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  1. #==============================================================================
  2. # ■ Sideview Battle System Battler Configuration (Kaduki) [3.4d]
  3. #------------------------------------------------------------------------------
  4. # Original Script by:
  5. # Enu ( http://rpgex.sakura.ne.jp/home/ )
  6. # English Localization:
  7. # Kylock, Mr. Bubble, Shu
  8. # Contributors & Special Thanks:
  9. # Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
  10. # blackmorning, Mithran, Kaduki, Enu
  11. # (See [Credits] for more information)
  12. #==============================================================================
  13.  
  14. $imported = {} if $imported == nil
  15. $imported["TankentaiSideview(Kaduki)"] = true
  16.  
  17. module N01
  18. #==============================================================================
  19. # ■ ANIME Hashes
  20. #------------------------------------------------------------------------------
  21. # ANIME hashes are utilized by ACTION sequences and have no utility alone.
  22. #==============================================================================
  23.  
  24. ANIME = { # <- Do not delete this line.
  25.  
  26. #----------------------------------------------------------------------------
  27. # * About Anime Hashes
  28. #----------------------------------------------------------------------------
  29. # Think of Anime Hashes as predefined orders/commands that are given to a
  30. # battler to make it perform a single desired action/effect in battle. By
  31. # utilizing multiple Anime Hashes and listing their keys in an action
  32. # sequence, you are able create your own unique battler actions.
  33. # Anime Hashes are utilized by listing Anime Keys within an action sequence.
  34. #
  35. # Please read "About Action Sequences" for specific information on
  36. # how to use Anime Hashes in Action Sequences.
  37. #
  38. #----------------------------------------------------------------------------
  39. # * Creating Anime Hashes
  40. #----------------------------------------------------------------------------
  41. # ANIME Hashes in this section are defined with the following syntax:
  42.  
  43. # ANIME Key => Hash Array Comma
  44. "EXAMPLE_ANIME_HASH" => ["hash_array_contents"],
  45.  
  46. # ANIME Key - Can be any name you want as long as it does not
  47. # contain only numbers such as "5" or "42".
  48. # Remember that ANIME Keys are case-sensitive
  49. # when they are used. If an ANIME Key is not defined when
  50. # used within an action sequence, the ANIME Key will simply
  51. # be skipped and the action sequence will continue.
  52. # When creating names for your Keys, do not use the
  53. # same name as an existing Key.
  54. #
  55. # => - Must be between the ANIME Key and the Hash Array.
  56. #
  57. # Hash Array - Contents of the Hash Array differ depending on the type of
  58. # battler action you want when the ANIME Key is used in an action
  59. # sequence. Please read through the SBS Configuration script
  60. # to learn the requirements for each type of Anime Hash.
  61. #
  62. # Comma - All Anime hashes must end with a comma after the
  63. # closing square bracket. Forgetting to include the comma will
  64. # result in a syntax error.
  65.  
  66. #--------------------------------------------------------------------------
  67. # ● Battler Poses
  68. #--------------------------------------------------------------------------
  69. # Command a battler to display specific frames from the battler's
  70. # assigned character graphic file.
  71. #
  72. # File No. - File number of battler graphic file used.
  73. # 0: Walking Graphic. In the case of Actors, 0 refers to
  74. # default walking graphic as assigned in the Actors tab.
  75. # n: "Character Name + _n", where n refers to the file number
  76. # extension.
  77. # Example: If Ralph has a character graphic of "$Ralph.png"
  78. # assigned to him in the Actors tab of the Database,
  79. # "$Ralph_1" can instead be used if File No. equals 1.
  80. #
  81. # Row - Row to be used from the character graphic, where the value 0
  82. # refers to the topmost row. (0~3)
  83. # Speed - Frame change rate of battler graphic. Lower numbers are faster.
  84. # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
  85. # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
  86. # [2: One Loop, no repeat] Example: 1 2 3 .
  87. # Wait - Time, in frames, before animation loops again.
  88. # This value does not apply if Loop=2
  89. # Fixed - Defines loop behavior or specific fixed frame display.
  90. # [ -2: Reverse Loop Animation. Also reverses weapon animation.]
  91. # [ -1: Normal Loop Animation]
  92. # [0~2: Fixed frame display. Refers to frame on character sprite
  93. # sheet starting where 0 = left-most frame.]
  94. # Z - Value added to battler's Z priority.
  95. # Shadow - true: Display battler shadow.
  96. # false: Does not display battler shadow.
  97. # Weapon - Weapon Sprite Animation to be used with battler frame animation.
  98. # For no weapon animation, use "".
  99.  
  100. # ANIME Key FileNo. Row Spd Loop Wait Fixed Z Shadow Weapon
  101. "STANDBY_POSE" => [ 1, 0, 15, 0, 0, -1, 0, true, "" ],
  102. "STANDBY_FRAME_1" => [ 1, 0, 30, 2, 0, 0, 0, true, "" ],
  103. "STANDBY_FRAME_2" => [ 1, 0, 30, 2, 0, 1, 0, true, "" ],
  104. "STANDBY_FRAME_3" => [ 1, 0, 30, 2, 0, 2, 0, true, "" ],
  105. "STANDBY_FRAME_4" => [ 1, 1, 30, 2, 0, 0, 0, true, "" ],
  106. "STANDBY_FRAME_5" => [ 1, 1, 30, 2, 0, 1, 0, true, "" ],
  107. "STANDBY_FRAME_6" => [ 1, 1, 30, 2, 0, 2, 0, true, "" ],
  108. "STAND_POSE" => [ 1, 0, 10, 2, 0, 1, 0, true, "" ],
  109. "FACE_RIGHT_POSE" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ],
  110. "HURT_POSE" => [ 1, 1, 10, 2, 40, -1, 0, true, "" ],
  111. "SLEEP_POSE" => [ 4, 0, 30, 1, 0, -1, 0, true, "" ],
  112. "DEAD_POSE" => [ 2, 3, 15, 0, 0, -1, 0, true, "" ],
  113. "MOVE_POSE" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ],
  114. "MOVE_AWAY_POSE" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ],
  115. "HIGH_PRIORITY" => [ 0, 1, 2, 1, 0, -1, 600, true, "" ],
  116. "WPN_SWING_V" => [ 3, 0, 4, 2, 0, -1, 2, true,"VERT_SWING"],
  117. "WPN_SWING_VL" => [ 3, 0, 4, 2, 0, -1, 2, true,"VERT_SWINGL"],
  118. "WPN_SWING_VS" => [ 3, 0, 8, 2, 0, -1, 2, true,"VERT_SWING"],
  119. "WPN_SWING_UNDER" => [ 3, 0, 4, 2, 0, -1, 2, true,"UNDER_SWING"],
  120. "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2,false,"OVER_SWING"],
  121. "WPN_RAISED" => [ 3, 1, 2, 2, 28, -1, 2, true,"RAISED"],
  122. "CRITICAL_POSE" => [ 1, 2, 15, 0, 0, -1, 0, true, "" ],
  123. "CRITICAL_FRAME_1" => [ 1, 2, 60, 2, 0, 0, 0, true, "" ],
  124. "CRITICAL_FRAME_2" => [ 1, 2, 60, 2, 0, 1, 0, true, "" ],
  125. "CRITICAL_FRAME_3" => [ 1, 2, 60, 2, 0, 2, 0, true, "" ],
  126. "CRITICAL_FRAME_4" => [ 1, 3, 60, 2, 0, 0, 0, true, "" ],
  127. "CRITICAL_FRAME_5" => [ 1, 3, 60, 2, 0, 1, 0, true, "" ],
  128. "CRITICAL_FRAME_6" => [ 1, 3, 60, 2, 0, 2, 0, true, "" ],
  129. "SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, "" ],
  130. "VICTORY_POSE" => [ 2, 0, 29, 2, 0, -1, 0, true, "" ],
  131. "DEATH_POSE" => [ 2, 3, 10, 1, 0, -1, 0,false, "" ],
  132. "EVADING_POSE" => [ 2, 1, 15, 2, 0, -1, 0, true, "" ],
  133. "ATTACK_MOVE_POSE" => [ 1, 3, 5, 0, 0, -1, 0, true, "NO_SWING" ],
  134. "JUMP_ATTACK_POSE" => [ 1, 0, 5, 0, 0, -1, 0, true, "NO_SWING_2" ],
  135. "INVISIBLE_POSE" => [ 0, -1, 1, 2, 0, 1, 0,false, "" ],
  136. "DANGER_POSE" => [ 3, 2, 3, 0, 0, -1, 0, true,"SCYTHE_HOLD"],
  137. "TALK_POSE" => [ 3, 1, 10, 0, 0, -1, 0, true, "" ],
  138. "HURT_POSE_WEAPON" => [ 2, 2, 30, 2, 0, -1, 0, true, "NO_SWING_2" ],
  139. #--------------------------------------------------------------------------
  140. # ++ Weapon Sprite Animation
  141. #--------------------------------------------------------------------------
  142. # Weapon Sprite Animation keys are not to be used directly within action
  143. # sequences. Instead, they are utilized in Battler Frame Animation hash
  144. # arrays.
  145. #
  146. # The amount of frames a Weapon Sprite Animation has from start to finish
  147. # is equal to the number of frames in a row of a character graphic.
  148. #
  149. # Xa - Distance weapon sprite is moved on the X-axis.
  150. # Ya - Distance weapon sprite is moved on the Y-axis. Please note that
  151. # the Y-axis is inverted. This means negative values move up, positive
  152. # values move down.
  153. # Za - true: Weapon sprite is displayed over battler sprite.
  154. # false: Weapon sprite is displayed behind battler sprite.
  155. # A1 - Starting angle of weapon sprite rotation. Negative numbers will
  156. # result in counter-clockwise rotation.
  157. # A2 - Ending angle of weapon sprite. Rotation will stop here.
  158. # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
  159. # [3:Bottom Left] [4:Bottom Right]
  160. # Inv - Invert - If true, horizontally inverts weapon sprite.
  161. # Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
  162. # Values may be decimals. (0.6, 0.9, etc.)
  163. # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
  164. # Values may be decimals. (0.6, 0.9, etc.)
  165. # Xp - X pitch - For adjusting the X axis. This number changes the initial
  166. # X coordinate.
  167. # Yp - Y pitch - For adjusting the Y axis. This number changes the initial
  168. # Y coordinate.
  169. # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
  170. # instead.
  171.  
  172. # ANIME Key Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
  173. "NO_SWING" => [ 0, 0, false, 320, 320, 4, true, 1, 1, 0, 0,false],
  174. "VERT_SWING" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0,false],
  175. "VERT_SWINGL" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0, true],
  176. "UNDER_SWING" => [ 6, 8, false, 270, 0, 4, true, 1, 1, -4, -6,false],
  177. "OVER_SWING" => [ 6, 8, false, 45,-100, 4, false, 1, 1, -4, -6,false],
  178. "RAISED" => [ 6, -4, false, 90, -45, 4, false, 1, 1, -4, -6,false],
  179. "SCYTHE_HOLD" => [ 0, 0, false, 60, 60, 4, true, 1, 1, -12,15,false],
  180. "NO_SWING_2" => [ 0, 0, false, 300, 300, 4, true, 1, 1, 0, 0,false],
  181. #--------------------------------------------------------------------------
  182. # ++ Battler Movement
  183. #--------------------------------------------------------------------------
  184. # Command a battler to move to a specified point on the battle field.
  185. #
  186. # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
  187. # [0: Battler's Current Position]
  188. # [1: Center of Battler's Selected Target]
  189. # [2: Screen; (0,0) is at upper-left of screen]
  190. # [3: Battler's Start Position]
  191. # [4: "Head" of Battler's Selected Target]
  192. # [5: "Feet" of Battler's Selected Target]
  193. # X - X-axis pixels from origin. 1 unit = 1 pixel
  194. # Y - Y-axis pixels from origin. Please note that the Y-axis is
  195. # inverted. This means negative values move up, positive values
  196. # move down. 1 unit = 1 pixel
  197. # Time - Total travel time from starting to end point.
  198. # Larger numbers are slower.
  199. # Accel - Positive values accelerates frames. Negative values decelerates.
  200. # Jump - Negative values produce a jumping arc. Positive values produce
  201. # a reverse arc. [0: No jump]
  202. # Animation - Battler Frame Animation utilized during moving.
  203.  
  204. # ANIME Key Origin X Y Time Accel Jump Pose
  205. "NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "STAND_POSE"],
  206. "BATTLE_ENTRANCE" => [ 0, 54, 0, 1, 0, 0, "MOVE_POSE"],
  207. "STEP_FORWARD" => [ 3, -32, 0, 18, -1, 0, "MOVE_POSE"],
  208. "STEP_BACKWARD" => [ 0, 32, 0, 8, -1, 0, "MOVE_POSE"],
  209. "4_MAN_MOVE-RALPH" => [ 2, 444, 96, 18, -1, 0, "MOVE_POSE"],
  210. "4_MAN_MOVE-ULRIKA" => [ 2, 444, 212, 18, -1, 0, "MOVE_POSE"],
  211. "4_MAN_MOVE-BENNETT" => [ 2, 384, 64, 18, -1, 0, "MOVE_POSE"],
  212. "4_MAN_MOVE-YLVA" => [ 2, 384, 244, 18, -1, 0, "MOVE_POSE"],
  213. "KNOCKBACK" => [ 0, 60, 0, 5, -1, 0, "HURT_POSE"],
  214. "LIGHT_KNOCKBACK" => [ 1, 12, 0, 1, 1, 0, "HURT_POSE"],
  215. "FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY_POSE"],
  216. "FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY_POSE"],
  217. "VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -2, "VICTORY_POSE"],
  218. "MOVE_ON_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_POSE"],
  219. "MOVE_ON_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_POSE"],
  220. "MOVE_TO_TARGET" => [ 1, 24, 0, 66, -1, 0, "ATTACK_MOVE_POSE"],
  221. "MOVE_TO_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_POSE"],
  222. "MOVE_RIGHT_OF_TARGET" => [ 1, 96, 32, 16, -1, 0, "MOVE_POSE"],
  223. "MOVE_LEFT_OF_TARGET" => [ 1, 96, -32, 16, -1, 0, "MOVE_POSE"],
  224. "JUMP_FORWARD" => [ 0, -32, 0, 8, -1, -4, "MOVE_POSE"],
  225. "JUMP_BACK" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY_POSE"],
  226. "JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_POSE"],
  227. "MOVE_THROWING_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_POSE"],
  228. "TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "HIGH_PRIORITY"],
  229. "JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
  230. "STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
  231. "REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
  232. "LONG_JUMP_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
  233. "DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
  234. "RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
  235. "LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
  236. "RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
  237. "LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
  238. "MOVE_TO_TARGET_HEAD" => [ 4, 24, 0, 36, -1, 0, "MOVE_POSE"],
  239. "MOVE_TO_TARGET_FEET" => [ 5, 24, 0, 36, -1, 0, "MOVE_POSE"],
  240. "EVADE_JUMP" => [ 0, 32, 0, 16, 0, -4, "EVADING_POSE"],
  241. "JUMP_TO_MIDDLE" => [ 2, 320, 170, 5, -1, -4, "JUMP_ATTACK_POSE"],
  242.  
