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mrbubble

Angle-view Setup for Tankentai SBS 3.4

Aug 18th, 2011
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  1. =begin
  2. #--------------------------------------------------------------------------
  3.   Angle-view Setup for Tankentai SBS 3.4 and above
  4.   v0.1
  5.   by Mr. Bubble
  6. #--------------------------------------------------------------------------
  7.   Installation: Place below the Sideview scripts.
  8. #--------------------------------------------------------------------------
  9.     Not plug and play. Read the comments thoroughly.
  10.  
  11.     This snippet changes several default anime keys to support angle-view
  12.   battles. The changes are *minimal* and certain action sequences may
  13.   look strange. Kaduki format sprites are recommended, but can work with
  14.   default RTP battlers *only* if you have 8-dir sprites.
  15.  
  16.     This setup requires that you have 8-directional sprites in the
  17.   Graphics/Characters folder of your project. Each 8-dir sprite graphics
  18.   requires "_5" postfixed at the end of the file name. If you are familiar
  19.   with the Kaduki format then this will seem familar.
  20.  
  21.     For example, if you have an actor that has a graphic with the file name
  22.   "$Ralph.png" then the 8-dir graphic's file name should be "$Ralph_5.png".
  23.  
  24.     You will still need to change the coordinates within the ACTOR_POSITION
  25.   array in the SBS General Settings script. Some recommended coordinates
  26.   are: [[300,250],[340,235],[380,220],[420,205],[460,190],[500,175]]
  27.  
  28.     Angle-view animated enemies are not technically supported (yet).
  29. #--------------------------------------------------------------------------
  30. =end
  31.  
  32. module N01
  33.   ANGLE_VIEW_KEYS_1 = {
  34.  #--------------------------------------------------------------------------
  35.  # ++ Battler Poses
  36.  #--------------------------------------------------------------------------
  37.   # ANIME Key         FileNo. Row Spd Loop Wait Fixed   Z Shadow  Weapon
  38.   "MOVE_POSE"       => [ 5,  1,   1,   1,   0,  -1,   0, true,      "" ],
  39.   "MOVE_AWAY_POSE"  => [ 5,  2,   2,   1,   0,  -1,   0, true,      "" ],
  40.   "STANDBY_POSE"    => [ 5,  1,  15,   0,   0,  -1,   0, true,      "" ],
  41.  #--------------------------------------------------------------------------
  42.  # ++ Battler Movement
  43.  #--------------------------------------------------------------------------
  44.   # ANIME Key                  Origin  X   Y  Time Accel Jump  Pose
  45.   "BATTLE_ENTRANCE"         => [  0,  32,  32,  1,   0,   0,  "MOVE_POSE"],
  46.   "STEP_FORWARD"            => [  3, -16, -16, 10,  -1,   0,  "MOVE_POSE"],
  47.   "STEP_BACKWARD"           => [  0,  16,  16, 10,  -1,   0,  "MOVE_AWAY_POSE"],
  48.  
  49.  #--------------------------------------------------------------------------
  50.  # ++ Battler Position Reset
  51.  #--------------------------------------------------------------------------
  52.   # ANIME Key         Type   Time Accel Jump   Pose Key
  53.   "RESET"         => ["reset", 16,  0,   0,  "MOVE_AWAY_POSE"],
  54.   "FLEE_RESET"    => ["reset", 16,  0,   0,  "MOVE_AWAY_POSE"],
  55.   "START_RESET"  => ["reset", 16,  0,   0,  "MOVE_POSE"],
  56.   } # <-- Do not delete.
  57.   ANIME.merge!(ANGLE_VIEW_KEYS_1)
  58.  
  59.  #--------------------------------------------------------------------------
  60.  # ++ Action Sequences
  61.  #--------------------------------------------------------------------------
  62.   ANGLE_VIEW_ACTIONS_1 = {
  63.  
  64.   "BATTLE_START"          => ["BATTLE_ENTRANCE","START_RESET"],
  65.   }
  66.   ACTION.merge!(ANGLE_VIEW_ACTIONS_1)
  67. end
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