700.   #                 This includes the function of Can Collapse, and no
  701.   #                 additional damage can be dealt by the battler after this.
  702.   # End - This is used when no action is automatically recognized.
  703.   #
  704.   # Note: If you wish to understand how Process Skill and Process Skill End
  705.   #       functions, please examine the "SKILL_ALL" sequence in this Config
  706.   #       and use the Float All skill provided in the demo to see how it works.
  707.  
  708.   "Clear image"       => ["Clear image"],
  709.   "Afterimage ON"     => ["Afterimage ON"],
  710.   "Afterimage OFF"    => ["Afterimage OFF"],
  711.   "Invert"            => ["Invert"],
  712.   "Don't Wait"        => ["Don't Wait"],
  713.   "Can Collapse"      => ["Can Collapse"],
  714.   "Two Wpn Only"      => ["Two Wpn Only"],
  715.   "One Wpn Only"      => ["One Wpn Only"],
  716.   "Process Skill"     => ["Process Skill"],
  717.   "Process Skill End" => ["Process Skill End"],
  718.   "Start Pos Change"  => ["Start Pos Change"],
  719.   "Start Pos Return"  => ["Start Pos Return"],
  720.   "Cancel Action"     => ["Cancel Action"],
  721.   "End"               => ["End"]
  722.  
  723.  #--------------------------------------------------------------------------
  724.  # ● About Wait
  725.  #--------------------------------------------------------------------------
  726.   # When there is only a numerical value as a single-action name, it will be
  727.   # considered a delay, in frames, before the Action Sequence continues.
  728.   # (i.e. "10", "42")  Because of this, single-action function names for the
  729.   # effects defined above cannot be entirely numerical.  Any Battler Animations
  730.   # that have been prompted will persist when Waiting.
  731.   }
  732. #==============================================================================
  733. # ■ Action Sequence
  734. #------------------------------------------------------------------------------
  735. # Action sequences are made of the single-action functions defined above.
  736. #==============================================================================
  737.   # Action Sequences defined here can be used for Actor/Enemy actions below.
  738.   # Sequences are processed left to right in order.
  739.   ACTION = {
  740. #------------------------------- Basic Actions --------------------------------
  741.  
  742.   "BATTLE_START"       => ["START_POSITION","COORD_RESET"],
  743.                          
  744.   "WAIT"               => ["WAIT"],
  745.                          
  746.   "WAIT-CRITICAL"      => ["NO_MOVE","WAIT(FIXED)","STATUS-CRITICAL","22"],
  747.                          
  748.   "WAIT-NORMAL"        => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
  749.                          
  750.   "WAIT-SLEEP"         => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
  751.                          
  752.   "WAIT-FLOAT"         => ["WAIT(FIXED)","6","FLOAT_","4",
  753.                           "FLOAT_2","4","FLOAT_3","4",
  754.                           "FLOAT_4","4"],
  755.                          
  756.   "DEAD"               => ["FALLEN","ATTACK_FAIL"],
  757.                          
  758.   "DAMAGE"             => ["DEAL_DAMAGE","COORD_RESET"],
  759.                          
  760.   "FLEE"               => ["FLEE_SUCCESS"],
  761.                          
  762.   "ENEMY_FLEE"         => ["FLEE_SUCCESS","COORD_RESET"],
  763.                          
  764.   "FLEE_FAIL"          => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
  765.                          
  766.   "COMMAND_INPUT"      => ["BEFORE_MOVE"],
  767.                          
  768.   "COMMAND_SELECT"     => ["COORD_RESET"],
  769.                          
  770.   "GUARD_ATTACK"       => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
  771.                           "2","FLOAT_2","2","FLOAT_3","2",
  772.                           "FLOAT_4","2"],
  773.                          
  774.   "EVADE_ATTACK"       => ["JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)","16",
  775.                           "COORD_RESET"],
  776.                          
  777.   "ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","WAIT(FIXED)","16","COORD_RESET"],
  778.                          
  779.   "VICTORY"            => ["WAIT(FIXED)","16","RIGHT(FIXED)","VICTORY_JUMP",
  780.                           "WAIT(FIXED)","Don't Wait","CAT_STATE",
  781.                           "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
  782.                          
  783.   "RESET_POSITION"     => ["COORD_RESET"],
  784.                          
  785. #---------------------- "Forced Action" Sequences --------------------------
  786.                          
  787.   "ULRIKA_ATTACK_1"    => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
  788.                           "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
  789.                           "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
  790.                          
  791.   "4_MAN_ATTACK_1"     => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
  792.                           "WPN_SWING_UNDER","WPN_RAISED","90",
  793.                           "LEFT_DASH_ATTACK","96","FLEE_RESET"],
  794.                          
  795.   "4_MAN_ATTACK_2"     => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
  796.                           "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
  797.                           "OBJ_ANIM","128","FLEE_RESET"],
  798.                          
  799.   "4_MAN_ATTACK_3"     => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
  800.                           "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
  801.                           "OBJ_ANIM","144","FLEE_RESET"],
  802.                          
  803.   "THROW"              => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
  804.                           "WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
  805.                          
  806. #---------------------- Basic Action Oriented ------------------------------
  807.  