  243. #--------------------------------------------------------------------------
  244. # ++ Battler Float Movement
  245. #--------------------------------------------------------------------------
  246. # Battler Float Animation hashes define the movement of battlers from their
  247. # own shadows. Note that it is not possible to move horizontally with
  248. # Battler Movements hashes while simultaneously floating from a shadow.
  249. #
  250. # Type - Always "float".
  251. # A - Starting float height. Negative values move up.
  252. # Positive values move down.
  253. # B - Ending float height. This height is maintained until another action
  254. # is used.
  255. # Time - Total duration of movement from point A to point B
  256. # Animation - Specifies the Battler Frame Animation to be used.
  257.  
  258. # ANIME Key  Type A B Time Animation
  259. "FLOAT_" => ["float", -22, -20, 2, "STAND_POSE"],
  260. "FLOAT_2" => ["float", -20, -18, 2, "STAND_POSE"],
  261. "FLOAT_3" => ["float", -18, -20, 2, "STAND_POSE"],
  262. "FLOAT_4" => ["float", -20, -22, 2, "STAND_POSE"],
  263. "FLOAT_STOP" => ["float", 0, -80, 4, "STAND_POSE"],
  264. "FLOAT_LAND" => ["float", -80, 0, 4, "STAND_POSE"],
  265. "LIFT_ALLY" => ["float", 0, -30, 4, "STAND_POSE"],
  266.  
  267. #--------------------------------------------------------------------------
  268. # ++ Battler Position Reset
  269. #--------------------------------------------------------------------------
  270. # Battler Position Reset hashes define when a battler's turn is over and
  271. # will reset the battler back to its starting coordinates. This type of
  272. # ANIME hash is required in all sequences.
  273. #
  274. # Please note that after a sequence has used a Battler Position Reset hash,
  275. # no more damage can be done by the battler because its turn is over.
  276. #
  277. # Type - Always "reset"
  278. # Time - Total travel time from current location to start coordinates.
  279. # Distance from start coordinates determines visual movement speed.
  280. # Accel - Positive values accelerate. Negative values decelerate.
  281. # Jump - Negative values produce a jumping arc. Positive values produce
  282. # a reverse arc. [0: No jump]
  283. # Animation Key - Specifies the Battler Frame Animation hash to be used.
  284.  
  285. # ANIME Key Type Time Accel Jump Pose Key
  286. "RESET" => ["reset", 16, 0, 0, "MOVE_POSE"],
  287. "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"],
  288. "JUMP_RESET" => ["reset", 16, 0, -2, "MOVE_TO"],
  289.  
  290. #--------------------------------------------------------------------------
  291. # ++ Force Battler Action
  292. #--------------------------------------------------------------------------
  293. # These types of ANIME hash allow forced control of other battler objects
  294. # that you define. This is particuarly used to control battlers when
  295. # it is not their turn.
  296. #
  297. # Type - Specifies action type. "SINGLE" or "SEQUENCE"
  298. #
  299. # Object - The battler(s) that will execute the specific action defined under
  300. # ANIME/ACTION Key. 0 is for selected target. Any other positive
  301. # number is a State ID number (1~999) that will force all battlers
  302. # with that State on them to execute the ANIME/ACTION Key.
  303. # By adding a - (minus sign) followed by a Skill ID number (1~999),
  304. # the actors that know that Skill ID will execute the defined
  305. # ANIME/ACTION Key except the active battler.
  306. # If you want to define a specific actor as the Object,
  307. # add 1000 to their index ID number. If the system cannot designate
  308. # the index number(such as if actor is dead or ran away), it will
  309. # select the nearest one starting from 0. If a response fails,
  310. # the action will be cancelled. (Example: Ylva's actor ID is 4. A
  311. # value of 1004 would define Ylva as the Object.)
  312. #
  313. # Reset Type - Specifies method of returning the battler to its original
  314. # location.
  315. # ANIME/ACTION Key - Specifies action used. If Type is SINGLE,
  316. # must be an ANIME hash key. If Type is SEQUENCE,
  317. # must an ACTION sequence key.
  318.  
  319. # ANIME Key Type Object Reset Type ANIME/ACTION Key
  320. "FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"],
  321. "FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"],
  322. "FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"],
  323. "IMPACT_1" => ["SINGLE", 0, "RESET", "OBJ_TO_SELF"],
  324. "FORCE_LIFT_ALLY" => ["SINGLE", 0, "", "LIFT_ALLY"],
  325. "ULRIKA_ATTACK" => ["SEQUENCE", 18, "RESET", "ULRIKA_ATTACK_1"],
  326. "FORCE_ULRIKA" => ["SEQUENCE", -101, "RESET", "4_MAN_ATK-ULRIKA"],
  327. "FORCE_BENNETT" => ["SEQUENCE", -102, "RESET", "4_MAN_ATK-BENNETT"],
  328. "FORCE_YLVA" => ["SEQUENCE", -103, "RESET", "4_MAN_ATK-YLVA"],
  329. "ALLY_FLING" => ["SEQUENCE", 1000, "RESET", "THROW"],
  330.  
  331. #--------------------------------------------------------------------------
  332. # ++ Target Modification
  333. #--------------------------------------------------------------------------
  334. # Changes battler's target in battle. Original target will still be stored.
  335. # Current battler is the only battler capable of causing damage.
  336. #
  337. # Type - Always "target"
  338. #
  339. # Object - The battler that will have its target modified. 0 is selected
  340. # target, any other number is a State ID number (1~999), and
  341. # changes all battlers with that state on them to target the new
  342. # designated target.
  343. # If you want to designate an actor by their index ID number,
  344. # add 1000 to their index ID number. If the system cannot designate
  345. # the index number(such as if actor is dead or ran away), it will
  346. # select the nearest one starting from 0. If a response fails,
  347. # the ACTION will be cancelled. (Example: Ylva's actor ID is 4. A
  348. # value of 1004 would define Ylva as the Object.)
  349. #
  350. # Target - New Target. [0=Self] [1=Self's Target]
  351. # [2=Self's Target After Modification]
  352. # [3=Reset to Previous Target (if 2 was used)]
  353.  
  354. # ANIME Key Type Object Target
  355. "REAL_TARGET" => ["target", 0, 0],
  356. "TWO_UNIFIED_TARGETS" => ["target", 18, 1],
  357. "FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
  358. "ALLY_TO_THROW" => ["target", 1000, 2],
  359. "THROW_TARGET" => ["target", 1000, 3],
  360.  
  361. #--------------------------------------------------------------------------
  362. # ++ Skill Link (Derivating Skills)
  363. #--------------------------------------------------------------------------
  364. # Allows you use another skill directly from an action sequence.
  365. #
  366. # Linking to another skill will immediately terminate the action sequence
  367. # the Skill Link was used in. Linking to the next skill will also
  368. # require and consume the MP/HP cost of that skill.
  369. #
  370. # You can also define the probability of a successful Skill Link. If the
  371. # skill link is not successful, the link will be skipped and the sequence
  372. # will continue as normal.
  373. #
  374. # Type - Always "der"
  375. # Chance - Percentage chance for a successful skill link. (0~100)
  376. # Learned? - true: actor does not require Skill ID learned to link.
  377. # false: actor requires Skill ID learned.
  378. # Skill ID - ID of the skill that will be linked to.
  379.  
  380. # ANIME Key Type Chance Learned? Skill ID
  381.  
  382. #--------------------------------------------------------------------------
  383. # ++ Action Sequence Conditions
  384. #--------------------------------------------------------------------------
  385. # Allows you to create a conditional statement within an action sequence.
  386. #
  387. # If the condition is met, the ACTION sequence will continue processing
  388. # normally. If the condition is not met, the battler's turn will immediately
  389. # be ended and will reset to its start coordinate.
  390. #
  391. # A: Type - always "nece"
  392. # B: Object - Object(s) that Condition refers to. [0=Self] [1=Target]
  393. # [2=All Enemies] [3=All Allies]
  394. # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
  395. #
  396. # D: Condition - Condition is determined by the value you set for Content.
  397. # [0] State: State ID Number
  398. # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEF] [4=SPI] [5=AGI]
  399. # [2] Switch: Game Switch Number
  400. # [3] Variable: Game Variable Number
  401. # [4] Skill: Skill ID Number
  402. #
  403. # E: Condition Value - Value required for the Condition as defined above.
  404. # [0] State: Exact amount of states required. If number is positive, the
  405. # condition is how many have the state, while a negative number
  406. # are those who don't have the state.
  407. # [1] Parameter: If Object is more than one battler, average is used.
  408. # Success if Parameter is greater than value. If Value
  409. # is negative, then success if lower than value.
  410. # [2] Switch: If Condition is 2, Condition Value must be true or false.
  411. # [true: Switch ON succeeds] [false: Switch OFF succeeds]
  412. # [3] Variable: Game Variable value used to determine if condition is met. If
  413. # Condition Value is positive, Game Variable must have more
  414. # than the defined amount to succeed. If Condition Value has a
  415. # minus symbol (-) attached, Game Variable must have less than
  416. # the defined amount to succeed. (Ex: -250 means the Game
  417. # Variable must have a value less than 250 to succeed.)
  418. # [4] Skill: Required amount of battlers that have the specified Skill
  419. # ID learned.
  420.  
  421. # ANIME Key Type Obj Cont Cond Cond Value
  422. # A B C D E
  423. "CONDITION_STATE_18" => ["nece", 3, 0, 18, 1],
  424. "CONDITION_STATE_19" => ["nece", 3, 0, 19, 3],
  425. "CONDITION_STATE_17" => ["nece", 0, 0, 17, 1],
  426. "CONDITION_STATE_CAT" => ["nece", 0, 0, 20, 1],
  427.  
  428. #--------------------------------------------------------------------------
  429. # ++ Battler Sprite Angle
  430. #--------------------------------------------------------------------------
  431. # Rotates battler sprite image. Weapon Animations do not automatically
  432. # rotate with the battler when used in conjunction with Battler Sprite
  433. # Rotation ANIME Keys.
  434. #
  435. # Type - always "angle"
  436. # Time - Duration duration of rotation animation in frames.
  437. # Start - Starting angle. 0-360 degrees. Can be negative.
  438. # End - Ending Angle. 0-360 degress. Can be negative.
  439. # Return - true: End of rotation is the same as end of duration.
  440. # false: Rotation animation as defined.
  441.  
  442. # ANIME Key Type Time Start End Return
  443. "DEAD_ANGLE" => ["angle", 1, -90, -90,false],
  444. "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
  445. "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
  446.  
  447. #--------------------------------------------------------------------------
  448. # ++ Battler Sprite Zoom
  449. #--------------------------------------------------------------------------
  450. # Stretch and shrink battler sprites. Battler zoom is always temporary.
  451. #
  452. # Type - always "zoom"
  453. # Time - Duration of zoom animation in frames.
  454. # X - X scale - Stretches battler sprite horizontally by a factor of X.
  455. # 1.0 is normal size, 0.5 is half size.
  456. # Y - Y scale - Stretches battler sprite vertically by a factor of Y.
  457. # 1.0 would be normal size, 0.5 would be half size.
  458. # Return - true: End of rotation is the same as end of duration.
  459. # false: Zoom animation as defined.
  460.  
  461. # ANIME Key   Type Time X Y Return
  462. "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true],
  463. "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
  464.  
  465. #--------------------------------------------------------------------------
  466. # ++ Battle Animation (Damage)
  467. #--------------------------------------------------------------------------
  468. # These ANIME hashes deal with animations, particularly with those assigned
  469. # in the Database for Weapons, Skills and Items. These are what causes
  470. # any damage/healing/state/etc. application from Weapons, Skills and Items.
  471. #
  472. # A difference between "anime" and "m_a" ANIME hashes is that
  473. # "anime" triggered animations will move with the Object on the screen. The
  474. # Z-axis of animations will always be over battler sprites.
  475. #
  476. # If the "ID" variable is -1, -2, or -3 the ANIME hash will cause damage
  477. # and attempt to apply any states assigned to the weapon, skill, or item.
  478. #
  479. # If the "ID" variable is -3, it will only cause object damage with no
  480. # associated animation.
  481. #
  482. # If the "ID" variable is -4, it will only produce an animation (if any).
  483. #
  484. # Type - always "anime"
  485. # ID: [1~999: Database Animation ID.]
  486. # [-1: Deal damage and uses item/skill/weapon animation in game Database.]
  487. # [-2: Deal damage and uses equipped Weapon's animation.]
  488. # [-3: Deal damage and not use any animation.]
  489. # [-4: Uses item/skill/weapon assigned database animation. No damage.]
  490. # Object - [0=Self] [1=Target]
  491. # Invert - If set to true, the animation is inverted horizontally.
  492. # Wait - true: Sequence will not continue until animation is completed.
  493. # false: Sequence will continue regardless of animation length.
  494. # Weapon2 - true: If wielding two weapons, animation is used from Weapon 2.
  495.  
