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- =begin
- #--------------------------------------------------------------------------
- Angle-view Setup for Tankentai SBS 3.4 and above
- v0.1
- by Mr. Bubble
- #--------------------------------------------------------------------------
- Installation: Place below the Sideview scripts.
- #--------------------------------------------------------------------------
- Not plug and play. Read the comments thoroughly.
- This snippet changes several default anime keys to support angle-view
- battles. The changes are *minimal* and certain action sequences may
- look strange. Kaduki format sprites are recommended, but can work with
- default RTP battlers *only* if you have 8-dir sprites.
- This setup requires that you have 8-directional sprites in the
- Graphics/Characters folder of your project. Each 8-dir sprite graphics
- requires "_5" postfixed at the end of the file name. If you are familiar
- with the Kaduki format then this will seem familar.
- For example, if you have an actor that has a graphic with the file name
- "$Ralph.png" then the 8-dir graphic's file name should be "$Ralph_5.png".
- You will still need to change the coordinates within the ACTOR_POSITION
- array in the SBS General Settings script. Some recommended coordinates
- are: [[300,250],[340,235],[380,220],[420,205],[460,190],[500,175]]
- Angle-view animated enemies are not technically supported (yet).
- #--------------------------------------------------------------------------
- =end
- module N01
- ANGLE_VIEW_KEYS_1 = {
- #--------------------------------------------------------------------------
- # ++ Battler Poses
- #--------------------------------------------------------------------------
- # ANIME Key FileNo. Row Spd Loop Wait Fixed Z Shadow Weapon
- "MOVE_POSE" => [ 5, 1, 1, 1, 0, -1, 0, true, "" ],
- "MOVE_AWAY_POSE" => [ 5, 2, 2, 1, 0, -1, 0, true, "" ],
- "STANDBY_POSE" => [ 5, 1, 15, 0, 0, -1, 0, true, "" ],
- #--------------------------------------------------------------------------
- # ++ Battler Movement
- #--------------------------------------------------------------------------
- # ANIME Key Origin X Y Time Accel Jump Pose
- "BATTLE_ENTRANCE" => [ 0, 32, 32, 1, 0, 0, "MOVE_POSE"],
- "STEP_FORWARD" => [ 3, -16, -16, 10, -1, 0, "MOVE_POSE"],
- "STEP_BACKWARD" => [ 0, 16, 16, 10, -1, 0, "MOVE_AWAY_POSE"],
- #--------------------------------------------------------------------------
- # ++ Battler Position Reset
- #--------------------------------------------------------------------------
- # ANIME Key Type Time Accel Jump Pose Key
- "RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"],
- "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"],
- "START_RESET" => ["reset", 16, 0, 0, "MOVE_POSE"],
- } # <-- Do not delete.
- ANIME.merge!(ANGLE_VIEW_KEYS_1)
- #--------------------------------------------------------------------------
- # ++ Action Sequences
- #--------------------------------------------------------------------------
- ANGLE_VIEW_ACTIONS_1 = {
- "BATTLE_START" => ["BATTLE_ENTRANCE","START_RESET"],
- }
- ACTION.merge!(ANGLE_VIEW_ACTIONS_1)
- end
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