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- #==============================================================================
- # ■ Sideview Battle System Battler Configuration (Kaduki) [3.4d]
- #------------------------------------------------------------------------------
- # Original Script by:
- # Enu ( http://rpgex.sakura.ne.jp/home/ )
- # English Localization:
- # Kylock, Mr. Bubble, Shu
- # Contributors & Special Thanks:
- # Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
- # blackmorning, Mithran, Kaduki, Enu
- # (See [Credits] for more information)
- #==============================================================================
- $imported = {} if $imported == nil
- $imported["TankentaiSideview(Kaduki)"] = true
- module N01
- #==============================================================================
- # ■ ANIME Hashes
- #------------------------------------------------------------------------------
- # ANIME hashes are utilized by ACTION sequences and have no utility alone.
- #==============================================================================
- ANIME = { # <- Do not delete this line.
- #----------------------------------------------------------------------------
- # * About Anime Hashes
- #----------------------------------------------------------------------------
- # Think of Anime Hashes as predefined orders/commands that are given to a
- # battler to make it perform a single desired action/effect in battle. By
- # utilizing multiple Anime Hashes and listing their keys in an action
- # sequence, you are able create your own unique battler actions.
- # Anime Hashes are utilized by listing Anime Keys within an action sequence.
- #
- # Please read "About Action Sequences" for specific information on
- # how to use Anime Hashes in Action Sequences.
- #
- #----------------------------------------------------------------------------
- # * Creating Anime Hashes
- #----------------------------------------------------------------------------
- # ANIME Hashes in this section are defined with the following syntax:
- # ANIME Key => Hash Array Comma
- "EXAMPLE_ANIME_HASH" => ["hash_array_contents"],
- # ANIME Key - Can be any name you want as long as it does not
- # contain only numbers such as "5" or "42".
- # Remember that ANIME Keys are case-sensitive
- # when they are used. If an ANIME Key is not defined when
- # used within an action sequence, the ANIME Key will simply
- # be skipped and the action sequence will continue.
- # When creating names for your Keys, do not use the
- # same name as an existing Key.
- #
- # => - Must be between the ANIME Key and the Hash Array.
- #
- # Hash Array - Contents of the Hash Array differ depending on the type of
- # battler action you want when the ANIME Key is used in an action
- # sequence. Please read through the SBS Configuration script
- # to learn the requirements for each type of Anime Hash.
- #
- # Comma - All Anime hashes must end with a comma after the
- # closing square bracket. Forgetting to include the comma will
- # result in a syntax error.
- #--------------------------------------------------------------------------
- # ● Battler Poses
- #--------------------------------------------------------------------------
- # Command a battler to display specific frames from the battler's
- # assigned character graphic file.
- #
- # File No. - File number of battler graphic file used.
- # 0: Walking Graphic. In the case of Actors, 0 refers to
- # default walking graphic as assigned in the Actors tab.
- # n: "Character Name + _n", where n refers to the file number
- # extension.
- # Example: If Ralph has a character graphic of "$Ralph.png"
- # assigned to him in the Actors tab of the Database,
- # "$Ralph_1" can instead be used if File No. equals 1.
- #
- # Row - Row to be used from the character graphic, where the value 0
- # refers to the topmost row. (0~3)
- # Speed - Frame change rate of battler graphic. Lower numbers are faster.
- # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
- # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
- # [2: One Loop, no repeat] Example: 1 2 3 .
- # Wait - Time, in frames, before animation loops again.
- # This value does not apply if Loop=2
- # Fixed - Defines loop behavior or specific fixed frame display.
- # [ -2: Reverse Loop Animation. Also reverses weapon animation.]
- # [ -1: Normal Loop Animation]
- # [0~2: Fixed frame display. Refers to frame on character sprite
- # sheet starting where 0 = left-most frame.]
- # Z - Value added to battler's Z priority.
- # Shadow - true: Display battler shadow.
- # false: Does not display battler shadow.
- # Weapon - Weapon Sprite Animation to be used with battler frame animation.
- # For no weapon animation, use "".