  496. # ANIME Key Type ID Object Invert Wait Weapon2
  497. "DAMAGE_ANIM" => ["anime", -1, 1, false, false, false],
  498. "DAMAGE_ANIM_WAIT" => ["anime", -1, 1, false, true, false],
  499. "WEAPON_DAMAGE" => ["anime", -2, 1, false, false, false],
  500. "WEAPON2_DAMAGE" => ["anime", -2, 1, false, false, true],
  501. "WEAPON_DAMAGE_WAIT" => ["anime", -2, 1, false, true, false],
  502. "WEAPON2_DAMAGE_WAIT" => ["anime", -2, 1, false, true, true],
  503. "DAMAGE" => ["anime", -3, 1, false, false, false],
  504. "ANIM" => ["anime", -4, 1, false, false, false],
  505. "ANIM_WAIT" => ["anime", -4, 1, false, true, false],
  506. "ANIM_ON_SELF" => ["anime", -4, 0, false, false, false],
  507. "ANIM_ON_SELF_WAIT" => ["anime", -4, 0, false, true, false],
  508. "ANIMATION_1" => ["anime", 1, 1, false, false, false],
  509. "ANIMATION_11" => ["anime", 11, 1, false, false, false],
  510. "ANIMATION_252" => ["anime", 252, 1, false, false, false],
  511. "SHAKE_WAIT" => ["shake", 0,0,60],
  512. "WAIT_COMPLETE" => ["wait", 60],
  513.  
  514. # It is best to explain what each anime key listed above does since
  515. # they are often used and are very important.
  516. # 'object animation' refers to what the defined database animation is as
  517. # assigned in the database (i.e. Item animation, Skill animation or
  518. # Weapon animation)
  519. #
  520. # "DAMAGE_ANIM"
  521. # - Deal damage AND plays object animation.
  522. # "DAMAGE_ANIM_WAIT"
  523. # - Deal damage AND plays object animation AND delays the sequence
  524. # until animation is finished. This DOES NOT delay the damage.
  525. # "WEAPON_DAMAGE"
  526. # - Deal damage AND plays equipped Weapon animation (even if a skill
  527. # or item is used)
  528. # "WEAPON2_DAMAGE"
  529. # - Deal damage AND plays equipped Weapon 2 animation (even if a skill
  530. # or item is used)
  531. # "WEAPON_DAMAGE_WAIT"
  532. # - Deal damage AND plays equipped Weapon animation (even if a skill
  533. # or item is used). Delays sequence.
  534. # "WEAPON2_DAMAGE_WAIT"
  535. # - Deal damage AND plays equipped Weapon 2 animation (even if a skill
  536. # or item is used). Delays sequence.
  537. # "DAMAGE"
  538. # - Deals damage ONLY. Does not play object animation.
  539. # "ANIM"
  540. # - Only plays object animation. Does not delay sequence.
  541. # DOES NOT deal damage.
  542. # "ANIM_WAIT"
  543. # - Plays object animation AND delays the sequence until the animation
  544. # is finished. DOES NOT deal damage.
  545. # "ANIM_ON_SELF_WAIT"
  546. # - Always plays object animation on self AND delays the sequence
  547. # until the animation is finished. DOES NOT deal damage.
  548. # Positive ID numbers
  549. # - "anime" hashes with a positive ID number refers to the animation ID
  550. # in the Animations tab in your Database. These will never cause damage.
  551.  
  552. #--------------------------------------------------------------------------
  553. # ++ Moving Animations
  554. #--------------------------------------------------------------------------
  555. # Allows extended control of database animations when they are used in battle.
  556. #
  557. # Moving Animation keys provide motion options for animations made in the
  558. # database. Used for effects such as long-ranged attacks and projectiles.
  559. # Weapon sprites can also substitute animations.
  560. #
  561. # A difference between Moving Animation and Battle Animation hashes is that
  562. # Moving Animations will stay where the Object was even if the Object moves
  563. # while the animation plays.
  564. #
  565. # Moving Animation hashes are the only way to utilize the flying graphics
  566. # assigned to skills, items, and weapons. If the Flying Graphic Angle
  567. # is left blank (i.e. "") then no flying graphic will be used.
  568. #
  569. # Type - always "m_a"
  570. # ID - 1~999: Database Animation ID
  571. # 0: No database animation used.
  572. # Object - Animation's target. [0=Target] [1=Enemy's Area]
  573. # [2=Party's Area] [4=Self]
  574. # Pass - [0: Animation stops when it reaches the Object.]
  575. # [1: Animation passes through the Object and continues.]
  576. # Time - Total travel time of animation from starting to end point. Larger
  577. # values slow down travel speed. This value also determines the length
  578. # of time the animation will display on screen. It is possible for
  579. # animations to get cut short before it completes. Increase this value
  580. # to ensure that animations don't get cut short.
  581. # Arc - Trajectory - Positive values produce a low arc.
  582. # Negative values produce a high arc.
  583. # [0: No Arc]
  584. # Xp - X Pitch - Adjusts the initial X coordinate of the animation.
  585. # Enemy calculation will be automatically inverted.
  586. # Yp - Y Pitch - Adjusts the initial Y coordinate of the animation.
  587. # Start - Defines origin of animation movement.
  588. # [0=Self] [1=Target] [2=No Movement]
  589. # Z-axis - true: Animation will be over the battler sprite.
  590. # false: Animation will be behind battler sprite.
  591. # Flying Graphic Angle - Insert only "Flying Graphic Angle" and
  592. # "Flying Graphic Skill Angle" ANIME keys.
  593. # For no weapon sprite, use "".
  594.  
  595. # ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z FlyGraphicAngle
  596. "CAST_ANIMATION" => ["m_a", 86, 4, 0, 52, 0, 0, 0, 2,false,""],
  597. "OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
  598. "START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"],
  599. "END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"],
  600. "PLAY_AREA_ANIM" => ["m_a", 80, 1, 0, 120, 0, 0, 0, 2, true,""],
  601.  
  602. #--------------------------------------------------------------------------
  603. # ++ Flying Graphic Angle
  604. #--------------------------------------------------------------------------
  605. # Allows rotation of weapon sprites that are utilized within Animation
  606. # Movement hashes.
  607. #
  608. # You can assign a different weapon graphic to be thrown in this
  609. # configuration script under Throwing Weapon Graphic Settings.
  610. #
  611. # Start - Starting angle in degrees (0-360)
  612. # End - Ending angle in degrees. (0-360)
  613. # Time - Duration, in frames, of a single rotation. Rotation will continue
  614. # until the animation is complete.
  615.  
  616. # ANIME Key Start Angle Time
  617. "WPN_ROTATION" => [ 0, 360, 8],
  618.  
  619. #--------------------------------------------------------------------------
  620. # ++ Flying Graphic Angle (Skill)
  621. #--------------------------------------------------------------------------
  622. # Different from Throwing Weapon Rotation. These ANIME hashes are used to
  623. # rotate weapon sprites that are "thrown" with Movement of Animation ANIME
  624. # objects. These are specifically used with skills. You may assign a different
  625. # weapon graphic to be thrown in this configuration script under
  626. # Throwing Weapon Graphic Settings.
  627. #
  628. # Start - Starting angle in degrees (0-360)
  629. # End - Ending angle in degrees. (0-360)
  630. # Time - Duration, in frames, of a single rotation. Rotation will continue
  631. # until the animation is complete.
  632. # Type - Always "skill".
  633.  
  634. # ANIME Key    Start End Time Type
  635. "WPN_ROTATION(SKILL)" => [ 0, 360, 8, "skill"],
  636.  
  637. #--------------------------------------------------------------------------
  638. # ++ Emotion Balloon Animation
  639. #--------------------------------------------------------------------------
  640. # Uses Balloon.png in the System folder.
  641. #
  642. # Type - Always "balloon"
  643. # Row - Determines row from the Balloon.png (0~9)
  644. # Loop - Balloon loop behavior. Balloon disappears when loop is
  645. # complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
  646.  
  647. # ANIME Key   Type Row Loop
  648. "BALLOON-COBWEB" => ["balloon", 6, 1],
  649. "BALLOON-SWEAT" => ["balloon", 5, 1],
  650. "BALLOON-SLEEP" => ["balloon", 9, 1],
  651. "BALLOON-LOVE" => ["balloon", 3, 1],
  652. "BALLOON-ANGRY" => ["balloon", 4, 1],
  653.  
  654. #--------------------------------------------------------------------------
  655. # ++ Sound Effects
  656. #--------------------------------------------------------------------------
  657. # Provides use of sound effects, background music, and background
  658. # sounds directly through an ACTION sequence.
  659. #
  660. # Type1 - always "sound"
  661. # Type2 - ["se","bgm","bgs"]
  662. # Pitch - Value between 50 and 150.
  663. # Vol - Volume - Value between 0 and 100.
  664. # Filename - Name of the sound to be played.
  665.  
  666. # ANIME Key Type1 Type2 Pitch Vol Filename
  667. "absorb1" => ["sound", "se", 80, 100, "absorb1"],
  668. "DesperationAud"=> ["sound", "se", 100, 100, "Desperation"],
  669.  
  670. #--------------------------------------------------------------------------
  671. # ++ Game Speed Modifier
  672. #--------------------------------------------------------------------------
  673. # Change the frame rate of the game through an ACTION sequence. Use with
  674. # care as this function modifies FPS directly and will conversly affect
  675. # any active timers or time systems.
  676. #
  677. # Type - always "fps"
  678. # Speed - Speed in Frames Per Second. 60 is normal frame rate.
  679.  
  680. # ANIME Key Type Speed
  681. "FPS_SLOW" => ["fps", 20],
  682. "FPS_NORMAL" => ["fps", 60],
  683.  
  684. #--------------------------------------------------------------------------
  685. # ++ State Granting Effects
  686. #--------------------------------------------------------------------------
  687. # Provides application of states on battlers directly through
  688. # an Action Sequence.
  689. #
  690. # Type - always "sta+"
  691. # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  692. # [4=All Allies (excluding user)]
  693. # State ID - State ID to be granted.
  694.  
  695. # ANIME Key Type Object State ID
  696. "APPLY_STATE_18" => ["sta+", 0, 18],
  697. "APPLY_STATE_19" => ["sta+", 0, 19],
  698. "APPLY_CAT_STATE" => ["sta+", 0, 20],
  699.  
  700. #--------------------------------------------------------------------------
  701. # ++ State Removal Effects
  702. #--------------------------------------------------------------------------
  703. # Provides direct removal of states on battlers directly through
  704. # an Action Sequence.
  705. #
  706. # Type - always "sta-"
  707. # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  708. # [4=All Allies (excluding user)]
  709. # State ID - State ID to be removed.
  710.  
  711. # ANIME Key Type Object State ID
  712. "REMOVE_STATE_18" => ["sta-", 3, 36],
  713. "REMOVE_STATE_19" => ["sta-", 3, 37],
  714.  
  715. #--------------------------------------------------------------------------
  716. # ++ Change Actor Graphic
  717. #--------------------------------------------------------------------------
  718. # Type - always "change"
  719. # Reset - true: Battler sprite reverts back to previously used file after
  720. # battle.
  721. # false: Transformation is permanent after battle.
  722. # Filename - Battler graphics file that will be transformed to.
  723.  
  724. # ANIME Key Type Reset Filename
  725. "TRANSFORM_CAT" => ["change", true,"$cat"],
  726. "TRANSFORM_YLVA" => ["change", false,"$ylva"],
  727.  
  728. #--------------------------------------------------------------------------
  729. # ++ Cut-In Image
  730. #--------------------------------------------------------------------------
  731. # Only one image can be displayed at a time. Image can be removed by using
  732. # "Clear image" within a sequence.
  733. #
  734. # X1 - Image's starting X-coordinate.
  735. # Y1 - Starting Y-coordinate.
  736. # X2 - Ending X-coordinate.
  737. # Y2 - Ending Y-coordinate.
  738. # Time - Total duration of image movement from start to end point.
  739. # Higher values are slower.
  740. # Z-axis - true: Image appears over BattleStatus Window.
  741. # false: Image appears behind BattleStatus Window.
  742. # Filename - Filename from .Graphics/Pictures folder.
  743.  
  744. # ANIME Key Type X1 Y1 X2 Y2 Time Z-axis Filename
  745. "TODDPIC" => ["pic", 0,-666, 0, 69, 1, false, "TodDesperation"],
  746. "TODDPIC2" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation2"],
  747. "TODDPIC3" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation3"],
  748. "TODDPIC4" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation4"],
  749. "TODDPIC5" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation5"],
  750. "TODDPIC6" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation6"],
  751. "TODDPIC7" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation7"],
  752. "TODDPIC8" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation8"],
  753. "TODDPIC9" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation9"],
  754. "TODDPIC10"=> ["pic", 0, 69, 0, 69, 3, false, "TodDesperation10"],
  755. "TODDPICEND" => ["pic", 0, 69, 0, 469, 20, true, "TodDesperation10"],
  756. #--------------------------------------------------------------------------
  757. # ++ Game Switch Control
  758. #--------------------------------------------------------------------------
  759. # Provides direct control of Game Switches directly through
  760. # an Action Sequence.
  761. #
  762. # Type - Always "switch"
  763. # Switch - Switch number from the game database.
  764. # ON/OFF - [true:Switch ON] [false:Switch OFF]
  765. #
  766. # ANIME Key Type Switch ON/OFF
  767. "GAME_SWITCH_1_ON" => ["switch", 1, true],
  768.  
  769. #--------------------------------------------------------------------------
  770. # ++ Game Variable Control
  771. #--------------------------------------------------------------------------
  772. # Provides direct control of Game Variables directly through
  773. # an Action Sequence.
  774. #
  775. # Type - Always "variable"
  776. # Var - Variable Number from the game database.
  777. # Operand - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
  778. # X - value of the operation.
  779. #
  780. # ANIME Key   Type Var Oper X
  781. "GAME_VAR_1_+1" => ["variable", 1, 1, 1],
  782.  
  783. #--------------------------------------------------------------------------
  784. # ++ Script Operation
  785. #--------------------------------------------------------------------------
  786. # Type - Always "script"
  787. #
  788. # Inserts a simple script code into the Action Sequence utilizing the eval()
  789. # method. The sample, where it says p = 1, can be replaced with any script.
  790. # Character strings can work if the .to_s method is used rather than quotes.
  791. # Anything else beyond functions will not work.
  792.  
  793. # ANIME Key    Type
  794. "TEST_SCRIPT" => ["script", "
  795.  
  796. p = 1
  797.  
