molegato

Basimple BS5 instructions

Nov 16th, 2013
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  1. #==============================================================================
  2. # BASIMPLE BATTLE SYSTEM
  3. # Author Molegato
  4. # Version 5.2
  5. #------------------------------------------------------------------------------
  6. # The formerly least customizable battle system on the universe, now it's
  7. # HUGELY customizable! HUGE hooray!
  8. #==============================================================================
  9.  
  10. #==============================================================================
  11. # TAG INSTRUCTIONS
  12. #------------------------------------------------------------------------------
  13. #--- For Actors/enemies:
  14.  
  15. # <guard_anim: id>
  16. #Sets an animation for guarding
  17.  
  18. # <enemy_size: size>
  19. # <actor_size: size>
  20. #Both control the size of the battler. 1 means normal.
  21.  
  22. # <enem_attack_animation: id>
  23. #Sets the attack animation for an ENEMY.
  24.  
  25. # <no_move>
  26.  
  27.  
  28. #--- For Weapons/Skills/items:
  29.  
  30. # <melee>
  31. #The battler gets near the target while performing action
  32.  
  33. # <cast_anim: id>
  34. #Shows an animation on battler before moving
  35.  
  36. # <melee_anim: id>
  37. #Shows an animation on battler after moving.
  38.  
  39. # <custom_pose: name>
  40. #Uses a custom pose animation, rather than the default
  41. # <custom_pose: name, frame_max>
  42. # <custom_pose: name, frame_max, loop>
  43. #These two variations include the maximum frame number
  44. #and if the animation should loop or not. (1 for loop)
  45. # <custom_row: number>
  46. #Selects a row index if you're using a multi-row strip
  47.  
  48. # <trhow_anim: id, rate>
  49. # <trhow_anim: id, rate, wait_time>
  50. #Trhows an animation to the target
  51.  
  52. # <camera: x,y,zoom,rate_move,rate_zoom>
  53. # <cast_zoom_on_user: zoom,rate>
  54. # <hit_zoom_on_user: zoom,rate>
  55. # <cast_zoom_on_target: zoom,rate>
  56. # <hit_zoom_on_target: zoom,rate>
  57. # <cast_zoom_center: zoom,rate>
  58. # <hit_zoom_center: zoom,rate>
  59.  
  60. # <pre_c_chain: name>
  61. # Using this tag on a skill/item/weapon will make it use the prebuilt custom
  62. # custom_chain from config module of the selected name.
  63.  
  64. # <use_weapon_tags> (only for skills and items)
  65. #Makes the skill or item use the tags of the currently equiped weapon,
  66. #in adition to its own notes.
  67.  
  68. #--- CUSTOM CHAIN ACTIONS
  69. # You can use custom actions by adding those commands on a skill/item notes
  70. # <c_chain: wait,frames>
  71. # <c_chain: pose,name>
  72. # <c_chain: pose,name,frames,loop>
  73. # <c_chain: pose_subject,name>
  74. # <c_chain: pose_subject,name,frames,loop>
  75. # <c_chain: pose_target,name>
  76. # <c_chain: pose_target,name,frames,loop>
  77. # <c_chain: pose_row,num>
  78. # <c_chain: pose_row_subject,num>
  79. # <c_chain: pose_row_target,num>
  80. # <c_chain: move,self/center/target,+x,+y,ratio>
  81. # <c_chain: mirror,0/1>
  82. # <c_chain: play_SE,name>
  83. # <c_chain: play_ME,name>
  84. # <c_chain: animation,self/target/subject,id>
  85. # <c_chain: autoanimation,self/target/subject>
  86. # <c_chain: trhow_anim,id,rate>
  87. # <c_chain: camera,self/center/target,+x,+y,zoom,ratio>
  88. # <c_chain: camera_normal,rate>
  89. # <c_chain: focus_subject>
  90. # <c_chain: focus_target>
  91. # <c_chain: focus_ally,index>
  92. # <c_chain: focus_enemy,index>
  93. # <c_chain: event,id>
  94. # <c_chain: script,code>
  95. # <c_chain: use_action>
  96. # <c_chain: end>
  97. # <c_chain: end_branch>
  98. # <c_chain: if_variable_equal,var_number,value>
  99. # <c_chain: if_var=,var_number,value>
  100. # <c_chain: if_variable_greater,var_number,value>
  101. # <c_chain: if_var>,var_number,value>
  102. # <c_chain: if_variable_smaller,var_number,value>
  103. # <c_chain: if_var<,var_number,value>
  104. # <c_chain: if_variable_different,var_number,value>
  105. # <c_chain: if_var!,var_number,value>
  106. # <c_chain: if_switch,switch>
  107. # <c_chain: if_switch!,switch>
  108. # <c_chain: if_hit>
  109. # <c_chain: if_miss>
  110. # <c_chain: if_any_target_dead>
  111. # <c_chain: if_every_target_dead>
  112. # <c_chain: if_target_survived>
  113. # <c_chain: if_script,code>
  114. # <c_chain: label,name>
  115. # <c_chain: jump,labelname>
  116. # <c_chain: set_switch,num,1/true/on/0/false/off/switch>
  117. # <c_chain: set_variable,num,operation,value>
  118. # <c_chain: set_variable,num,operation,value,value2>
  119. # <c_chain: use_skill,index>
  120. # <c_chain: use_item,index>
  121.  
  122.  
  123. # It follows this nomenclature:
  124. # <c_chain>
  125. # <c_chain: wait,frames>;
  126. # <c_chain: pose,name>;
  127. # <c_chain: end>
  128. # </c_chain>
  129.  
  130. #--- TIPS, TRICKS & WARNINGS
  131.  
  132. # In the tags with parameters, parameters are separated only by ','
  133. # That means, <tag: this,this,this> is correct, and
  134. # <tag: this, this, this> is wrong
  135.  
  136. # With custom chain actions, allways remember to call the
  137. # 'use_action' tag at least once, or the skill won't have effect.
  138.  
  139. #When switching the focus of the custom chain, remember that if the
  140. #subject you choose is invalid, the actions will be skipped until
  141. #a valid one is selected. This is useful if you want everybody
  142. #in the party doing something, as any value out of range will be ignored.
  143. # Also remember to end every custom chain action with the 'end' tag.
  144.  
  145. #==============================================================================
  146.  
  147. #==============================================================================
  148. # MID GAME OPTION CHANGE VIA SCRIPT CALL INSTRUCTIONS
  149. #------------------------------------------------------------------------------
  150. # You can change any configuration in midgame via script call.
  151. # This can be useful for example, if you want a certain battle to have
  152. # a custom battler layout, or a certain map to have a dynamic battleback.
  153. #
  154. # To do so, use this code:
  155. #     $game_system.basimple_options.YOUROPTION=NEW_VALUE
  156. # The only difference between the names of the options in this module and
  157. # in the script call is that the option names are all lowercase.
  158. # So for example, if you want to enable battleback panning, use this:
  159. #     $game_system.basimple_options.back_panning=true
  160. #==============================================================================
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