  808.   "NORMAL_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
  809.                           "12","WPN_SWING_VL","OBJ_ANIM_L","Two Wpn Only","16",
  810.                           "Can Collapse","FLEE_RESET"],
  811.                          
  812.   "ENEMY_UNARMED_ATK"  => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
  813.                           "Can Collapse","FLEE_RESET"],
  814.                          
  815.   "SKILL_USE"          => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",
  816.                           "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
  817.                           "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
  818.                                                  
  819.   "SKILL_ALL"          => ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
  820.                           "Process Skill","WPN_SWING_V","OBJ_ANIM","24",
  821.                           "Process Skill End","Can Collapse","COORD_RESET"],
  822.                          
  823.   "ITEM_USE"           => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
  824.                           "Can Collapse","COORD_RESET"],
  825.                          
  826. #------------------------------ Skill Sequences -------------------------------
  827.  
  828.   "REFLECT_I"          => ["BEFORE_MOVE","WAIT(FIXED)","START_AWAKE_ANIM",
  829.                           "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
  830.                           "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],
  831.  
  832.   "MULTI_ATTACK"       => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  833.                           "WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
  834.                           "WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
  835.                           "OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
  836.                           "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
  837.                           "JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  838.                           "JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
  839.                           "OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
  840.                           "Afterimage OFF","16","FLEE_RESET"],
  841.                          
  842.   "MULTI_ATTACK_RAND"  => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
  843.                           "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
  844.                           "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
  845.                           "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
  846.                          
  847.   "RAPID_MULTI_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
  848.                           "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  849.                           "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  850.                           "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  851.                           "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  852.                           "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
  853.                           "Can Collapse","12","COORD_RESET"],
  854.                          
  855.   "2-MAN_ATTACK"      => ["2_MAN_ATK_COND","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK",
  856.                           "MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
  857.                           "WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","OBJ_ANIM",
  858.                           "Can Collapse","FLEE_RESET","2_MAN_TECH_REVOKE"],
  859.                          
  860.   "2-MAN_ATTACK_ASSIST"=> ["2_MAN_TECH_GRANT"],  
  861.                          
  862.   "4-MAN_ATTACK"       => ["4_MAN_ATK_COND","FOUR_UNIFIED_TARGETS","4_MAN_ATK_1",
  863.                           "4_MAN_ATK_2","4_MAN_ATK_3","4_MAN_ATTACK_1","WAIT(FIXED)",
  864.                           "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED","90",
  865.                           "KILL_HIT_ANIM","RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT",
  866.                           "Can Collapse","FLEE_RESET","4_MAN_TECH_REVOKE"],
  867.                          
  868.   "4-MAN_ATTACK_ASSIST"=> ["4_MAN_TECH_GRANT"],
  869.                          
  870.   "THROW_WEAPON"       => ["BEFORE_MOVE","WPN_SWING_V","062-Swing01","WAIT(FIXED)",
  871.                           "START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
  872.                           "END_WEAPON_THROW","COORD_RESET"],
  873.                          
  874.   "MULTI_SHOCK"        => ["JUMP_TO","JUMP_STOP","Process Skill",
  875.                           "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
  876.                           "OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
  877.                           "JUMP_LAND","COORD_RESET"],
  878.                          
  879.   "SHOCK_WAVE"         => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
  880.                           "OBJ_ANIM_WEIGHT","Can Collapse"],
  881.                          
  882.   "SKILL_90_SEQUENCE"  => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
  883.                           "16","LINK_SKILL_91","COORD_RESET"],
  884.                          
  885.   "SKILL_91_SEQUENCE"  => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
  886.                           "8","OBJ_ANIM","LINK_SKILL_92","COORD_RESET"],
  887.                          
  888.   "CUT_IN"             => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
  889.                           "75","CUT_IN_END","8","PREV_MOVING_TARGET",
  890.                           "WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
  891.                           "Clear image","FLEE_RESET"],
  892.                          
  893.   "STOMP"              => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
  894.                           "TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
  895.                           "TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
  896.                           "JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
  897.                          
  898.   "ALL_ATTACK_1"         => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
  899.                           "WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
  900.                           "OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
  901.                          
  902.   "TRANSFORM_CAT"        => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
  903.                           "TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],                    
  904.                          
  905.   "THROW_FRIEND"      => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
  906.                           "062-Swing01","THROW_TARGET","ALLY_FLING",
  907.                           "THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
  908.                           "WAIT(FIXED)","32"],
  909.                          
  910.                          
  911.                          
  912. #-------------------------------------------------------------------------------
  913.   "End"              => ["End"]}
  914. end
  915. #==============================================================================
  916. # ■ Game_Actor
  917. #------------------------------------------------------------------------------
  918. #  Actor Basic Action Settings
  919. #==============================================================================
  920. class Game_Actor < Game_Battler
  921.   #--------------------------------------------------------------------------
  922.   # ● Actor Unarmed Attack Animation Sequence
  923.   #--------------------------------------------------------------------------
  924.   # when 1 <- Actor ID number
  925.   #   return "NORMAL_ATTACK" <- Corresponding action sequence name.
  926.   def non_weapon
  927.     case @actor_id
  928.     when 1 # Actor ID
  929.       return "NORMAL_ATTACK"
  930.     end
  931.     # Default action sequence for all unassigned Actor IDs.