  798. "],
  799.  
  800. #--------------------------------------------------------------------------
  801. # ++ Special Modifiers Keys - DO NOT CHANGE THESE NAMES
  802. #--------------------------------------------------------------------------
  803. # "Clear image" - Clears images such as Cut-in graphics.
  804. # "Afterimage ON" - Activates Afterimage of battler.
  805. # "Afterimage OFF" - Deactivates Afterimage.
  806. # "Invert" - Invert animation. Use Invert again in a sequence to cancel
  807. # because "RESET" does not reset Invert.
  808. # "Don't Wait" - Any actions after Don't Wait is applied are done instantly.
  809. # Apply "Don't Wait" again in a sequence to trigger off.
  810. # "Can Collapse" - Triggers collapse of battler when HP is 0.
  811. # Required in every damage sequence.
  812. # "Two Wpn Only" - The ANIME key following Two Wpn Only will only execute
  813. # if the actor is wielding two weapons. If the actor is not,
  814. # the ANIME key will be skipped and will move on to the next.
  815. # "One Wpn Only" - The ANIME key following One Wpn Only will only execute
  816. # if the actor is wielding one weapon. If the actor is not,
  817. # the ANIME key will be skipped and will move on to the next.
  818. # "Process Skill" - The Return marker for individual processing of a skill.
  819. # "Process Skill End" - The End marker for individual processing of a skill.
  820. # "Start Pos Change" - Changes the Start Position to wherever the battler
  821. # currently is on screen.
  822. # "Start Pos Return" - Returns battler to original Start Position.
  823. # "Cancel Action" - Trigger the "end" of battler's turn which will cause the
  824. # the next battler's turn to execute.
  825. # This includes the function of Can Collapse, and no
  826. # additional damage can be dealt by the battler after this.
  827. # "End" - This is used when no action is automatically recognized.
  828. #
  829. # Note: If you wish to understand the Process Skill and Process Skill End
  830. # functions, please examine the "SKILL_ALL" sequence in this Config
  831. # and use the Float All skill provided in the demo to see how it works.
  832.  
  833. "Clear image" => ["Clear image"],
  834. "Afterimage ON" => ["Afterimage ON"],
  835. "Afterimage OFF" => ["Afterimage OFF"],
  836. "Invert" => ["Invert"],
  837. "Don't Wait" => ["Don't Wait"],
  838. "Can Collapse" => ["Can Collapse"],
  839. "Two Wpn Only" => ["Two Wpn Only"],
  840. "One Wpn Only" => ["One Wpn Only"],
  841. "Process Skill" => ["Process Skill"],
  842. "Process Skill End" => ["Process Skill End"],
  843. "Start Pos Change" => ["Start Pos Change"],
  844. "Start Pos Return" => ["Start Pos Return"],
  845. "Cancel Action" => ["Cancel Action"],
  846. "End" => ["End"],
  847.  
  848. #--------------------------------------------------------------------------
  849. # ++ Delay Sequence Processing
  850. #--------------------------------------------------------------------------
  851. # When there is only a numerical value as an ANIME key, it will be
  852. # considered a delay, in frames, before the Action Sequence continues.
  853. # (i.e. "10", "42") Because of this, ANIME keys for the
  854. # effects defined above cannot be entirely numerical. Any Battler
  855. # Frame Animations that have been prompted will persist when Waiting.
  856.  
  857. } # <- Do not delete this line.
  858.  
  859. #==============================================================================
  860. # * RPG Tankentai Sideview Battle System
  861. # [SBS]Action Sequences
  862. #------------------------------------------------------------------------------
  863. # Action Sequences consist of the ANIME keys defined in [.
  864. #==============================================================================
  865.  
  866.  
  867. ACTION = { # <- Do not delete this line.
  868. #----------------------------------------------------------------------------
  869. # * About Action Sequences
  870. #----------------------------------------------------------------------------
  871. # Think of Action Sequences as a list of orders/commands given to a battler
  872. # in a given situation. Battlers are *always* using an Action Sequence even
  873. # when you think they are doing nothing. A battler can only process one
  874. # Action Sequence at a time.
  875. #
  876. # Action Sequences can be assigned to skills, items, weapons, and certain
  877. # types of actions in sections of the SBS Configuration script.
  878. #
  879. #----------------------------------------------------------------------------
  880. # * Defining Action Sequences
  881. #----------------------------------------------------------------------------
  882. # Action Sequences in this section are defined with the following syntax:
  883. #
  884. # Action Sequence Key => Hash Array Comma
  885. "EXAMPLE_ACTION_SEQUENCE" => ["ANIME_KEY_1", "30", "ANIME_KEY_2"],
  886. #
  887. # Action Sequence Key - Can be any name you want as long as it does not
  888. # contain only numbers such as "5" or "42".
  889. # Remember that Action Sequence Keys are case-sensitive
  890. # when they are used. If an Action Sequence Key is
  891. # mispelled or does not exist when used, it will result
  892. # in an error.
  893. #
  894. # => - Must be between the Action Sequence Key and the Hash Array.
  895. #
  896. # Hash Array - Consists of the pre-defined ANIME Keys from the ANIME section
  897. # of the SBS Configuration script. You can list as many
  898. # ANIME Keys within a hash array as you like as long as they
  899. # are separated by commas and are between the square brackets.
  900. # When the Action Sequence Key is used, the script will process
  901. # any keys in the hash array from left to right, in order.
  902. # If an ANIME Key contains only an integer (such as "30"), it
  903. # will delay the processing of the Action Sequence by
  904. # 1/60 second increments depending on the integer value of
  905. # the key.
  906. #
  907. # Comma - All Action Sequences must end with a comma after the
  908. # closing square bracket. Forgetting to include the comma will
  909. # result in a syntax error.
  910. #----------------------------------------------------------------------------
  911. # TIP: I recommend that you copy an existing action sequence, change the
  912. # name of the Action Sequence Key and modify the sequence from there.
  913.  
  914. #------------ Create your own custom Action Sequences BELOW this line ---------
  915. "TODD" => ["JUMP_ATTACK_POSE","JUMP_TO_MIDDLE","HURT_POSE_WEAPON","STRONGFLASH","DesperationAud","TODDPIC",
  916. "3","TODDPIC2","3","TODDPIC3","3","TODDPIC4","3","TODDPIC5","3","TODDPIC6","3","TODDPIC7","3",
  917. "TODDPIC8","3","TODDPIC9","3","TODDPIC10",
  918. "40","TODDPICEND","30","Clear image","8","MOVE_TO_TARGET",
  919. "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse",
  920. "FLEE_RESET"],
  921.  
  922. "NUKE_USE" => [ # Remember the => and [
  923. # Anime Keys
  924. "STEP_FORWARD", # Step forward from current position
  925. "DANGER_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
  926. "24", # Delay sequence for 24 frames
  927. "CAST_ANIMATION", # Play cast animation on self
  928. "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
  929. "4", # Delay sequence for 4 frames
  930. "DAMAGE", # Deal damage
  931. "Can Collapse", # Allow targets to die if at 0 HP
  932. "24", # Delay sequence for 24 frames
  933. "RESET" # Return to original battle coordinates
  934. ], # <-- Don't forget the closing bracket and comma!
  935.  
  936. "TALK_USE" => [ # Remember the => and [
  937. # Anime Keys
  938. "STEP_FORWARD",
  939. "STEP_FORWARD", # Step forward from current position
  940. "TALK_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
  941. "24", # Delay sequence for 24 frames
  942. "CAST_ANIMATION", # Play cast animation on self
  943. "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
  944. "4", # Delay sequence for 4 frames
  945. "DAMAGE", # Deal damage
  946. "Can Collapse", # Allow targets to die if at 0 HP
  947. "24", # Delay sequence for 24 frames
  948. "RESET" # Return to original battle coordinates
  949. ], # <-- Don't forget the closing bracket and comma!
  950. "NO_USE" => [ # Remember the => and [
  951. # Anime Keys
  952. "SKILL_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
  953. "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
  954. "4", # Delay sequence for 4 frames
  955. "DAMAGE", # Deal damage
  956. "Can Collapse", # Allow targets to die if at 0 HP
  957. "RESET" # Return to original battle coordinates
  958. ], # <-- Don't forget the closing bracket and comma!
  959.  
  960. #------------ Create your own custom Action Sequences ABOVE this line ---------
  961.  
  962.  
  963. #--------------------------- Default Action Sequences -------------------------
  964. # Default Action Sequences used when certain actions are not defined to
  965. # another specific Action Sequence.
  966. #----------------------------------------------------------------------------
  967. # "ENEMY_UNARMED_ATK" is the most basic action sequence you can try to
  968. # understand. It is an action sequence used by enemies when they attack
  969. # without an equipped weapon. I have formatted the anime keys within the
  970. # action sequence as a vertical list. It does not matter how much whitespace
  971. # there is between each key as long as it is in the hash format as explained
  972. # above.
  973.  
  974. # Action Sequence Key
  975. "ENEMY_UNARMED_ATK" => [
  976. # Anime Keys
  977. "MOVE_TO_TARGET", # Move to the selected target
  978. "WPN_SWING_V",# Swing weapon/play attack pose
  979. "SHAKE_SCREEN",
  980. "DAMAGE_ANIM_WAIT", # Do damage and wait for animation
  981. "Can Collapse", # Allow targets to die if at 0 HP
  982. "FLEE_RESET" # Return to original battle coordinates
  983. ], # <-- Don't forget the closing bracket and comma!
  984.  
  985. # Even though the use of "WPN_SWING_V" in this sequence is kind of strange
  986. # since this sequence is used for when enemies don't have weapons, it will
  987. # still play the battler's attack pose (if they are animated).
  988. #
  989. # When you go into battle with an unarmed enemy, examine their actions.
  990. # You will see that they will follow this exact sequence.
  991. #----------------------------------------------------------------------------
  992. # "NORMAL_ATTACK" is the action sequence used when an actor uses the attack
  993. # command. It is also the default sequence used when using a weapon that
  994. # does not have a specific action sequence assigned to it.
  995. # It is similar to "ENEMY_UNARMED_ATK" except that it also takes into
  996. # consideration if the actor is wielding two weapons.
  997.  
  998. # Action Sequence Key
  999. "NORMAL_ATTACK" => [ # Remember the => and [
  1000. # Anime Keys
  1001. "MOVE_TO_TARGET", # Move to selected target
  1002. "WPN_SWING_UNDER", # Swing weapon & do attack pose
  1003. "DAMAGE_ANIM_WAIT", # Do damage/healing and wait for animation
  1004. "8", # Delay sequence for 12 frames
  1005. "Can Collapse", # Allow targets to die if at 0 HP
  1006. "FLEE_RESET" # Return to original battle coordinates
  1007. ], # <-- Don't forget the closing bracket and comma!
  1008.  
  1009. # "Two Wpn Only" is a special modifier that checks if the actor is holding
  1010. # two weapons. If the actor is not holding two weapons, it will ignore the
  1011. # NEXT immediate key and the sequence will continue normally.
  1012. #----------------------------------------------------------------------------
  1013. # "SKILL_USE" is the default action sequence used for skills that do not
  1014. # have a specific action sequence assigned to it. It is very basic as it
  1015. # only hits once. Damage is dealt at the end of the animation.
  1016.  
  1017. # Action Sequence Key
  1018. "SKILL_USE" => [ # Remember the => and [
  1019. # Anime Keys
  1020. "STEP_FORWARD", # Step forward from current position
  1021. "SKILL_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
  1022. "24", # Delay sequence for 24 frames
  1023. "CAST_ANIMATION", # Play cast animation on self
  1024. "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
  1025. "4", # Delay sequence for 4 frames
  1026. "DAMAGE", # Deal damage
  1027. "Can Collapse", # Allow targets to die if at 0 HP
  1028. "24", # Delay sequence for 24 frames
  1029. "RESET" # Return to original battle coordinates
  1030. ], # <-- Don't forget the closing bracket and comma!
  1031.  
  1032. # A problem many users have with "SKILL_USE" is that it is obviously a
  1033. # ranged attack and does not take into account if you want the skill
  1034. # to be close-ranged. To assign another action sequence to a skill, read the
  1035. # section called Skill Action Sequence Settings.
  1036. #----------------------------------------------------------------------------
  1037. # "ITEM_USE" is the default action sequence for usable items in battle.
  1038. # It is a very simple action sequence so there isn't much to say.
  1039.  
  1040. # Action Sequence Key
  1041. "ITEM_USE" => [ # Remember the => and [
  1042. # Anime Keys
  1043. "MOVE_TO_TARGET", # Move to selected target
  1044. "STAND_POSE", # Play wait pose
  1045. "24", # Delay sequence for 24 frames
  1046. "DAMAGE_ANIM_WAIT", # Do damage/healing
  1047. "Can Collapse", # Allow targets to die if at 0 HP
  1048. "RESET" # Reset to original battle coordinates
  1049. ], # <-- Don't forget the closing bracket and comma!
  1050.  
  1051. #------------------------------- Basic Actions --------------------------------
  1052. # These sequences that are used for various states and situations, but are
  1053. # not meant to be used directly such as by skills, items, and such.
  1054. #
  1055. # Basic Actions are grouped into two categories: looped sequences
  1056. # and non-looped sequences.
  1057. #
  1058. # Keep in mind that even though these are default sequences, you can freely
  1059. # edit them to suit your needs.
  1060. #
  1061. # The action sequences here are not formatted in a vertical list like the
  1062. # ones above, but will process their keys in the same exact way.
  1063.  
  1064. #--------------------- Looping Basic Action Sequences -------------------------
  1065.  
  1066. # Standby action sequence
  1067. "WAIT" => ["STANDBY_POSE"],
  1068. "WAIT_2" => ["STANDBY_FRAME_1", "1", "STANDBY_FRAME_2", "STANDBY_FRAME_3",
  1069. "STANDBY_FRAME_4", "2", "STANDBY_FRAME_5", "2", "STANDBY_FRAME_6", "8",
  1070. "STANDBY_FRAME_5", "8", "STANDBY_FRAME_4", "8", "STANDBY_FRAME_3", "8",
  1071. "STANDBY_FRAME_2", "6", "STANDBY_FRAME_1", "4"],
  1072. # Used when battler is at 25% or less health.
