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- #==============================================================================
- # BASIMPLE BATTLE SYSTEM
- # Author Molegato
- # Version 5.2
- #------------------------------------------------------------------------------
- # The formerly least customizable battle system on the universe, now it's
- # HUGELY customizable! HUGE hooray!
- #==============================================================================
- #==============================================================================
- # TAG INSTRUCTIONS
- #------------------------------------------------------------------------------
- #--- For Actors/enemies:
- # <guard_anim: id>
- #Sets an animation for guarding
- # <enemy_size: size>
- # <actor_size: size>
- #Both control the size of the battler. 1 means normal.
- # <enem_attack_animation: id>
- #Sets the attack animation for an ENEMY.
- # <no_move>
- #--- For Weapons/Skills/items:
- # <melee>
- #The battler gets near the target while performing action
- # <cast_anim: id>
- #Shows an animation on battler before moving
- # <melee_anim: id>
- #Shows an animation on battler after moving.
- # <custom_pose: name>
- #Uses a custom pose animation, rather than the default
- # <custom_pose: name, frame_max>
- # <custom_pose: name, frame_max, loop>
- #These two variations include the maximum frame number
- #and if the animation should loop or not. (1 for loop)
- # <custom_row: number>
- #Selects a row index if you're using a multi-row strip
- # <trhow_anim: id, rate>
- # <trhow_anim: id, rate, wait_time>
- #Trhows an animation to the target
- # <camera: x,y,zoom,rate_move,rate_zoom>
- # <cast_zoom_on_user: zoom,rate>
- # <hit_zoom_on_user: zoom,rate>
- # <cast_zoom_on_target: zoom,rate>
- # <hit_zoom_on_target: zoom,rate>
- # <cast_zoom_center: zoom,rate>
- # <hit_zoom_center: zoom,rate>
- # <pre_c_chain: name>
- # Using this tag on a skill/item/weapon will make it use the prebuilt custom
- # custom_chain from config module of the selected name.
- # <use_weapon_tags> (only for skills and items)
- #Makes the skill or item use the tags of the currently equiped weapon,
- #in adition to its own notes.
- #--- CUSTOM CHAIN ACTIONS
- # You can use custom actions by adding those commands on a skill/item notes
- # <c_chain: wait,frames>
- # <c_chain: pose,name>
- # <c_chain: pose,name,frames,loop>
- # <c_chain: pose_subject,name>
- # <c_chain: pose_subject,name,frames,loop>
- # <c_chain: pose_target,name>
- # <c_chain: pose_target,name,frames,loop>
- # <c_chain: pose_row,num>
- # <c_chain: pose_row_subject,num>
- # <c_chain: pose_row_target,num>
- # <c_chain: move,self/center/target,+x,+y,ratio>
- # <c_chain: mirror,0/1>
- # <c_chain: play_SE,name>
- # <c_chain: play_ME,name>
- # <c_chain: animation,self/target/subject,id>
- # <c_chain: autoanimation,self/target/subject>
- # <c_chain: trhow_anim,id,rate>
- # <c_chain: camera,self/center/target,+x,+y,zoom,ratio>
- # <c_chain: camera_normal,rate>
- # <c_chain: focus_subject>
- # <c_chain: focus_target>
- # <c_chain: focus_ally,index>
- # <c_chain: focus_enemy,index>
- # <c_chain: event,id>
- # <c_chain: script,code>
- # <c_chain: use_action>
- # <c_chain: end>
- # <c_chain: end_branch>
- # <c_chain: if_variable_equal,var_number,value>
- # <c_chain: if_var=,var_number,value>
- # <c_chain: if_variable_greater,var_number,value>
- # <c_chain: if_var>,var_number,value>
- # <c_chain: if_variable_smaller,var_number,value>
- # <c_chain: if_var<,var_number,value>
- # <c_chain: if_variable_different,var_number,value>
- # <c_chain: if_var!,var_number,value>
- # <c_chain: if_switch,switch>
- # <c_chain: if_switch!,switch>
- # <c_chain: if_hit>
- # <c_chain: if_miss>
- # <c_chain: if_any_target_dead>
- # <c_chain: if_every_target_dead>
- # <c_chain: if_target_survived>
- # <c_chain: if_script,code>
- # <c_chain: label,name>
- # <c_chain: jump,labelname>
- # <c_chain: set_switch,num,1/true/on/0/false/off/switch>
- # <c_chain: set_variable,num,operation,value>
- # <c_chain: set_variable,num,operation,value,value2>
- # <c_chain: use_skill,index>
- # <c_chain: use_item,index>
- # It follows this nomenclature:
- # <c_chain>
- # <c_chain: wait,frames>;
- # <c_chain: pose,name>;
- # <c_chain: end>
- # </c_chain>
- #--- TIPS, TRICKS & WARNINGS
- # In the tags with parameters, parameters are separated only by ','
- # That means, <tag: this,this,this> is correct, and
- # <tag: this, this, this> is wrong
- # With custom chain actions, allways remember to call the
- # 'use_action' tag at least once, or the skill won't have effect.
- #When switching the focus of the custom chain, remember that if the
- #subject you choose is invalid, the actions will be skipped until
- #a valid one is selected. This is useful if you want everybody
- #in the party doing something, as any value out of range will be ignored.
- # Also remember to end every custom chain action with the 'end' tag.
- #==============================================================================
- #==============================================================================
- # MID GAME OPTION CHANGE VIA SCRIPT CALL INSTRUCTIONS
- #------------------------------------------------------------------------------
- # You can change any configuration in midgame via script call.
- # This can be useful for example, if you want a certain battle to have
- # a custom battler layout, or a certain map to have a dynamic battleback.
- #
- # To do so, use this code:
- # $game_system.basimple_options.YOUROPTION=NEW_VALUE
- # The only difference between the names of the options in this module and
- # in the script call is that the option names are all lowercase.
- # So for example, if you want to enable battleback panning, use this:
- # $game_system.basimple_options.back_panning=true
- #==============================================================================
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