  932.     return "NORMAL_ATTACK"
  933.   end
  934.   #--------------------------------------------------------------------------
  935.   # ● Actor Wait/Idle Animation
  936.   #--------------------------------------------------------------------------
  937.   def normal
  938.     case @actor_id
  939.     when 1
  940.       return "WAIT"
  941.     end
  942.     # Default action sequence for all unassigned Actor IDs.
  943.     return "WAIT"
  944.   end
  945.   #--------------------------------------------------------------------------
  946.   # ● Actor Critical (1/4th HP) Animation
  947.   #--------------------------------------------------------------------------
  948.   def pinch
  949.     case @actor_id
  950.     when 1
  951.       return "WAIT-CRITICAL"
  952.     end
  953.     # Default action sequence for all unassigned Actor IDs.
  954.     return "WAIT-CRITICAL"
  955.   end
  956.   #--------------------------------------------------------------------------
  957.   # ● Actor Guarding Animation
  958.   #--------------------------------------------------------------------------
  959.   def defence
  960.     case @actor_id
  961.     when 1
  962.       return "GUARD_ATTACK"
  963.     end
  964.     # Default action sequence for all unassigned Actor IDs.
  965.     return "GUARD_ATTACK"
  966.   end
  967.   #--------------------------------------------------------------------------
  968.   # ● Actor Damage Taken Animation
  969.   #--------------------------------------------------------------------------
  970.   def damage_hit
  971.     case @actor_id
  972.     when 1
  973.       return "DAMAGE"
  974.     end
  975.     # Default action sequence for all unassigned Actor IDs.
  976.     return "DAMAGE"
  977.   end  
  978.   #--------------------------------------------------------------------------
  979.   # ● Actor Evasion Animation
  980.   #--------------------------------------------------------------------------
  981.   def evasion
  982.     case @actor_id
  983.     when 1
  984.       return "EVADE_ATTACK"
  985.     end
  986.     # Default action sequence for all unassigned Actor IDs.
  987.     return "EVADE_ATTACK"
  988.   end  
  989.   #--------------------------------------------------------------------------
  990.   # ● Actor Command Input Animation
  991.   #--------------------------------------------------------------------------
  992.   def command_b
  993.     case @actor_id
  994.     when 1
  995.       return "COMMAND_INPUT"
  996.     end
  997.     # Default action sequence for all unassigned Actor IDs.
  998.     return "COMMAND_INPUT"
  999.   end
  1000.   #--------------------------------------------------------------------------
  1001.   # ● Actor Command Selected Animation
  1002.   #--------------------------------------------------------------------------
  1003.   def command_a
  1004.     case @actor_id
  1005.     when 1
  1006.       return "COMMAND_SELECT"
  1007.     end
  1008.     # Default action sequence for all unassigned Actor IDs.
  1009.     return "COMMAND_SELECT"
  1010.   end
  1011.   #--------------------------------------------------------------------------
  1012.   # ● Actor Flee Success Animation
  1013.   #--------------------------------------------------------------------------
  1014.   def run_success
  1015.     case @actor_id
  1016.     when 1
  1017.       return "FLEE"
  1018.     end
  1019.     # Default action sequence for all unassigned Actor IDs.
  1020.     return "FLEE"
  1021.   end
  1022.   #--------------------------------------------------------------------------
  1023.   # ● Actor Flee Failure Animation
  1024.   #--------------------------------------------------------------------------
  1025.   def run_ng
  1026.     case @actor_id
  1027.     when 1
  1028.       return "FLEE_FAIL"
  1029.     end
  1030.     # Default action sequence for all unassigned Actor IDs.
  1031.     return "FLEE_FAIL"
  1032.   end
  1033.   #--------------------------------------------------------------------------
  1034.   # ● Actor Victory Animation
  1035.   #--------------------------------------------------------------------------
  1036.   def win
  1037.     case @actor_id
  1038.     when 1
  1039.       return "VICTORY"
  1040.     end
  1041.     # Default action sequence for all unassigned Actor IDs.
  1042.     return "VICTORY"
  1043.   end
  1044.   #--------------------------------------------------------------------------
  1045.   # ● Actor Battle Start Animation
  1046.   #--------------------------------------------------------------------------  
  1047.   def first_action
  1048.     case @actor_id
  1049.     when 1
  1050.       return "BATTLE_START"
  1051.     end
  1052.     # Default action sequence for all unassigned Actor IDs.
  1053.     return "BATTLE_START"
  1054.   end
  1055.   #--------------------------------------------------------------------------
  1056.   # ● Actor Return Action when actions are interuptted/canceled
  1057.   #--------------------------------------------------------------------------  
  1058.   def recover_action
  1059.     case @actor_id
  1060.     when 1
  1061.       return "RESET_POSITION"
  1062.     end
  1063.    # Default action sequence for all unassigned Actor IDs.
  1064.     return "RESET_POSITION"
  1065.   end
  1066.   #--------------------------------------------------------------------------
  1067.   # ● Actor Shadow
  1068.   #--------------------------------------------------------------------------
  1069.   # return "shadow01" <- Image file name in .Graphics\Characters
  1070.   # return "" <- No shadow used.