  1073. "WAIT_CRITICAL" => ["CRITICAL_POSE"],
  1074. "CRITICAL_2" => ["CRITICAL_FRAME_1", "4", "CRITICAL_FRAME_2", "1", "CRITICAL_FRAME_3", "1",
  1075. "CRITICAL_FRAME_4", "8", "CRITICAL_FRAME_5", "8", "CRITICAL_FRAME_6", "16",
  1076. "CRITICAL_FRAME_5", "16","CRITICAL_FRAME_4", "16","CRITICAL_FRAME_3", "16",
  1077. "CRITICAL_FRAME_2", "12", "CRITICAL_FRAME_1", "8"],
  1078.  
  1079.  
  1080. # Used when battler is inflicted with by certain debuffs.
  1081. "WAIT-DEBUFF" => ["CRITICAL_POSE","BALLOON-COBWEB"],
  1082. "WAIT-HAPPY" => ["STANDBY_POSE","BALLOON-LOVE"],
  1083. "WAIT-ANGRY" => ["STANDBY_POSE","BALLOON-ANGRY"],
  1084.  
  1085. # Used when battler is inflicted with Sleep.
  1086. "WAIT-SLEEP" => ["SLEEP_POSE"],
  1087.  
  1088. # Used when battler is inflicted with Float.
  1089. "WAIT-FLOAT" => ["STAND_POSE","6","FLOAT_","4",
  1090. "FLOAT_2","4","FLOAT_3","4",
  1091. "FLOAT_4","4"],
  1092.  
  1093. # Used when battler uses the Guard command.
  1094. "GUARDING" => ["STAND_POSE","4","CONDITION_STATE_17","FLOAT_",
  1095. "2","FLOAT_2","2","FLOAT_3","2",
  1096. "FLOAT_4","2"],
  1097.  
  1098. # Kaduki charging action sequence for ATB use only.
  1099.  
  1100. "CHARGING" => ["SKILL_POSE"],
  1101. "CHARGING_2" => ["DANGER_POSE"],
  1102.  
  1103. #------------------- Non-looping Basic Action Sequences -----------------------
  1104.  
  1105. # "ENTER_BATTLE" - Used at the start of battle when battlers enter the
  1106. # battlefield. They will start a small length away from their start position
  1107. # before stepping forward. This sequence will also be used when battlers
  1108. # join in the middle of battle.
  1109. "BATTLE_START" => ["BATTLE_ENTRANCE","RESET"],
  1110.  
  1111. # Used when the battler is incapacitated and not immortal.
  1112. "DEAD" => ["DEAD_POSE"],
  1113.  
  1114. # Used when a battler is hurt by damage
  1115. "HURT" => ["KNOCKBACK","RESET"],
  1116.  
  1117. # Used when actors successfully escape battle.
  1118. "FLEE" => ["FLEE_SUCCESS"],
  1119.  
  1120. # Used when enemies successfully escape battle.
  1121. "ENEMY_FLEE" => ["FLEE_SUCCESS","RESET"],
  1122.  
  1123. # Used when actors fail to escape.
  1124. "FLEE_FAIL" => ["FLEE_FAIL","STAND_POSE","8","RESET"],
  1125.  
  1126. # Used when an actor is selecting a command
  1127. "COMMAND_INPUT" => ["STEP_FORWARD"],
  1128.  
  1129. # Used when an actor has selected a command
  1130. "COMMAND_SELECT" => ["RESET"],
  1131.  
  1132. # Used when an actor evades damage.
  1133. "EVADE_ATTACK" => ["EVADE_JUMP","EVADE_JUMP","STAND_POSE","16",
  1134. "RESET"],
  1135.  
  1136. # Used when an enemy evades damage.
  1137. "ENEMY_EVADE_ATTACK" => ["EVADE_JUMP","STAND_POSE","16","RESET"],
  1138.  
  1139. # Used by actors when they win a battle.
  1140. # If the actor is inflicted with the cat state (state ID 20) at the end of
  1141. # battle, they will revert to the graphic of Ylva.
  1142. "VICTORY" => ["VICTORY_JUMP", "Don't Wait","CAT_STATE","START_MAGIC_ANIM",
  1143. "TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
  1144.  
  1145. # Used by battlers when their action sequence is interrupted.
  1146. "RESET_POSITION" => ["RESET"],
  1147.  
  1148. #----------------------- Force Battler Action Sequences -----------------------
  1149. # Sequences that are utilized through Force Battler Action ANIME keys.
  1150.  
  1151. "THROW" => ["CLOCKWISE_TURN","4","MOVE_ON_TARGET_FAST","JUMP_BACK","4",
  1152. "STAND_POSE","JUMP_BACK","STAND_POSE","32"],
  1153.  
  1154.  
  1155. #-------------------------- Advanced Action Sequences -------------------------
  1156. # Examples of advanced action sequences. You can use these as examples on how
  1157. # to create your own custom action sequences.
  1158. #
  1159. # The action sequences below are not formatted in a vertical list, but they
  1160. # are still processed from left to right, top to bottom.
  1161.  
  1162. # "SKILL_ALL" - Example of how to use "Process Skill" and
  1163. # "Process Skill End" within Action Sequences. Used by the Float
  1164. # All spell in the demo.
  1165. "SKILL_ALL"=> ["STEP_FORWARD","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED",
  1166. "Process Skill","WPN_SWING_V","DAMAGE_ANIM","24",
  1167. "Process Skill End","Can Collapse","RESET"],
  1168.  
  1169. # "MULTI_ATTACK" - Example of a multi-attack Action Sequence that utilizes
  1170. # effects such as afterimages and jumping. It is also
  1171. # made to use Weapon 2 for Two Swords Style actors.
  1172. # Damage is caused by "WEAPON_DAMAGE".
  1173. "MULTI_ATTACK" => ["Afterimage ON","STEP_ATTACK","WPN_SWING_VL",
  1174. "WEAPON_DAMAGE",
  1175. "STAND_POSE","16","WEAPON_DAMAGE","WPN_SWING_UNDER",
  1176. "WPN_SWING_OVER","4","LONG_JUMP_ATTACK","WPN_SWING_VL",
  1177. "WEAPON_DAMAGE","STAND_POSE","16","WEAPON_DAMAGE",
  1178. "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
  1179. "LONG_JUMP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1180. "JUMP_BACK","JUMP_BACK","STAND_POSE",
  1181. "WEAPON_DAMAGE","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
  1182. "Afterimage OFF","16","FLEE_RESET"],
  1183.  
  1184. # "MULTI_ATTACK_RAND" - Example of a simple multi-hit skill using the
  1185. # animation of the equipped weapon rather than
  1186. # database assigned animation of the skill.
  1187. "MULTI_ATTACK_RAND"=> ["STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
  1188. "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
  1189. "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
  1190. "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","Can Collapse","RESET"],
  1191.  
  1192. # "RAPID_MULTI_ATTACK" - A multi-hit Action Sequence that hits quickly.
  1193. # "FORCE_KNOCKBACK" is used to
  1194. "RAPID_MULTI_ATTACK" => ["MOVE_TO_TARGET","WPN_SWING_V","FORCE_KNOCKBACK","WEAPON_DAMAGE",
  1195. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1196. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1197. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1198. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1199. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1200. "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
  1201. "Can Collapse","12","RESET"],
  1202.  
  1203. # "THROW_WEAPON" - An Action Sequence that demonstrates the function to
  1204. # 'throw' a weapon sprite at an enemy.
  1205. "THROW_WEAPON" => ["STEP_FORWARD","WPN_SWING_V","absorb1","STAND_POSE",
  1206. "START_WEAPON_THROW","12","WEAPON_DAMAGE","Can Collapse",
  1207. "END_WEAPON_THROW","RESET"],
  1208.  
  1209. # "MULTI_SHOCK" - An example of having animations travel from one battler
  1210. # to another. Also utilizes "Process Skill" and
  1211. # "Process Skill End". "REAL_TARGET" is used to set
  1212. # the origin of "IMPACT_1" to the user's targets.
  1213. "MULTI_SHOCK"=> ["JUMP_FORWARD","FLOAT_STOP","Process Skill",
  1214. "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
  1215. "WEAPON_DAMAGE","Process Skill End","Can Collapse",
  1216. "FLOAT_LAND","RESET"],
  1217.  
  1218. # "SHOCK_WAVE" - A simple example of having animations travel from one point
  1219. # to another. Unlike "MULTI_SHOCK", this sequence makes
  1220. # multiple moving animations appear for each target.
  1221. "SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
  1222. "DAMAGE_ANIM_WAIT","Can Collapse"],
  1223.  
  1224. # "CUT_IN" - Simple example of using a cut-in image during an Action Sequence.
  1225. # "Clear image" is used to remove the image from screen.
  1226. "CUT_IN" => ["STAND_POSE","CAST_ANIMATION","CUT_IN_START",
  1227. "75","CUT_IN_END","8","MOVE_TO_TARGET",
  1228. "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse",
  1229. "Clear image","FLEE_RESET"],
  1230.  
  1231. # "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a
  1232. # database animation that does not cause damage. Damage is only
  1233. # caused when the sequence reaches "DAMAGE_ANIM".
  1234. "STOMP" => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
  1235. "TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
  1236. "TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK",
  1237. "JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
  1238.  
  1239. # "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to
  1240. # demonstrate "PLAY_AREA_ANIM".
  1241. "ALL_ATTACK_1" => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION",
  1242. "WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM",
  1243. "WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse",
  1244. "RESET"],
  1245.  
  1246. # "TRANSFORM_CAT" - Made to demonstrate sprite transformation through
  1247. # an action sequence.
  1248. "TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32",
  1249. "TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
  1250.  
  1251. # "THROW_FRIEND" - Demonstrates using a Force Battler Action key to
  1252. # move another battler when it's not their turn.
  1253. "THROW_FRIEND" => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4",
  1254. "absorb1","THROW_TARGET","ALLY_FLING",
  1255. "MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET",
  1256. "STAND_POSE","32"],
  1257.  
  1258. "SHAKE_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
  1259. "WAIT_COMPLETE", "ANIM", "46", "SHAKE_SCREEN", "4", "DAMAGE",
  1260. "Can Collapse", "30", "RESET"],
  1261. "FIRE_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
  1262. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "DAMAGE",
  1263. "Can Collapse", "30", "RESET"],
  1264. "WATER_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
  1265. "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN", "DAMAGE",
  1266. "Can Collapse", "30", "RESET"],
  1267. "WIND_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
  1268. "WAIT_COMPLETE", "ANIM", "16", "SHAKE_SCREEN", "DAMAGE",
  1269. "Can Collapse", "30", "RESET"],
  1270. "EARTH_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
  1271. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
  1272. "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "30", "RESET"],
  1273. "FIRE_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1274. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_2", "16",
  1275. "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
  1276. "WATER_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1277. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
  1278. "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
  1279. "WIND_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1280. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
  1281. "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
  1282. "EARTH_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1283. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "50",
  1284. "SHAKE_SCREEN_EARTH", "12", "SHAKE_SCREEN_EARTH2", "DAMAGE",
  1285. "Can Collapse", "48", "RESET"],
  1286. "FIRE_3" => ["STEP_FORWARD", "SKILL_POSE", "36", "CAST_ANIMATION",
  1287. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "59", "SHAKE_SCREEN_8",
  1288. "4", "DAMAGE", "Can Collapse", "96", "RESET"],
  1289. "WATER_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1290. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "65", "SHAKE_SCREEN_8",
  1291. "4", "DAMAGE", "Can Collapse", "96", "RESET"],
  1292. "WIND_3" => ["STEP_FORWARD", "SKILL_POSE", "36", "CAST_ANIMATION",
  1293. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "50", "SHAKE_SCREEN_8",
  1294. "4", "DAMAGE", "Can Collapse", "96", "RESET"],
  1295. "EARTH_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1296. "WAIT_COMPLETE", "ANIM", "4", "SHAKE_SCREEN_10", "4", "SHAKE_SCREEN_11",
  1297. "4", "DAMAGE", "Can Collapse", "96", "RESET"],
  1298. "FIRE_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1299. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_8", "16",
  1300. "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "96", "RESET"],
  1301. "NUKE_1" => ["STEP_FORWARD", "DANGER_POSE", "60", "CAST_ANIMATION",
  1302. "WAIT_COMPLETE", "ANIM", "39", "SHAKE_SCREEN_4", "15", "SHAKE_SCREEN_5",
  1303. "15", "SHAKE_SCREEN_6", "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1304. "NUKE_2" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
  1305. "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_4", "15", "SHAKE_SCREEN_5",
  1306. "15", "SHAKE_SCREEN_6", "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1307. "NUKE_3" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
  1308. "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN", "90", "SHAKE_SCREEN_8",
  1309. "40", "SHAKE_SCREEN_7", "50", "DAMAGE", "Can Collapse", "24", "RESET"],
  1310. "TAIL_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1311. "WAIT_COMPLETE", "ANIM", "30", "SHAKE_SCREEN", "4", "DAMAGE",
  1312. "Can Collapse", "24", "RESET"],
  1313. "ERROR_1" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
  1314. "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_9", "100",
  1315. "DAMAGE", "Can Collapse", "24", "RESET"],
  1316. "ITEMUSE_1" => ["STEP_FORWARD", "24", "CAST_ANIMATION",
  1317. "WAIT_COMPLETE", "ANIM_WAIT", "4", "DAMAGE",
  1318. "Can Collapse", "24", "RESET"],
  1319. "WIND_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1320. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "16",
  1321. "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "24", "RESET"],
  1322. "EARTH_4" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
  1323. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_8", "14", "SHAKE_SCREEN_12",
  1324. "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1325. "EARTHQUAKE_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1326. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
  1327. "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
  1328. "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
  1329. "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
  1330. "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
  1331. "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1332. "EARTHQUAKE_ALL"=> ["STEP_FORWARD","SKILL_POSE", "Process Skill","DAMAGE_ANIM","24",
  1333. "Process Skill End","Can Collapse","RESET"],
  1334. "ICE_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1335. "WAIT_COMPLETE", "ANIM", "75", "SHAKE_SCREEN", "4", "DAMAGE",
  1336. "Can Collapse", "24", "RESET"],
  1337. "THUNDER_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1338. "WAIT_COMPLETE", "ANIM", "17", "SHAKE_SCREEN_11",
  1339. "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1340. "ICE_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1341. "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "40", "SHAKE_SCREEN_8",
  1342. "4", "DAMAGE", "Can Collapse", "24", "RESET"],
  1343. "SUPERSTRIKE_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1344. "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "28",
  1345. "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "24", "RESET"],
  1346. "TOXIC_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1347. "WAIT_COMPLETE", "ANIM", "75", "SHAKE_SCREEN_2", "4", "DAMAGE",
  1348. "Can Collapse", "24", "RESET"],
  1349. "LIFELEECH_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1350. "WAIT_COMPLETE", "ANIM", "13", "SHAKE_SCREEN_2", "4", "DAMAGE",
  1351. "Can Collapse", "24", "RESET"],
  1352. "LIGHT_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
  1353. "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_13", "195", "SHAKE_SCREEN_8",
  1354. "40", "SHAKE_SCREEN_7", "50", "DAMAGE", "Can Collapse", "24", "RESET"],
  1355. "SHAKE_ATTACK" => [ # Remember the => and [
  1356. # Anime Keys
  1357. "MOVE_TO_TARGET", # Move to selected target
  1358. "WPN_SWING_V", # Swing weapon & do attack pose
  1359. "DAMAGE_ANIM", # Do damage/healing and wait for animation
  1360. "SHAKE_SCREEN",
  1361. "WPN_SWING_VL", # Swing Weapon 2 (if they have one)
  1362. "WEAPON2_DAMAGE", # Do damage and animation of Weapon 2
  1363. "Two Wpn Only", # Special sequence modifier
  1364. "16", # Delay for 16 frames (if dual-wielding)
  1365. "Can Collapse", # Allow targets to die if at 0 HP
  1366. "FLEE_RESET" # Return to original battle coordinates
  1367. ], # <-- Don't forget the closing bracket and comma!
