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- #==============================================================================
- # ■ Sideview Battle System General Settings [3.4d]
- #------------------------------------------------------------------------------
- # Original Script by:
- # Enu ( http://rpgex.sakura.ne.jp/home/ )
- # English Localization:
- # Kylock, Mr. Bubble, Shu
- # Contributors & Special Thanks:
- # Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
- # blackmorning, Mithran, Kaduki, Enu
- # (See [Credits] for more information)
- #==============================================================================
- $imported = {} if $imported == nil
- $imported["TankentaiSideview"] = true
- #==============================================================================
- # ■ module N01
- #------------------------------------------------------------------------------
- # Sideview Battle System General Settings
- #==============================================================================
- module N01
- #--------------------------------------------------------------------------
- # ● Party Members Settings
- #--------------------------------------------------------------------------
- # Battle member starting positions. Extra positions beyond 4 actors are
- # added in case one uses another script that increases the party size.
- # Extra coordinates will not adversely affect your game, otherwise.
- #
- # Position 1, Pos. 2, Pos. 3, Pos. 4 Pos. 5 Pos. 6
- # X Y X Y X Y X Y X Y X Y
- ACTOR_POSITION = [[415,120],[435,150],[455,180],[475,210],[495,240],[515,270]]
- # Maximum party members that can fight at the same time.
- # Remember to add coordinates in the ACTOR_POSITION array if you
- # change the MAX_MEMBER value higher than 4.
- MAX_MEMBER = 4
- #--------------------------------------------------------------------------
- # * Battle Tempo Settings
- #--------------------------------------------------------------------------
- # Delay after a battler completes an action in 1/60 sec. increments.
- ACTION_WAIT = 0
- # Delay before enemy collapse animation in 1/60 sec. increments.
- COLLAPSE_WAIT = 10
- # Delay before victory is processed in 1/60 sec. increments.
- WIN_WAIT = 30
- #--------------------------------------------------------------------------
- # * Help Window Settings
- #--------------------------------------------------------------------------
- # Text that appears in Help Window when Guard is used.
- GUARD_HELP_TEXT = "Guard"
- # Text that appears in Help Window when escaping from battle.
- ESCAPED_HELP_TEXT = "Escaped"
- #--------------------------------------------------------------------------
- # ● HP Gauge and Status Display Settings
- #--------------------------------------------------------------------------
- # true: Display the state icons of the highlighted battlers in Help Window.
- #
- # To hide an individual enemy's states, type <hide states> into the Notebox
- # of the enemy in the Database.
- WORD_STATE_DISPLAY = true
- # true: Display the HP gauge of highlighted battlers in Help Window.
- #
- # To hide an individual enemy's states, type <hide hp> into the Notebox
- # of the enemy in the Database.
- HP_DISPLAY = true
- # true: Display the HP gauge and states of highlighted actor in Help Window.
- ACTOR_DISPLAY = false
- # Name to display when there is no abnormal state.
- WORD_NORMAL_STATE = ""
- # Do not display the HP gauge and states for the following enemies:
- ENEMY_NON_DISPLAY = [137] # ex.[1,2,3]
- # Do not display the following states ID as abnormal:
- STATE_NON_DISPLAY = [8, 36, 62, 63] # ex.[1,2,3]
- #--------------------------------------------------------------------------
- # * BattleFloor Settings
- #--------------------------------------------------------------------------
- # BattleFloor display options.
- # FLOOR = [ X-position, Y-positon, Opacity]
- # BattleFloor can be hidden if opacity is set to 0.
- FLOOR = [0,0,255]
- #--------------------------------------------------------------------------
- # * Targeting Cursor Position Settings
- #--------------------------------------------------------------------------
- # Adjust the targeting cursor position
- CURSOR_X_PLUS = 0
- CURSOR_Y_PLUS = 0
- #--------------------------------------------------------------------------
- # * Balloon Setting
- #--------------------------------------------------------------------------
- # Emotion Balloon graphics file in the System folder. Balloons used in battle
- # can be different than those used in a game map. Balloon file must be
- # 10x8 frames, similar to the RTP Balloons.
- BALLOON_GRAPHICS = "Balloon"
- #--------------------------------------------------------------------------
- # * Unarmed Animation Setting
- #--------------------------------------------------------------------------
- # Defines Animation ID for any unarmed attack made by a battler.
- NO_WEAPON = 82
- #--------------------------------------------------------------------------
- # * Auto-Life Animation Setting
- #--------------------------------------------------------------------------
- # Define the Animation ID used when a battler is revived
- # with an Auto-Life state.