  1071.   def shadow
  1072.     case @actor_id
  1073.     when 1
  1074.       return "shadow00"
  1075.     end
  1076.     # Default shadow for all unassigned Actor IDs.
  1077.     return "shadow00"
  1078.   end
  1079.   #--------------------------------------------------------------------------
  1080.   # ● Actor Shadow Adjustment
  1081.   #--------------------------------------------------------------------------
  1082.   # return [ X-Coordinate, Y-Coordinate]
  1083.   def shadow_plus
  1084.     case @actor_id
  1085.     when 1
  1086.       return [ 0, 10]
  1087.     end
  1088.     # Default shadow positioning for all unassigned Actor IDs.
  1089.     return [ 0, 10]
  1090.   end
  1091. end
  1092. #==============================================================================
  1093. # ■ Game_Enemy
  1094. #------------------------------------------------------------------------------
  1095. #  Enemy Basic Action Settings
  1096. #==============================================================================
  1097. class Game_Enemy < Game_Battler
  1098.   #--------------------------------------------------------------------------
  1099.   # ● Enemy Unarmed Attack Animation Sequence
  1100.   #--------------------------------------------------------------------------
  1101.   # when 1 <- EnemyID#
  1102.   #   return "ENEMY_UNARMED_ATK" <- Corresponding action sequence name.
  1103.   def base_action
  1104.     case @enemy_id
  1105.     when 1
  1106.       return "ENEMY_UNARMED_ATK"
  1107.     end
  1108.     # Default action sequence for all unassigned Enemy IDs.
  1109.     return "ENEMY_UNARMED_ATK"
  1110.   end
  1111.   #--------------------------------------------------------------------------
  1112.   # ● Enemy Wait/Idle Animation
  1113.   #--------------------------------------------------------------------------
  1114.   def normal
  1115.     case @enemy_id
  1116.     when 1
  1117.       return "WAIT"
  1118.     end
  1119.     # Default action sequence for all unassigned Enemy IDs.
  1120.     return "WAIT"
  1121.   end
  1122.   #--------------------------------------------------------------------------
  1123.   # ● Enemy Critical (1/4th HP) Animation
  1124.   #--------------------------------------------------------------------------
  1125.   def pinch
  1126.     case @enemy_id
  1127.     when 1
  1128.       return "WAIT"
  1129.     end
  1130.     # Default action sequence for all unassigned Enemy IDs.
  1131.     return "WAIT"
  1132.   end
  1133.   #--------------------------------------------------------------------------
  1134.   # ● Enemy Guarding Animation
  1135.   #--------------------------------------------------------------------------  
  1136.   def defence
  1137.     case @enemy_id
  1138.     when 1
  1139.       return "GUARD_ATTACK"
  1140.     end
  1141.     # Default action sequence for all unassigned Enemy IDs.
  1142.     return "GUARD_ATTACK"
  1143.   end
  1144.   #--------------------------------------------------------------------------
  1145.   # ● Enemy Damage Taken Animation
  1146.   #--------------------------------------------------------------------------
  1147.   def damage_hit
  1148.     case @enemy_id
  1149.     when 1
  1150.       return "DAMAGE"
  1151.     end
  1152.     # Default action sequence for all unassigned Enemy IDs.
  1153.     return "DAMAGE"
  1154.   end
  1155.   #--------------------------------------------------------------------------
  1156.   # ● Enemy Evasion Animation
  1157.   #--------------------------------------------------------------------------
  1158.   def evasion
  1159.     case @enemy_id
  1160.     when 1
  1161.       return "ENEMY_EVADE_ATTACK"
  1162.     end
  1163.     # Default action sequence for all unassigned Enemy IDs.
  1164.     return "ENEMY_EVADE_ATTACK"
  1165.   end
  1166.   #--------------------------------------------------------------------------
  1167.   # ● Enemy Flee Animation
  1168.   #--------------------------------------------------------------------------
  1169.   def run_success
  1170.     case @enemy_id
  1171.     when 1
  1172.       return "ENEMY_FLEE"
  1173.     end
  1174.     # Default action sequence for all unassigned Enemy IDs.
  1175.     return "ENEMY_FLEE"
  1176.   end
  1177.   #--------------------------------------------------------------------------
  1178.   # ● Enemy Battle Start Animation
  1179.   #--------------------------------------------------------------------------  
  1180.   def first_action
  1181.     case @enemy_id
  1182.     when 1
  1183.       return "BATTLE_START"
  1184.     end
  1185.     # Default action sequence for all unassigned Enemy IDs.
  1186.     return "BATTLE_START"
  1187.   end
  1188.   #--------------------------------------------------------------------------
  1189.   # ● Enemy Return Action when action is interuptted/discontinued
  1190.   #--------------------------------------------------------------------------  
  1191.   def recover_action
  1192.     case @enemy_id
  1193.     when 1
  1194.       return "RESET_POSITION"
  1195.     end
  1196.     # Default action sequence for all unassigned Enemy IDs.
  1197.     return "RESET_POSITION"
  1198.   end
  1199.   #--------------------------------------------------------------------------
  1200.   # ● Enemy Shadow
  1201.   #--------------------------------------------------------------------------
  1202.   # return "shadow01" <- Image file name in .Graphics\Characters
  1203.   # return "" <- No shadow used.