  1368. "SHAKE_ATTACK_2" => [ # Remember the => and [
  1369. # Anime Keys
  1370. "MOVE_TO_TARGET", # Move to selected target
  1371. "WPN_SWING_V", # Swing weapon & do attack pose
  1372. "DAMAGE_ANIM", # Do damage/healing and wait for animation
  1373. "SHAKE_SCREEN_8",
  1374. "WPN_SWING_VL", # Swing Weapon 2 (if they have one)
  1375. "WEAPON2_DAMAGE", # Do damage and animation of Weapon 2
  1376. "Two Wpn Only", # Special sequence modifier
  1377. "16", # Delay for 16 frames (if dual-wielding)
  1378. "Can Collapse", # Allow targets to die if at 0 HP
  1379. "FLEE_RESET" # Return to original battle coordinates
  1380. ], # <-- Don't forget the closing bracket and comma!
  1381.  
  1382. #------------------------- Union Skill Sequences (ATB) ------------------------
  1383. # There is a difference between how union skill sequences are made with the
  1384. # ATB compared to without the ATB. ATB Union sequences do not require special
  1385. # states or "Action Conditions" hashes such as "CONDITION_STATE_19". "Forced
  1386. # Battler Actions", such as "4_MAN_ATK_1", are also not required. You must
  1387. # also go in your ATB Configurations script and define your union skills
  1388. # under "ATB Union Skills Settings".
  1389.  
  1390. "2-MAN_UNION_RALPH" => ["MOVE_RIGHT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
  1391. "WPN_SWING_UNDER","WPN_RAISED","48","ANIMATION_11",
  1392. "LEFT_DASH_ATTACK","64","DAMAGE_ANIM",
  1393. "Can Collapse","FLEE_RESET"],
  1394.  
  1395. "2-MAN_UNION_ULRIKA" => ["MOVE_LEFT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
  1396. "WPN_SWING_UNDER","WPN_RAISED","48",
  1397. "RIGHT_DASH_ATTACK","64","FLEE_RESET"],
  1398.  
  1399. "4-MAN_UNION_RALPH" => ["4_MAN_MOVE-RALPH","STAND_POSE","CAST_ANIMATION",
  1400. "WPN_SWING_UNDER","WPN_RAISED","90","ANIMATION_11",
  1401. "RIGHT_DASH_ATTACK","64","RED_FLASH","DAMAGE_ANIM_WAIT","20",
  1402. "Can Collapse","FLEE_RESET"],
  1403.  
  1404. "4-MAN_UNION_ULRIKA" => ["4_MAN_MOVE-ULRIKA","STAND_POSE","CAST_ANIMATION",
  1405. "WPN_SWING_UNDER","WPN_RAISED","90",
  1406. "LEFT_DASH_ATTACK","96","FLEE_RESET"],
  1407.  
  1408. "4-MAN_UNION_BENNETT" => ["4_MAN_MOVE-BENNETT","STAND_POSE","CAST_ANIMATION",
  1409. "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","FORCE_ROTATION",
  1410. "DAMAGE_ANIM","128","FLEE_RESET"],
  1411.  
  1412. "4-MAN_UNION_YLVA" => ["4_MAN_MOVE-YLVA","STAND_POSE","CAST_ANIMATION",
  1413. "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","FORCE_ROTATION",
  1414. "DAMAGE_ANIM","144","FLEE_RESET"],
  1415.  
  1416. # "End" - An important action sequence that works behind the scenes.
  1417. # Do not edit this action sequence key or its contents.
  1418. "End" => ["End"]}
  1419.  
  1420. end
  1421.  
  1422. #==============================================================================
  1423. # * Game_Actor
  1424. #------------------------------------------------------------------------------
  1425. # Actor Basic Action Settings
  1426. #------------------------------------------------------------------------------
  1427. # This page is used to define what Action Sequence Actors should use when
  1428. # specific conditions are met. Each actor can have their own unique action
  1429. # sequence that you can define in the appropriate section. For example,
  1430. # each actor can have its own unique Action Sequence when a battle is won.
  1431. #
  1432. # Since actors do not have a Notebox in the database, all customization
  1433. # for actors must be done manually in Ruby syntax.
  1434. #==============================================================================
  1435. class Game_Actor < Game_Battler
  1436. #--------------------------------------------------------------------------
  1437. # ++ Actor Unarmed Attack Action Sequence
  1438. #--------------------------------------------------------------------------
  1439. # Define Action Sequence key used when an Actor is unarmed.
  1440. #
  1441. # If Actor is equipped with any weapon then this Action Sequence will
  1442. # not be used.
  1443. def non_weapon
  1444. case @actor_id
  1445. when 1 # Actor ID
  1446. return "NORMAL_ATTACK" # Action Sequence Key
  1447. end
  1448. # Default Action Sequence for all unassigned Actor IDs.
  1449. return "NORMAL_ATTACK"
  1450. end
  1451. #--------------------------------------------------------------------------
  1452. # ++ Actor Wait/Idle Action Sequence
  1453. #--------------------------------------------------------------------------
  1454. # Define Action Sequence key used when an Actor is doing nothing else in
  1455. # battle and is not inflicted with special states.
  1456. def normal
  1457. case @actor_id
  1458. when 1
  1459. return "WAIT"
  1460. end
  1461. # Default Action Sequence for all unassigned Actor IDs.
  1462. return "WAIT"
  1463. end
  1464. #--------------------------------------------------------------------------
  1465. # ++ Actor Critical (1/4th HP) Action Sequence
  1466. #--------------------------------------------------------------------------
  1467. # Define Action Sequence key used when an Actor is at 25% or lower HP.
  1468. def pinch
  1469. case @actor_id
  1470. when 1
  1471. return "WAIT-CRITICAL"
  1472. end
  1473. # Default Action Sequence for all unassigned Actor IDs.
  1474. return "WAIT-CRITICAL"
  1475. end
  1476. #--------------------------------------------------------------------------
  1477. # ++ Actor Guarding Action Sequence
  1478. #--------------------------------------------------------------------------
  1479. # Define Action Sequence key used when an Actor uses the Guard command.
  1480. def defence
  1481. case @actor_id
  1482. when 1
  1483. return "GUARDING"
  1484. end
  1485. # Default Action Sequence for all unassigned Actor IDs.
  1486. return "GUARDING"
  1487. end
  1488. #--------------------------------------------------------------------------
  1489. # ++ Actor Damage Hit Action Sequence
  1490. #--------------------------------------------------------------------------
  1491. # Define Action Sequence key used when an Actor is hit by damage.
  1492. def damage_hit
  1493. case @actor_id
  1494. when 1
  1495. return "HURT"
  1496. end
  1497. # Default Action Sequence for all unassigned Actor IDs.
  1498. return "HURT"
  1499. end
  1500. #--------------------------------------------------------------------------
  1501. # ++ Actor Evasion Action Sequence
  1502. #--------------------------------------------------------------------------
  1503. # Define Action Sequence key used when an Actor evades an attack.
  1504. def evasion
  1505. case @actor_id
  1506. when 1
  1507. return "EVADE_ATTACK"
  1508. end
  1509. # Default Action Sequence for all unassigned Actor IDs.
  1510. return "EVADE_ATTACK"
  1511. end
  1512. #--------------------------------------------------------------------------
  1513. # ++ Actor Command Input Action Sequence
  1514. #--------------------------------------------------------------------------
  1515. # Define Action Sequence key used when an Actor is having a command
  1516. # selected by the player, but has not selected a command yet.
  1517. def command_b
  1518. case @actor_id
  1519. when 1
  1520. return "COMMAND_INPUT"
  1521. end
  1522. # Default Action Sequence for all unassigned Actor IDs.
  1523. return "COMMAND_INPUT"
  1524. end
  1525. #--------------------------------------------------------------------------
  1526. # ++ Actor Command Selected Action Sequence
  1527. #--------------------------------------------------------------------------
  1528. # Define Action Sequence key used when an Actor has a command selected
  1529. # the player.
  1530. def command_a
  1531. case @actor_id
  1532. when 1
  1533. return "COMMAND_SELECT"
  1534. end
  1535. # Default Action Sequence for all unassigned Actor IDs.
  1536. return "COMMAND_SELECT"
  1537. end
  1538. #--------------------------------------------------------------------------
  1539. # ++ Actor Flee Success Action Sequence
  1540. #--------------------------------------------------------------------------
  1541. # Define Action Sequence key used when an Actor successfully escapes battle.
  1542. def run_success
  1543. case @actor_id
  1544. when 1
  1545. return "FLEE"
  1546. end
  1547. # Default Action Sequence for all unassigned Actor IDs.
  1548. return "FLEE"
  1549. end
  1550. #--------------------------------------------------------------------------
  1551. # ++ Actor Flee Failure Action Sequence
  1552. #--------------------------------------------------------------------------
  1553. # Define Action Sequence key used when an Actor fails to escape battle.
  1554. def run_ng
  1555. case @actor_id
  1556. when 1
  1557. return "FLEE_FAIL"
  1558. end
  1559. # Default Action Sequence for all unassigned Actor IDs.
  1560. return "FLEE_FAIL"
  1561. end
  1562. #--------------------------------------------------------------------------
  1563. # ++ Actor Victory Action Sequence
  1564. #--------------------------------------------------------------------------
  1565. # Define Action Sequence key used when an Actor at the end of a
  1566. # victorious battle.
  1567. def win
  1568. case @actor_id
  1569. when 1
  1570. return "VICTORY"
  1571. end
  1572. # Default Action Sequence for all unassigned Actor IDs.
  1573. return "VICTORY"
  1574. end
  1575. #--------------------------------------------------------------------------
  1576. # ++ Actor Battle Start Action Sequence
  1577. #--------------------------------------------------------------------------
  1578. # Define Action Sequence key used when an Actor first enters the battlefield.
  1579. def first_action
  1580. case @actor_id
  1581. when 1
  1582. return "BATTLE_START"
  1583. end
  1584. # Default Action Sequence for all unassigned Actor IDs.
  1585. return "BATTLE_START"
  1586. end
  1587. #--------------------------------------------------------------------------
  1588. # ++ Actor Interrupt Reset Action Sequence
  1589. #--------------------------------------------------------------------------
  1590. # Define Action Sequence key used when an Actor's Action Sequence is
  1591. # somehow interrupted.
  1592. def recover_action
  1593. case @actor_id
  1594. when 1
  1595. return "RESET_POSITION"
  1596. end
  1597. # Default Action Sequence for all unassigned Actor IDs.
  1598. return "RESET_POSITION"
  1599. end
  1600. #--------------------------------------------------------------------------
  1601. # ++ Actor Incapacitated Action Sequence
  1602. #--------------------------------------------------------------------------
  1603. # Define Action Sequence key used when an Actor is dead.
  1604. def incapacitated
  1605. case @actor_id
  1606. when 1 # Actor ID
  1607. return "DEAD" # Action Sequence Key
  1608. end
  1609. # Default Action Sequence for all unassigned Actor IDs.
  1610. return "DEAD"
  1611. end
  1612. #--------------------------------------------------------------------------
  1613. # ++ Actor Shadow
  1614. #--------------------------------------------------------------------------
  1615. # Define filename of shadow graphic used by an Actor.
  1616. #
  1617. # return "shadow01" <- Image file name in .Graphics/Characters
  1618. # return "" <- No shadow used.
  1619. def shadow
  1620. case @actor_id
  1621. when 1
  1622. return "shadow00"
  1623. end
  1624. # Default shadow for all unassigned Actor IDs.
  1625. return "shadow00"
  1626. end
  1627. #--------------------------------------------------------------------------
  1628. # ++ Actor Shadow Adjustment
  1629. #--------------------------------------------------------------------------
  1630. # Adjusts the coordinates of Actor shadow graphics.
  1631. #
  1632. # return [ X-Coordinate, Y-Coordinate]
  1633. def shadow_plus
  1634. case @actor_id
  1635. when 1
  1636. return [ 0, 4] # [ X, Y]
  1637. end
  1638. # Default shadow positioning for all unassigned Actor IDs.
  1639. return [ 0, 4]
  1640. end
  1641. end
  1642. #==============================================================================
  1643. # * Game_Enemy
  1644. #------------------------------------------------------------------------------
  1645. #  Enemy Basic Action Settings
  1646. #------------------------------------------------------------------------------
  1647. # This section is used to define what Action Sequence enemies should use under
  1648. # specific conditions. Each enemy can have their own unique action
  1649. # sequence that you can define in the appropriate section.