- RESURRECTION = 74
- #--------------------------------------------------------------------------
- # * Damage Pop-up Settings
- #--------------------------------------------------------------------------
- # Damage Pop-up image file name located in the Graphics/System folder.
- # Numbers in the image file must be arranged 0 to 9. See demo's number
- # graphics for an example.
- DAMAGE_GRAPHICS = "Number+"
- # Image file for HP recovery numbers.
- RECOVER_GRAPHICS = "Number-"
- # true: Allow use of separate number graphics for MP recovery and damage.
- # false: Use the same number graphics for MP recovery/damage as
- # HP recovery/damage.
- USE_MP_POP_GRAPHICS = true
- # Image file for MP damage numbers.
- MP_DAMAGE_GRAPHICS = "MP_Number+"
- # Image file for MP recovery numbers.
- MP_RECOVER_GRAPHICS = "MP_Number-"
- # Distance adjustment (in pixels) between Damage Pop-up digits.
- # Can be negative.
- NUM_INTERBAL = -15
- # Duration (in frames) POP numbers are displayed.
- NUM_DURATION = 50
- #--------------------------------------------------------------------------
- # * Pop-up Window Settings
- #--------------------------------------------------------------------------
- # true: Window skin used for Pop-up Window is not seen.
- # false: Pop-up Window skin is used.
- NON_DAMAGE_WINDOW = true
- # Pop-up Window text. For no text results, use "".
- POP_DAMAGE0 = "" # Attack results 0 damage
- POP_MISS = "MISSED!" # Attack missed
- POP_EVA = "DODGED!" # Attack avoided
- POP_CRI = "CRITICAL!!!" # Attack scored a critical hit
- POP_MP_DAM = "MP" # Attack caused MP loss
- POP_MP_REC = "MP" # Attack restored MP
- #--------------------------------------------------------------------------
- # * Battler Graphics Display Settings
- #--------------------------------------------------------------------------
- # true: Allow the appearance shadows under battlers.
- # false: Disable the appearance of shadows in all cases.
- SHADOW = true
- # true: Use actor's Walking Graphic assigned in the Database.
- # false: Actor's Walking Graphic from the Database is not used.
- # If false, battler file with "<filename>_1" is required in the
- # Graphics/Characters. "<filename>_1" and subsequent files
- # ("_2", "_3", etc.) must have the same image length and width as
- # the "<filename>_1" file.
- WALK_ANIME = true
- # Number of columns in an animated battler graphics file.
- ANIME_PATTERN = 3
- # Number of rows in an animated battler graphics file.
- ANIME_KIND = 4
- #--------------------------------------------------------------------------
- # * Back Attack Settings
- #--------------------------------------------------------------------------
- # true: Allow back attacks to occur.
- # false: Disable all chance for back attacks to occur.
- BACK_ATTACK = true
- # Define whether back attacks will mirror battler positions. (true/false)
- # Not yet implemented.
- BACK_ATTACK_NON_BACK_MIRROR = true
- # Set equipment and skills to protect against back attacks
- # Defined equipment must be equipped to take effect, skills must be aquired
- # and switches must be ON.
- # For a single weapon: = [1] or Multiple Weapons: = [1,2]
- # Weapon IDs
- NON_BACK_ATTACK_WEAPONS = []
- # Shield IDs
- NON_BACK_ATTACK_ARMOR1 = []
- # Helmet IDs
- NON_BACK_ATTACK_ARMOR2 = []
- # Armor IDs
- NON_BACK_ATTACK_ARMOR3 = []
- # Accessory IDs
- NON_BACK_ATTACK_ARMOR4 = []
- # Skill IDs
- NON_BACK_ATTACK_SKILLS = []
- # Switch IDs (takes precedence over everything else) If switch is ON,
- # Back attack guaranteed.
- BACK_ATTACK_SWITCH = [34]
- #--------------------------------------------------------------------------
- # * Immortality Changing Method Setting
- #--------------------------------------------------------------------------
- # If another Game_Battler method can alter immortality put the name
- # here in quotes
- # Example: ["my_script_set_immortal"]
- # The method will then automatically assign 'non_dead' to the correct value.
- # This is unecessary unless another script can change the value of @immortal
- # through a nonstandard accessor. Otherwise, ignore this setting.
- IMMORTALITY_CHANGING_METHODS = ["your_method_here"] # (untested)
- end
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