  1204.   def shadow
  1205.     case @enemy_id
  1206.     when 1
  1207.       return "shadow01"
  1208.     when 30
  1209.       return ""
  1210.     end
  1211.     # Default shadow for all unassigned Enemy IDs.
  1212.     return "shadow01"
  1213.   end
  1214.   #--------------------------------------------------------------------------
  1215.   # ● Enemy Shadow Adjustment
  1216.   #--------------------------------------------------------------------------
  1217.   # return [ X-Coordinate, Y-Coordinate]
  1218.   def shadow_plus
  1219.     case @enemy_id
  1220.     when 1
  1221.       return [ 0, -8]
  1222.     end
  1223.     # Default shadow positioning for all unassigned Enemy IDs.
  1224.     return [ 0, 0]
  1225.   end
  1226.   #--------------------------------------------------------------------------
  1227.   # ● Enemy Equipped Weapon
  1228.   #--------------------------------------------------------------------------
  1229.   # return 0  (Unarmed/No weapon equipped.)
  1230.   # return 1  (Weapon ID number. (1~999))
  1231.   def weapon
  1232.     case @enemy_id
  1233.     when 1 # Enemy ID
  1234.       return 0 # Weapon ID
  1235.     end
  1236.     # Default weapon for all unassigned Enemy IDs.
  1237.     return 0
  1238.   end
  1239.   #--------------------------------------------------------------------------
  1240.   # ● Enemy Screen Positioning Adjustment
  1241.   #--------------------------------------------------------------------------
  1242.   # return [ 0, 0]  <- [X-coordinate、Y-coordinate]
  1243.   def position_plus
  1244.     case @enemy_id
  1245.     when 1
  1246.       return [0, 0]
  1247.     end
  1248.     # Default positioning for all unassigned Enemy IDs.
  1249.     return [ 0, 0]
  1250.   end
  1251.   #--------------------------------------------------------------------------
  1252.   # ● Enemy Collapse Animation Settings
  1253.   #--------------------------------------------------------------------------
  1254.   # return 1  (Enemy sprite stays on screen after death.)
  1255.   # return 2  (Enemy disappears from the battle like normal.)
  1256.   # return 3  (Special collapse animation.) <- Good for bosses.
  1257.   def collapse_type
  1258.     case @enemy_id
  1259.     when 1
  1260.       return 2
  1261.     when 30
  1262.       return 3
  1263.     end
  1264.     # Default collapse for all unassigned Enemy IDs.
  1265.     return 2
  1266.   end
  1267.   #--------------------------------------------------------------------------
  1268.   # ● Enemy Multiple Action Settings
  1269.   #--------------------------------------------------------------------------
  1270.   # Maximum Actions, Probability, Speed Adjustment
  1271.   # return [ 2, 100, 100]
  1272.   #
  1273.   # Maximum Actions - Maximum number of actions enemy may execute in a turn.
  1274.   # Probability - % value. Chance for a successive action.
  1275.   # Speed Adjustment - % value that decreases enemy's speed after
  1276.   #                       each successive action.
  1277.   def action_time
  1278.     case @enemy_id
  1279.     when 1
  1280.       return [ 1, 100, 100]
  1281.     end
  1282.     # Default action for all unassigned Enemy IDs.
  1283.     return [ 1, 100, 100]
  1284.   end
  1285.   #--------------------------------------------------------------------------
  1286.   # ● Enemy Animated Battler Settings
  1287.   #--------------------------------------------------------------------------
  1288.   # return true - Enemy battler uses same animation frames as actors.
  1289.   # return false - Default enemy battler.
  1290.   # [Settings]
  1291.   # 1.Enemy animated battler file must be in .Graphics\Characters folder.
  1292.   # 2.Enemy battler file names must match between .Graphics\Characters and
  1293.   #   .Graphics/Battlers folders.
  1294.   def anime_on
  1295.     case @enemy_id
  1296.     when 1
  1297.       return false
  1298.     end
  1299.     # Default setting for all unassigned Enemy IDs.
  1300.     return false
  1301.   end
  1302.   #--------------------------------------------------------------------------
  1303.   # ● Enemy Invert Settings
  1304.   #--------------------------------------------------------------------------
  1305.   # return false  <- Normal
  1306.   # return true   <- Inverts enemy image
  1307.   def action_mirror
  1308.     case @enemy_id
  1309.     when 1
  1310.       return false
  1311.     end
  1312.     # Default setting for all unassigned Enemy IDs.
  1313.     return false
  1314.   end
  1315. end
  1316.  
  1317. #==============================================================================
  1318. # ■ module RPG
  1319. #------------------------------------------------------------------------------
  1320. #  State Action Settings
  1321. #==============================================================================
  1322. class RPG::State
  1323.  #--------------------------------------------------------------------------
  1324.  # ● State Affliction Wait Animation Settings
  1325.  #--------------------------------------------------------------------------
  1326.  # when 1  <- State ID number
  1327.  #   return "DEAD"  <- Action sequence when afflicted by specified state.
  1328.   def base_action
  1329.     case @id
  1330.     when 1  # Incapacitated(HP0). Has the highest priority.