  1650. #
  1651. # Notetags are available for use if using the Notetags for Tankentai Add-on.
  1652. #
  1653. # Terms:
  1654. # key - Refers to the name of an action sequence key.
  1655. # Do not use quotation marks for notetags.
  1656. # value - A numerical value
  1657. # value% - A numerical value used as a percentage of something, but
  1658. # the percent sign is usually optional
  1659. # id - ID number from the database
  1660. # type - Differs depending on tag (see specific tag for information)
  1661. # filename - A filename from the Graphics/Characters folder
  1662. #==============================================================================
  1663. class Game_Enemy < Game_Battler
  1664. #--------------------------------------------------------------------------
  1665. # ++ Enemy Unarmed Attack Action Sequence
  1666. #--------------------------------------------------------------------------
  1667. # Define Action Sequence key used when an Enemy is unarmed.
  1668. #
  1669. # If Enemy is equipped with any weapon then this Action Sequence will
  1670. # not be used.
  1671. #
  1672. # Notetag: <unarmed: key>
  1673. def base_action
  1674. case @enemy_id
  1675. when 1 # Enemy ID
  1676. return "ENEMY_UNARMED_ATK" # Action Sequence Key
  1677. end
  1678. # Default Action Sequence for all unassigned Enemy IDs.
  1679. return "ENEMY_UNARMED_ATK"
  1680. end
  1681. #--------------------------------------------------------------------------
  1682. # ++ Enemy Standby Action Sequence
  1683. #--------------------------------------------------------------------------
  1684. # Define Action Sequence key used when an Enemy is doing nothing else in
  1685. # battle and is not inflicted with special states.
  1686. #
  1687. # Notetag: <standby: key>
  1688. def normal
  1689. case @enemy_id
  1690. when 1
  1691. return "WAIT"
  1692. end
  1693. # Default Action Sequence for all unassigned Enemy IDs.
  1694. return "WAIT"
  1695. end
  1696. #--------------------------------------------------------------------------
  1697. # ++ Enemy Critical (1/4th HP) Action Sequence
  1698. #--------------------------------------------------------------------------
  1699. # Define Action Sequence key used when an Enemy is at 25% or lower HP.
  1700. #
  1701. # Notetag: <pinch: key>
  1702. def pinch
  1703. case @enemy_id
  1704. when 1
  1705. return "WAIT"
  1706. end
  1707. # Default Action Sequence for all unassigned Enemy IDs.
  1708. return "WAIT"
  1709. end
  1710. #--------------------------------------------------------------------------
  1711. # ++ Enemy Guarding Action Sequence
  1712. #--------------------------------------------------------------------------
  1713. # Define Action Sequence key used when an Enemy uses the Guard command.
  1714. #
  1715. # Notetag: <guard: key>
  1716. def defence
  1717. case @enemy_id
  1718. when 1
  1719. return "GUARDING"
  1720. end
  1721. # Default Action Sequence for all unassigned Enemy IDs.
  1722. return "GUARDING"
  1723. end
  1724. #--------------------------------------------------------------------------
  1725. # ++ Enemy Hurt Action Sequence
  1726. #--------------------------------------------------------------------------
  1727. # Define Action Sequence key used when an Enemy is hit by damage.
  1728. #
  1729. # Notetag: <hurt: key>
  1730. def damage_hit
  1731. case @enemy_id
  1732. when 1
  1733. return "HURT"
  1734. end
  1735. # Default Action Sequence for all unassigned Enemy IDs.
  1736. return "HURT"
  1737. end
  1738. #--------------------------------------------------------------------------
  1739. # ++ Enemy Evasion Action Sequence
  1740. #--------------------------------------------------------------------------
  1741. # Define Action Sequence key used when an Enemy evades an attack.
  1742. #
  1743. # Notetag: <evade: key>
  1744. def evasion
  1745. case @enemy_id
  1746. when 1
  1747. return "ENEMY_EVADE_ATTACK"
  1748. end
  1749. # Default Action Sequence for all unassigned Enemy IDs.
  1750. return "ENEMY_EVADE_ATTACK"
  1751. end
  1752. #--------------------------------------------------------------------------
  1753. # ++ Enemy Escape Action Sequence
  1754. #--------------------------------------------------------------------------
  1755. # Define Action Sequence key used when an Enemy runs away from battle.
  1756. #
  1757. # Notetag: <escape: key>
  1758. def run_success
  1759. case @enemy_id
  1760. when 1
  1761. return "ENEMY_FLEE"
  1762. end
  1763. # Default Action Sequence for all unassigned Enemy IDs.
  1764. return "ENEMY_FLEE"
  1765. end
  1766. #--------------------------------------------------------------------------
  1767. # ++ Enemy Battle Start Action Sequence
  1768. #--------------------------------------------------------------------------
  1769. # Define Action Sequence key used when an Enemy first enters the battlefield.
  1770. #
  1771. # Notetag: <start: key>
  1772. def first_action
  1773. case @enemy_id
  1774. when 1
  1775. return "BATTLE_START"
  1776. end
  1777. # Default Action Sequence for all unassigned Enemy IDs.
  1778. return "BATTLE_START"
  1779. end
  1780. #--------------------------------------------------------------------------
  1781. # ++ Enemy Interrupt Reset Action Sequence
  1782. #--------------------------------------------------------------------------
  1783. # Define the Action Sequence key used when an enemy's action sequence is
  1784. # somehow interrupted and cannot be completed normally.
  1785. #
  1786. # Notetag: <interrupt: key>
  1787. def recover_action
  1788. case @enemy_id
  1789. when 1
  1790. return "RESET_POSITION"
  1791. end
  1792. # Default Action Sequence for all unassigned Enemy IDs.
  1793. return "RESET_POSITION"
  1794. end
  1795. #--------------------------------------------------------------------------
  1796. # ++ Enemy Incapacitated Action Sequence
  1797. #--------------------------------------------------------------------------
  1798. # Define Action Sequence key used when an Enemy is dead. If left blank ("")
  1799. # then incapacitated sequence is not used.
  1800. #
  1801. # Notetag: <dead: key>
  1802. def incapacitated
  1803. case @enemy_id
  1804. when 1 # Enemy ID
  1805. return "DEAD" # Action Sequence Key
  1806. end
  1807. # Default Action Sequence for all unassigned Enemy IDs.
  1808. return "DEAD"
  1809. end
  1810. #--------------------------------------------------------------------------
  1811. # ++ Enemy Shadow
  1812. #--------------------------------------------------------------------------
  1813. # Define the filename of the shadow graphic used by an Enemy.
  1814. #
  1815. # Filename must be in quotes, but does not need the file extension.
  1816. #
  1817. # Notetag: <shadow: filename>
  1818. def shadow
  1819. case @enemy_id
  1820. when 1
  1821. return "shadow01"
  1822. when 30
  1823. return ""
  1824. end
  1825. # Default shadow for all unassigned Enemy IDs.
  1826. return "shadow01"
  1827. end
  1828. #--------------------------------------------------------------------------
  1829. # ++ Enemy Shadow Adjustment
  1830. #--------------------------------------------------------------------------
  1831. # return [ X-Coordinate, Y-Coordinate]
  1832. #
  1833. # Notetag: <move shadow: x, y>
  1834. def shadow_plus
  1835. case @enemy_id
  1836. when 1
  1837. return [ 0, -8]
  1838. end
  1839. # Default shadow positioning for all unassigned Enemy IDs.
  1840. return [ 0, 0]
  1841. end
  1842. #--------------------------------------------------------------------------
  1843. # ++ Enemy Equipped Weapon
  1844. #--------------------------------------------------------------------------
  1845. # Equip a weapon on an enemy. Enemy receives any effects when equipped with
  1846. # the weapon such as status increases. Enemy will also follow the action
  1847. # sequence assigned to the weapon. Enemies can only equip one weapon.
  1848. #
  1849. # If Weapon ID is set to 0, enemy will be unarmed.
  1850. #
  1851. # Notetag: <weapon: id>
  1852. def weapon
  1853. case @enemy_id
  1854. when 1 # Enemy ID
  1855. return 0 # Weapon ID
  1856. end
  1857. # Default weapon for all unassigned Enemy IDs.
  1858. return 0
  1859. end
  1860. #--------------------------------------------------------------------------
  1861. # ++ Enemy Screen Positioning Adjustment
  1862. #--------------------------------------------------------------------------
  1863. # Adjusts the position of enemies in battle.
  1864. # Positive Y-values move the enemy down. Negative Y-values move the enemy up.
  1865. #
  1866. # return [ 0, 0] <- [X-value、Y-value]
  1867. #
  1868. # Notetag: <position: x, y>
  1869. def position_plus
  1870. case @enemy_id
  1871. when 1
  1872. return [0, 0]
  1873. end
  1874. # Default positioning for all unassigned Enemy IDs.
  1875. return [ 0, 0]
  1876. end
  1877. #--------------------------------------------------------------------------
  1878. # ++ Enemy Collapse Animation Settings
  1879. #--------------------------------------------------------------------------
  1880. # Define which collapse animation an enemy uses when killed. The collapse
  1881. # type is defined by using a numerical value.
  1882. #
  1883. # 1 - Enemy sprite stays on screen after death.
  1884. # 2 - Enemy fades from the battle normally
  1885. # 3 - Special collapse animation. Good for bosses.
  1886. #
  1887. # Notetag: <collapse: type>
  1888. def collapse_type
  1889. case @enemy_id
  1890. when 1
  1891. return 2
  1892. when 30
  1893. return 3
  1894. end
  1895. # Default collapse for all unassigned Enemy IDs.
  1896. return 2
  1897. end
  1898. #--------------------------------------------------------------------------
  1899. # ++ Enemy Multiple Actions Settings
  1900. #--------------------------------------------------------------------------
  1901. # Define how many times an enemy can attack in a single turn.
  1902. #
  1903. # Maximum Actions, Probability, Speed Adjustment
  1904. # return [ 2, 100, 100]
  1905. #
  1906. # Maximum Actions - Maximum number of actions enemy may execute in a turn.
  1907. # Probability - % value. Chance for enemy to do another action.
  1908. # Speed Adjustment - % value that decreases enemy's bonus speed from skills
  1909. # after each successive action.
  1910. #
  1911. # Notetag: <multiact: maximum actions, chance%, speed adjust>
  1912. def action_time
  1913. case @enemy_id
  1914. when 1
  1915. return [ 1, 100, 100]
  1916. end
  1917. # Default multi-action setting for all unassigned Enemy IDs.
  1918. return [ 1, 100, 100]
  1919. end
  1920. #--------------------------------------------------------------------------
  1921. # ++ Enemy Animated Battler Settings
  1922. #--------------------------------------------------------------------------
  1923. # true: Enemy battler uses files from Graphics/Characters folder like actors.
  1924. # false: Default enemy battler image from Graphics/Battlers folder.
  1925. # [File Settings]
  1926. # 1.Enemy animated battler file must be in .Graphics/Characters folder.
  1927. # 2.Enemy battler file names must match between .Graphics/Characters and
  1928. # .Graphics/Battlers folders.
  1929. #
  1930. # Notetag: <animate> OR <-animate> OR <+animate>
  1931. # Prefixing animate with a minus sign will return false.
  1932. def anime_on
  1933. case @enemy_id
  1934. when 1
  1935. return false
  1936. end
  1937. # Default animation setting for all unassigned Enemy IDs.
  1938. return false
  1939. end
  1940. #--------------------------------------------------------------------------
  1941. # ++ Enemy Mirror Settings
  1942. #--------------------------------------------------------------------------
  1943. # Mirrors the enemy battler's graphic and any animations they produce.
  1944. #
  1945. # false: Normal
  1946. # true: Mirrors enemy image and animations
  1947. #
  1948. # Notetag: <mirror> OR <-mirror> OR <+mirror>
  1949. # Prefixing mirror with a minus sign will return false.
  1950.  
  1951. def action_mirror
  1952. case @enemy_id
  1953. when 1
  1954. return false
  1955. end
  1956. # Default invert setting for all unassigned Enemy IDs.
  1957. return false
  1958. end
  1959. end
  1960.  
  1961. module RPG
  1962. #==============================================================================
  1963. # ■ module RPG
  1964. #------------------------------------------------------------------------------
  1965. # State Action Settings
  1966. #
  1967. # Notetags are available for use if using the Notetags for Tankentai Add-on.
  1968. #
  1969. # Terms:
  1970. # key - Refers to the name of an action sequence key.
  1971. # Do not use quotation marks for notetags.
  1972. # value - A numerical value
  1973. # value% - A numerical value used as a percentage of something, but
  1974. # the percent sign is usually optional
  1975. # id - ID number from the database
  1976. # type - Differs depending on tag (see specific tag for information)
  1977. # filename - A filename from the Graphics/Characters folder
  1978. #==============================================================================
  1979. class State
  1980. #--------------------------------------------------------------------------
  1981. # ++ State Affliction Wait Sequence Settings
  1982. #--------------------------------------------------------------------------
  1983. # When a battler is affected by a state, their Wait/Idle sequence will be
  1984. # replaced by the Action Sequence defined for the State IDs below. Only one
  1985. # State Affliction Wait Animation can be active at a time. The state with the
  1986. # highest Priority rating will take precedence if affected by multiple states.
  1987. #
  1988. # when 1 <- State ID number
  1989. # return "DEAD" <- Action Sequence when afflicted by specified state.
  1990. #
  1991. # Notetag: <action: key>
  1992. def base_action
  1993. case @id
  1994. when 1 # Incapacitated(HP0). Has the highest priority.
  1995. return "DEAD"
  1996. end
  1997. # Default Action Sequence for all unassigned State IDs.
  1998. return "WAIT"
  1999. end
  2000. #--------------------------------------------------------------------------
  2001. # ++ State Enhancement Extension Settings
  2002. #--------------------------------------------------------------------------
  2003. # Note about REFLECT and NULL states:
  2004. # An item/skill is considered physical if "Physical Attack" is
  2005. # checked under "Options" in your Database. Otherwise, it is magical.
  2006. #
  2007. # "AUTOLIFE/50" - Automatically revives when Incapacitated.