  1331.       return "DEAD"
  1332.     when 2,3,4,5,7  
  1333.       return "WAIT-NORMAL"
  1334.     when 6  
  1335.       return "WAIT-SLEEP"
  1336.     when 17  
  1337.       return "WAIT-FLOAT"
  1338.     end
  1339.     # Default action sequence for all unassigned State IDs.
  1340.     return "WAIT"
  1341.   end
  1342.  #--------------------------------------------------------------------------
  1343.  # ● State Enhancement Extension Settings
  1344.  #--------------------------------------------------------------------------
  1345.  # Note about REFLECT and NULL states:
  1346.  #      An item/skill is considered physical if "Physical Attack" is
  1347.  #      checked under "Options" in your Database.  Otherwise, it is magical.
  1348.  #
  1349.  # "AUTOLIFE/50"      - Automatically revives when Incapacitated.
  1350.  #                      Value after "/" is % of MAXHP restored when revived.
  1351.  # "MAGREFLECT/39"    - Reflects magical skills to the original caster.
  1352.  #                      Value after "/" is Animation ID when triggered.
  1353.  # "MAGNULL/39"       - Nullify magical skills and effects.
  1354.  #                      Value after "/" is Animation ID when triggered.
  1355.  # "PHYREFLECT/39"    - Reflects physical skills to the original caster.
  1356.  #                      Value after "/" is Animation ID when triggered.
  1357.  # "PHYNULL/39"       - Nullify physical skills and effects.
  1358.  #                      Value after "/" is Animation ID when triggered.
  1359.  # "COSTABSORB"       - Absorbs the MP (or HP) cost of an incoming skill when
  1360.  #                      affected.  This will not appear as POP Damage.  This
  1361.  #                      function is similar to Celes' "Runic" from FF6.
  1362.  # "ZEROTURNLIFT"     - State is lifted at the end of turn regardless.
  1363.  # "EXCEPTENEMY"      - Enemies will not use animation sequence assigned
  1364.  #                      under State Affliction Wait Animation Settings when
  1365.  #                      afflicted. (Actors still will.)
  1366.  # "NOPOP"            - State name will not appear as POP Damage.
  1367.  # "HIDEICON"         - State icon will not appear in the BattleStatus Window.
  1368.  # "NOSTATEANIME"     - State's caster and enemies will not use animation
  1369.  #                      sequence assigned under State Affliction Wait Animation
  1370.  #                      Settings when afflicted.
  1371.  # "SLIPDAMAGE"       - Apply slip damage.  Assign values under Slip Damage Settings.
  1372.  # "REGENERATION"     - Apply regeneration.  Assign values under Slip Damage Settings.
  1373.  # "NONE"             - No extension. Used as a default.
  1374.   def extension
  1375.     case @id
  1376.     when 1  # Incapacitated State.  Has highest priority.
  1377.       return ["NOPOP","EXCEPTENEMY"]
  1378.     when 2  # Poison
  1379.       return ["SLIPDAMAGE"]
  1380.     when 18 # 2-Man Tech
  1381.       return ["ZEROTURNLIFT","HIDEICON"]
  1382.     when 19 # 4-Man Tech
  1383.       return ["ZEROTURNLIFT","HIDEICON"]
  1384.     when 20 # Cat Transformation
  1385.       return ["HIDEICON","NOSTATEANIME"]
  1386.     end
  1387.     # Default extension for unassigned State IDs.
  1388.     return ["NONE"]
  1389.   end
  1390.  #--------------------------------------------------------------------------
  1391.  # ● Slip Damage Settings
  1392.  #--------------------------------------------------------------------------
  1393.  # Also includes regeneration options.
  1394.  #
  1395.  # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
  1396.  #      Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
  1397.  #                          
  1398.  #        Type, Constant, %, POP?, Allow Death
  1399.  # return [["hp",    0,  10, true,  true]]
  1400.  #
  1401.  # Type       – "hp" or "mp".
  1402.  # Constant   – Set a constant value to apply each turn.
  1403.  #              Positive values are damage.  Negative values are recovery.
  1404.  # %          - Set a percentage value to apply each turn based on MAX HP/MP.
  1405.  #              Positive values are damage. Negative values are recovery.
  1406.  # POP?       - Determines whether or not you want slip damage value to
  1407.  #              appear as POP Damage.
  1408.  # Allow Death - true: Slip damage can kill.
  1409.  #               false: Slip damage will not kill. (Battler will be left at 1 HP)
  1410.   def slip_extension
  1411.     case @id
  1412.     when 2  # Poison
  1413.       return [["hp", 0, 10, true, true]]
  1414.     end
  1415.     return []
  1416.   end
  1417. end
  1418. #==============================================================================
  1419. # ■ module RPG
  1420. #------------------------------------------------------------------------------
  1421. #  Weapon Action Settings
  1422. #==============================================================================
  1423. class RPG::Weapon
  1424.  #--------------------------------------------------------------------------
  1425.  # ● Weapon Animation Sequence Settings
  1426.  #--------------------------------------------------------------------------
  1427.  # Assigns a specific animation sequence when using a weapon.
  1428.  #
  1429.  # when 1 <- Weapon ID number
  1430.  # return "NORMAL_ATTACK" <- Action sequence for assigned Weapon ID.
  1431.   def base_action
  1432.     case @id
  1433.     when 4
  1434.       return "SPEAR_ATTACK"
  1435.     end
  1436.     # Default action sequence for unassigned Weapon IDs.
  1437.     return "NORMAL_ATTACK"
  1438.   end
  1439.  #--------------------------------------------------------------------------
  1440.  # ● Weapon Graphic Assignment Settings
  1441.  #--------------------------------------------------------------------------
  1442.  # Allows use of a seperate weapon graphic besides the one assigned
  1443.  # from Iconset.png
  1444.  #
  1445.  # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
  1446.  #                          File must be in the .Graphics\Characters folder
  1447.  #                          of your project.
  1448.   def graphic
  1449.     case @id
  1450.     when 4
  1451.       return "arm_blade_regular"
  1452.     end
  1453.     # Default weapon graphic for unassigned Weapon IDs.
  1454.     return ""
  1455.   end
  1456.  #--------------------------------------------------------------------------
  1457.  # ● Throwing Weapon Graphic Settings
  1458.  #--------------------------------------------------------------------------
  1459.  # Allows use of a seperate throwing weapon graphic besides the one assigned
  1460.  # from Iconset.png.  This is useful for arrows when you don't want the bow
  1461.  # to be thrown.
  1462.  #
  1463.  # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
  1464.  #                          File must be in the .Graphics\Characters folder
  1465.  #                          of your project.
  1466.   def flying_graphic
  1467.     case @id
  1468.     when 1
  1469.       return ""
  1470.     end
  1471.     # Default throwing weapon graphic for unassigned Weapon IDs.
  1472.     return ""
  1473.   end
  1474. end  
  1475. #==============================================================================
  1476. # ■ module RPG
  1477. #------------------------------------------------------------------------------
  1478. #  Skill Action Settings
  1479. #==============================================================================
  1480. class RPG::Skill
  1481.  #--------------------------------------------------------------------------
  1482.  # ● Skill ID Sequence Assignments
  1483.  #--------------------------------------------------------------------------
  1484.  # Assign a skill ID from the Database to execute a defined action sequence.
  1485.  # Only action sequence names can be assigned.  Single-action names cannot
  1486.  # be directly assigned here.
  1487.   def base_action
  1488.     case @id
  1489.     when 84
  1490.       return "THROW_WEAPON"
  1491.     when 85
  1492.       return "MULTI_ATTACK"
  1493.     when 86
  1494.       return "RAPID_MULTI_ATTACK"  
  1495.     when 87
  1496.       return "MULTI_SHOCK"  
  1497.     when 88
  1498.       return "SHOCK_WAVE"
  1499.     when 89
  1500.       return "MULTI_ATTACK_RAND"  
  1501.     when 90
  1502.       return "SKILL_90_SEQUENCE"  
  1503.     when 91
  1504.       return "SKILL_91_SEQUENCE"  
  1505.     when 92
  1506.       return "NORMAL_ATTACK"  
  1507.     when 93
  1508.       return "CUT_IN"  
  1509.     when 94
  1510.       return "STOMP"
  1511.     when 95
  1512.       return "ALL_ATTACK_1"
  1513.     when 96
  1514.       return "SKILL_ALL"
  1515.     when 97
  1516.       return "TRANSFORM_CAT"
  1517.     when 98
  1518.       return "2-MAN_ATTACK"
  1519.     when 99
  1520.       return "2-MAN_ATTACK_ASSIST"
  1521.     when 100
  1522.       return "4-MAN_ATTACK"
  1523.     when 101
  1524.       return "4-MAN_ATTACK_ASSIST"
  1525.     when 102
  1526.       return "4-MAN_ATTACK_ASSIST"
  1527.     when 103
  1528.       return "4-MAN_ATTACK_ASSIST"
  1529.     when 104
  1530.       return "THROW_FRIEND"
  1531.     when 112
  1532.       return "REFLECT_I"
  1533.     end
  1534.     # Default action sequence for unassigned Skill IDs.
  1535.     return "NORMAL_ATTACK" if self.atk_f > 0
  1536.     return "SKILL_USE"
  1537.   end
  1538.  #--------------------------------------------------------------------------
  1539.  # ● Skill Enhancement Extension Settings
  1540.  #--------------------------------------------------------------------------
  1541.  # Multiple extensions may be applied to a skill ID.
  1542.  # If "CONSUMEHP" is applied along with any other extensions that deal with
  1543.  # MP in a forumla, it will be HP instead.
  1544.  # This script WILL have compatibility issues with KGC_MPCostAlter.
  1545.  #
  1546.  # "NOEVADE"          -Cannot be evaded regardless.
  1547.  # "CONSUMEHP"        -Consumes HP instead of MP.
  1548.  # "%COSTMAX"         -Consumes % of MAXMP.  Example: Actor MAXMP500,
  1549.  #                     10 set in Database, MP50 cost.
  1550.  # "%COSTNOW"         -Consumes % of current MP.
  1551.  # "IGNOREREFLECT"    -Ignores damage reflection states.
  1552.  # "%DAMAGEMAX/30"    -Changes damage formula of skill to:
  1553.  #                     damage = ENEMY MAX HP * [Integer] / 100
  1554.  #                     [Integer] is the number you apply after "/".
  1555.  # "%DAMAGENOW/30"    -Changes damage formula of skill to:
  1556.  #                     damage = ENEMY CURRENT HP * [Integer] / 100
  1557.  #                     [Integer] is the number you apply after "/".