  2008. # Value after "/" is % of MAXHP restored when revived.
  2009. # "MAGREFLECT/39" - Reflects magical skills to the original caster.
  2010. # Value after "/" is Animation ID when triggered.
  2011. # "MAGNULL/39" - Nullify magical skills and effects.
  2012. # Value after "/" is Animation ID when triggered.
  2013. # "PHYREFLECT/39" - Reflects physical skills to the original caster.
  2014. # Value after "/" is Animation ID when triggered.
  2015. # "PHYNULL/39" - Nullify physical skills and effects.
  2016. # Value after "/" is Animation ID when triggered.
  2017. # "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when
  2018. # affected. This will not appear as POP Damage. This
  2019. # function is similar to Celes' "Runic" from FF6.
  2020. # "ZEROTURNLIFT" - State is lifted at the end of turn regardless.
  2021. # "EXCEPTENEMY" - Enemies will not use Action Sequence assigned
  2022. # under State Affliction Wait Animation Settings when
  2023. # afflicted. (Actors still will.)
  2024. # "NOPOP" - State name will not appear as POP Window.
  2025. # "NOSTATEANIME" - State's caster and enemies will not use animation
  2026. # sequence assigned under State Affliction Wait Sequence
  2027. # Settings when afflicted.
  2028. # "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings.
  2029. # "NONE" - No extension. Used as a default.
  2030. def extension
  2031. case @id
  2032. when 1 # Incapacitated State. Has highest priority.
  2033. return ["NOPOP","EXCEPTENEMY"]
  2034. when 18 # 2-Man Tech
  2035. return ["ZEROTURNLIFT"]
  2036. when 19 # 4-Man Tech
  2037. return ["ZEROTURNLIFT"]
  2038. when 20 # Cat Transformation
  2039. return ["NOSTATEANIME"]
  2040. end
  2041. # Default extensions for all unassigned State IDs.
  2042. return ["NONE"]
  2043. end
  2044. #--------------------------------------------------------------------------
  2045. # ++ Slip Damage Settings
  2046. #--------------------------------------------------------------------------
  2047. # Also includes regeneration options.
  2048. #
  2049. # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
  2050. #      Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
  2051. #
  2052. #   Type, Constant, %, POP?, Allow Death
  2053. # return [["hp", 0, 10, true, true]]
  2054. #
  2055. # Type – "hp" or "mp".
  2056. # Constant – Set a constant value to apply each turn.
  2057. # Positive values are damage. Negative values are recovery.
  2058. # % - Set a percentage value to apply each turn based on MAX HP/MP.
  2059. # Positive values are damage. Negative values are recovery.
  2060. # POP? - Determines whether or not you want slip damage value to
  2061. # appear as POP Damage.
  2062. # Allow Death - This function is not working - true: Slip damage can kill.
  2063. # false: Slip damage will not kill. (Battler will be left at 1 HP)
  2064. #
  2065. # Notetags: <slip: hp/mp, value, value%>
  2066. # <cannot kill> (Optional)
  2067. # <cannot pop> (Optional)
  2068.  
  2069. def slip_extension
  2070. case @id
  2071. when 2 # Poison
  2072. return [["hp", 0, 10, true, true]]
  2073. end
  2074. return []
  2075. end
  2076. end
  2077. #==============================================================================
  2078. # * module RPG
  2079. #------------------------------------------------------------------------------
  2080. # Weapon Action Settings
  2081. #
  2082. # Notetags are available for use if using the Notetags for Tankentai Add-on.
  2083. #
  2084. # Terms:
  2085. # key - Refers to the name of an action sequence key.
  2086. # Do not use quotation marks for notetags.
  2087. # value - A numerical value
  2088. # value% - A numerical value used as a percentage of something, but
  2089. # the percent sign is usually optional
  2090. # id - ID number from the database
  2091. # type - Differs depending on tag (see specific tag for information)
  2092. # filename - A filename from the Graphics/Characters folder
  2093. #==============================================================================
  2094. class Weapon
  2095. #--------------------------------------------------------------------------
  2096. # ++ Weapon Action Sequence Settings
  2097. #--------------------------------------------------------------------------
  2098. # Assigns a specific Action Sequence when using a weapon.
  2099. #
  2100. # when 1 <- Weapon ID number
  2101. # return "NORMAL_ATTACK" <- Action Sequence for assigned Weapon ID.
  2102. #
  2103. # Notetag: <action: key>
  2104. def base_action
  2105. case @id
  2106. when 1
  2107. return "NORMAL_ATTACK"
  2108. end
  2109. # Default Action Sequence for unassigned Weapon IDs.
  2110. return "NORMAL_ATTACK"
  2111. end
  2112. #--------------------------------------------------------------------------
  2113. # ++ Weapon Graphic Settings
  2114. #--------------------------------------------------------------------------
  2115. # Allows use of a seperate weapon graphic besides the one assigned
  2116. # from Iconset.png
  2117. #
  2118. # return "001-Weapon01" <- Weapon image file name. If "", none is used.
  2119. # File must be in the .Graphics/Characters folder
  2120. # of your project.
  2121. #
  2122. # Notetag: <graphic: filename>
  2123. def graphic
  2124. case @id
  2125. when 1
  2126. return ""
  2127. end
  2128. # Default weapon graphic for unassigned Weapon IDs.
  2129. return ""
  2130. end
  2131. #--------------------------------------------------------------------------
  2132. # ++ Throwing Weapon Graphic Settings
  2133. #--------------------------------------------------------------------------
  2134. # Allows use of a seperate throwing weapon graphic besides the one assigned
  2135. # from Iconset.png. This is useful for arrows when you don't want the bow
  2136. # to be thrown.
  2137. #
  2138. # Flying Graphics can only be utilized through use of Moving Animation
  2139. # hashes.
  2140. #
  2141. # return "001-Weapon01" <- Weapon image file name. If "", none is used.
  2142. # File must be in the .Graphics/Characters folder
  2143. # of your project.
  2144. #
  2145. # Notetags: <flygraphic: filename>
  2146. def flying_graphic
  2147. case @id
  2148. when 1
  2149. return ""
  2150. end
  2151. # Default throwing weapon graphic for unassigned Weapon IDs.
  2152. return ""
  2153. end
  2154. end
  2155. #==============================================================================
  2156. # * module RPG
  2157. #------------------------------------------------------------------------------
  2158. # Skill Settings
  2159. #
  2160. # Notetags are available for use if using the Notetags for Tankentai Add-on.
  2161. #
  2162. # Terms:
  2163. # key - Refers to the name of an action sequence key.
  2164. # Do not use quotation marks for notetags.
  2165. # value - A numerical value
  2166. # value% - A numerical value used as a percentage of something, but
  2167. # the percent sign is usually optional
  2168. # id - ID number from the database
  2169. # type - Differs depending on tag (see specific tag for information)
  2170. # filename - A filename from the Graphics/Characters folder
  2171. #==============================================================================
  2172. class Skill
  2173. #--------------------------------------------------------------------------
  2174. # ++ Skill Action Sequence Settings
  2175. #--------------------------------------------------------------------------
  2176. # Assign a Skill ID from the Database to execute a defined Action Sequence.
  2177. # Only Action Sequence keys can be assigned. ANIME keys cannot
  2178. # be directly assigned here.
  2179. #
  2180. # Notetag: <action: key>
  2181. def base_action
  2182. =begin
  2183. case @id
  2184. when 84 # Skill ID
  2185. return "THROW_WEAPON" # Action Sequence Key
  2186. when 85
  2187. return "MULTI_ATTACK"
  2188. when 86
  2189. return "RAPID_MULTI_ATTACK"
  2190. when 87
  2191. return "MULTI_SHOCK"
  2192. when 88
  2193. return "SHOCK_WAVE"
  2194. when 89
  2195. return "MULTI_ATTACK_RAND"
  2196. when 90
  2197. return "SKILL_90_SEQUENCE"
  2198. when 91
  2199. return "SKILL_91_SEQUENCE"
  2200. when 92
  2201. return "NORMAL_ATTACK"
  2202. when 93
  2203. return "CUT_IN"
  2204. when 94
  2205. return "STOMP"
  2206. when 95
  2207. return "ALL_ATTACK_1"
  2208. when 96
  2209. return "SKILL_ALL"
  2210. when 97
  2211. return "TRANSFORM_CAT"
  2212. when 98
  2213. return "2-MAN_UNION_RALPH"
  2214. when 99
  2215. return "2-MAN_UNION_ULRIKA"
  2216. when 100
  2217. return "4-MAN_UNION_RALPH"
  2218. when 101
  2219. return "4-MAN_UNION_ULRIKA"
  2220. when 102
  2221. return "4-MAN_UNION_BENNETT"
  2222. when 103
  2223. return "4-MAN_UNION_YLVA"
  2224. when 104
  2225. return "THROW_FRIEND"
  2226. end
  2227. =end
  2228. # Default Action Sequence for unassigned Skill IDs.
  2229. return "SKILL_USE"
  2230. end
  2231. #--------------------------------------------------------------------------
  2232. # ++ Skill Extension Settings
  2233. #--------------------------------------------------------------------------
  2234. # Allows you to add special effexts to skills.
  2235. # Multiple extensions may be applied to a skill ID.
  2236. #
  2237. # "PERFECTHIT" -Skill cannot miss or be evaded.
  2238. # "IGNOREREFLECT" -Ignores damage reflection states.
  2239. # "HELPHIDE" -Help window when casting will not appear.
  2240. # "TARGETALL" -Will affect all enemies and allies simultaneously.
  2241. # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies
  2242. # or All Allies for this to work correctly.
  2243. # "OTHERS" -Skill will not affect caster.
  2244. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
  2245. # "NOFLASH" -Battler will not flash when taking action.
  2246. # "NONE" -Used as a default.
  2247. def extension
  2248. case @id
  2249. when 86 # Skill ID
  2250. return ["NOOVERKILL"] # Extensions
  2251. when 94
  2252. return ["NOOVERKILL"]
  2253. when 98
  2254. return ["NOOVERKILL"]
  2255. when 100
  2256. return ["NOOVERKILL"]
  2257. end
  2258. # Default extensions for unassigned Skill IDs.
  2259. return ["NONE"]
  2260. end
  2261. #--------------------------------------------------------------------------
  2262. # ++ Skill Flying Graphic Settings
  2263. #--------------------------------------------------------------------------
  2264. # Allows use of a seperate throwing weapon graphic besides the one assigned
  2265. # from Iconset.png.
  2266. #
  2267. # Flying Graphics can only be utilized through use of Moving Animation
  2268. # hashes.
  2269. #
  2270. # return "001-Weapon01" <- Weapon image file name. If "", none is used.
  2271. # File must be in the .Graphics/Characters folder
  2272. # of your project.
  2273. #
  2274. # Notetag: <flygraphic: filename>
  2275. def flying_graphic
  2276. case @id
  2277. when 1
  2278. return ""
  2279. end
  2280. # Default throwing skill graphic for unassigned Weapon IDs.
  2281. return ""
  2282. end
  2283. end
  2284. #==============================================================================
  2285. # * module RPG
  2286. #------------------------------------------------------------------------------
  2287. # Item Action Settings
  2288. #
  2289. # Notetags are available for use if using the Notetags for Tankentai Add-on.
  2290. #
  2291. # Terms:
  2292. # key - Refers to the name of an action sequence key.
  2293. # Do not use quotation marks for notetags.
  2294. # value - A numerical value
  2295. # value% - A numerical value used as a percentage of something, but
  2296. # the percent sign is usually optional
  2297. # id - ID number from the database
  2298. # type - Differs depending on tag (see specific tag for information)
  2299. # filename - A filename from the Graphics/Characters folder
  2300. #==============================================================================
  2301. class Item
  2302. #--------------------------------------------------------------------------
  2303. # ++ Item ID Sequence Assignment
  2304. #--------------------------------------------------------------------------
  2305. # Assign an Item ID from the Database to execute a defined Action Sequence.
  2306. # Only Action Sequence keys can be assigned. ANIME keys cannot
  2307. # be directly assigned here.
  2308. #
  2309. # Notetag: <action: key>
  2310. def base_action
  2311. case @id
  2312. when 1 # Item ID
  2313. return "ITEM_USE" # Action Sequence Key
  2314. end
  2315. # Default Action Sequence for unassigned Item IDs.
  2316. return "ITEM_USE"
  2317. end
  2318. #--------------------------------------------------------------------------
  2319. # ++ Item Enhancement Extension Settings
  2320. #--------------------------------------------------------------------------
  2321. # Allows you to add special effexts to skills.
  2322. # Multiple extensions may be applied to a skill ID.
  2323. #
  2324. # "PERFECTHIT" -Item cannot miss or be evaded.
  2325. # "IGNOREREFLECT" -Ignores damage reflection states.
  2326. # "HELPHIDE" -Help window when casting will not appear.
  2327. # "TARGETALL" -Will affect all enemies and allies simultaneously.
  2328. # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies
  2329. # or All Allies for this to work correctly.
  2330. # "OTHERS" -Item will not affect caster.
  2331. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
  2332. # "NOFLASH" -Battler will not flash when taking action.
  2333. def extension
  2334. case @id
  2335. when 1 # Item ID
  2336. return ["IGNOREREFLECT"] # Extensions
  2337. end
  2338. # Default extensions for unassigned Item IDs.
  2339. return ["IGNOREREFLECT"]
  2340. end
  2341. #--------------------------------------------------------------------------
  2342. # ++ Item Flying Graphic Settings
  2343. #--------------------------------------------------------------------------
  2344. # Allows use of a seperate throwing weapon graphic besides the one assigned
  2345. # from Iconset.png.
  2346. #
  2347. # Flying Graphics can only be utilized through use of Moving Animation
  2348. # hashes.
  2349. #
  2350. # return "001-Weapon01" <- Weapon image file name. If "", none is used.
  2351. # File must be in the .Graphics/Characters folder
  2352. # of your project.
  2353. #
  2354. # Notetag: <flygraphic: key>
  2355. def flying_graphic
  2356. case @id
  2357. when 1
  2358. return ""
  2359. end
  2360. # Default throwing skill graphic for unassigned Weapon IDs.
  2361. return ""
  2362. end
  2363. end
  2364. end
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