  1558.  # "COSTPOWER"        -Changes damage formula of skill to:
  1559.  #                     damage = base damage * cost / MAX MP
  1560.  #                     The more the skill costs, the more damage it will do.
  1561.  # "HPNOWPOWER"       -Changes damage formula of skill to:
  1562.  #                     damage = base damage * CURRENT HP / MAX HP
  1563.  #                     The less current HP you have, the less damage.
  1564.  # "MPNOWPOWER"       -Changes damage formula of skill to:
  1565.  #                     damage = base damage * CURRENT MP / MAX MP
  1566.  #                     The less current MP you have, the less damage.
  1567.  # "NOHALFMPCOST"     -"Half MP Cost" from armor options will not apply.
  1568.  # "HELPHIDE"         -Help window when casting will not appear.
  1569.  # "TARGETALL"        -Will affect all enemies and allies simultaneously.
  1570.  # "RANDOMTARGET"     -Target is chosen at random.
  1571.  # "OTHERS"           -Skill will not affect caster.
  1572.  # "NOOVERKILL"       -Damage will not be applied after the target reaches zero HP.
  1573.  # "NOFLASH"          -Battler will not flash when taking action.
  1574.  # "FAST"             -Battler will be the first to take action in the turn
  1575.  # "SLOW"             -Battler will be the last to take action in the turn
  1576.  # "SPDAMAGE"         -Damage is dealt to the target's SP instead of HP.
  1577.  # "%DMGABSORB/50"    -Part of the damage is converted into HP/SP to the user
  1578.  #                      of the skill. Recovered % is the number after "/".
  1579.  # "NONE"             -No extension. Used as a default.
  1580.   def extension
  1581.     case @id
  1582.     when 86
  1583.       return ["NOOVERKILL"]
  1584.     when 89
  1585.       return ["RANDOMTARGET"]
  1586.     when 94
  1587.       return ["NOOVERKILL"]
  1588.     when 96
  1589.       return ["TARGETALL"]
  1590.     when 98
  1591.       return ["NOOVERKILL"]
  1592.     when 99
  1593.       return ["HELPHIDE","NOFLASH","FAST"]
  1594.     when 100
  1595.       return ["NOOVERKILL"]
  1596.     when 101
  1597.       return ["HELPHIDE","NOFLASH","FAST"]
  1598.     when 102
  1599.       return ["HELPHIDE","NOFLASH","FAST"]
  1600.     when 103
  1601.       return ["HELPHIDE","NOFLASH","FAST"]
  1602.     end
  1603.     # Default extensions for unassigned Skill IDs.
  1604.     return ["NONE"]
  1605.   end
  1606.  #--------------------------------------------------------------------------
  1607.  # ● Skill Throwing Weapon Graphic Settings
  1608.  #--------------------------------------------------------------------------
  1609.  # - Allows use of a seperate throwing weapon graphic besides the one assigned
  1610.  #   from Iconset.png.  This section is specifically for skills.
  1611.  #
  1612.  # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
  1613.  #                          File must be in the .Graphics\Characters folder
  1614.  #                          of your project.
  1615.   def flying_graphic
  1616.     case @id
  1617.     when 1
  1618.       return ""
  1619.     end
  1620.     # Default throwing skill graphic for unassigned Weapon IDs.
  1621.     return ""
  1622.   end
  1623. end  
  1624. #==============================================================================
  1625. # ■ module RPG
  1626. #------------------------------------------------------------------------------
  1627. #  Item Action Settings
  1628. #==============================================================================
  1629. class RPG::Item
  1630.  #--------------------------------------------------------------------------
  1631.  # ● Item ID Sequence Assignment
  1632.  #--------------------------------------------------------------------------  
  1633.   def base_action
  1634.     case @id
  1635.     when 1
  1636.       return "ITEM_USE"
  1637.     end
  1638.     # Default action sequence for unassigned Item IDs.
  1639.     return "ITEM_USE"
  1640.   end
  1641.  #--------------------------------------------------------------------------
  1642.  # ● Item Enhancement Extension Settings
  1643.  #--------------------------------------------------------------------------
  1644.  # "NOEVADE"          -Cannot be evaded regardless.
  1645.  # "IGNOREREFLECT"    -Ignores damage reflection states.
  1646.  # "HELPHIDE"         -Help window when casting will not appear.
  1647.  # "TARGETALL"        -Will affect all enemies and allies simultaneously.
  1648.  # "RANDOMTARGET"     -Target is chosen at random.
  1649.  # "OTHERS"           -Item will not affect caster.
  1650.  # "NOOVERKILL"       -Damage will not be applied after the target reaches zero HP.
  1651.  # "NOFLASH"          -Battler will not flash when taking action.
  1652.  # "FAST"             -Battler will be the first to take action in the turn
  1653.  # "SLOW"             -Battler will be the last to take action in the turn
  1654.  # "NONE"             -No extension. Used as a default.
  1655.   def extension
  1656.     case @id
  1657.     when 1
  1658.       return ["NONE"]
  1659.     end
  1660.     # Default extensions for unassigned Item IDs.
  1661.     return ["NONE"]
  1662.   end
  1663. end
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