- # ANIME Key FileNo. Row Spd Loop Wait Fixed Z Shadow Weapon
- "STANDBY_POSE" => [ 1, 0, 15, 0, 0, -1, 0, true, "" ],
- "STANDBY_FRAME_1" => [ 1, 0, 30, 2, 0, 0, 0, true, "" ],
- "STANDBY_FRAME_2" => [ 1, 0, 30, 2, 0, 1, 0, true, "" ],
- "STANDBY_FRAME_3" => [ 1, 0, 30, 2, 0, 2, 0, true, "" ],
- "STANDBY_FRAME_4" => [ 1, 1, 30, 2, 0, 0, 0, true, "" ],
- "STANDBY_FRAME_5" => [ 1, 1, 30, 2, 0, 1, 0, true, "" ],
- "STANDBY_FRAME_6" => [ 1, 1, 30, 2, 0, 2, 0, true, "" ],
- "STAND_POSE" => [ 1, 0, 10, 2, 0, 1, 0, true, "" ],
- "FACE_RIGHT_POSE" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ],
- "HURT_POSE" => [ 1, 1, 10, 2, 40, -1, 0, true, "" ],
- "SLEEP_POSE" => [ 4, 0, 30, 1, 0, -1, 0, true, "" ],
- "DEAD_POSE" => [ 2, 3, 15, 0, 0, -1, 0, true, "" ],
- "MOVE_POSE" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ],
- "MOVE_AWAY_POSE" => [ 1, 3, 11, 2, 0, -1, 0, true, "" ],
- "HIGH_PRIORITY" => [ 0, 1, 2, 1, 0, -1, 600, true, "" ],
- "WPN_SWING_V" => [ 3, 0, 4, 2, 0, -1, 2, true,"VERT_SWING"],
- "WPN_SWING_VL" => [ 3, 0, 4, 2, 0, -1, 2, true,"VERT_SWINGL"],
- "WPN_SWING_VS" => [ 3, 0, 8, 2, 0, -1, 2, true,"VERT_SWING"],
- "WPN_SWING_UNDER" => [ 3, 0, 4, 2, 0, -1, 2, true,"UNDER_SWING"],
- "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2,false,"OVER_SWING"],
- "WPN_RAISED" => [ 3, 1, 2, 2, 28, -1, 2, true,"RAISED"],
- "CRITICAL_POSE" => [ 1, 2, 15, 0, 0, -1, 0, true, "" ],
- "CRITICAL_FRAME_1" => [ 1, 2, 60, 2, 0, 0, 0, true, "" ],
- "CRITICAL_FRAME_2" => [ 1, 2, 60, 2, 0, 1, 0, true, "" ],
- "CRITICAL_FRAME_3" => [ 1, 2, 60, 2, 0, 2, 0, true, "" ],
- "CRITICAL_FRAME_4" => [ 1, 3, 60, 2, 0, 0, 0, true, "" ],
- "CRITICAL_FRAME_5" => [ 1, 3, 60, 2, 0, 1, 0, true, "" ],
- "CRITICAL_FRAME_6" => [ 1, 3, 60, 2, 0, 2, 0, true, "" ],
- "SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, "" ],
- "VICTORY_POSE" => [ 2, 0, 29, 2, 0, -1, 0, true, "" ],
- "DEATH_POSE" => [ 2, 3, 10, 1, 0, -1, 0,false, "" ],
- "EVADING_POSE" => [ 2, 1, 15, 2, 0, -1, 0, true, "" ],
- "ATTACK_MOVE_POSE" => [ 1, 3, 5, 0, 0, -1, 0, true, "NO_SWING" ],
- "JUMP_ATTACK_POSE" => [ 1, 0, 5, 0, 0, -1, 0, true, "NO_SWING_2" ],
- "INVISIBLE_POSE" => [ 0, -1, 1, 2, 0, 1, 0,false, "" ],
- "DANGER_POSE" => [ 3, 2, 3, 0, 0, -1, 0, true,"SCYTHE_HOLD"],
- "TALK_POSE" => [ 3, 1, 10, 0, 0, -1, 0, true, "" ],
- "HURT_POSE_WEAPON" => [ 2, 2, 30, 2, 0, -1, 0, true, "NO_SWING_2" ],
- #--------------------------------------------------------------------------
- # ++ Weapon Sprite Animation
- #--------------------------------------------------------------------------
- # Weapon Sprite Animation keys are not to be used directly within action
- # sequences. Instead, they are utilized in Battler Frame Animation hash
- # arrays.
- #
- # The amount of frames a Weapon Sprite Animation has from start to finish
- # is equal to the number of frames in a row of a character graphic.
- #
- # Xa - Distance weapon sprite is moved on the X-axis.
- # Ya - Distance weapon sprite is moved on the Y-axis. Please note that
- # the Y-axis is inverted. This means negative values move up, positive
- # values move down.
- # Za - true: Weapon sprite is displayed over battler sprite.
- # false: Weapon sprite is displayed behind battler sprite.
- # A1 - Starting angle of weapon sprite rotation. Negative numbers will
- # result in counter-clockwise rotation.
- # A2 - Ending angle of weapon sprite. Rotation will stop here.
- # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
- # [3:Bottom Left] [4:Bottom Right]
- # Inv - Invert - If true, horizontally inverts weapon sprite.
- # Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
- # Values may be decimals. (0.6, 0.9, etc.)
- # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
- # Values may be decimals. (0.6, 0.9, etc.)
- # Xp - X pitch - For adjusting the X axis. This number changes the initial
- # X coordinate.
- # Yp - Y pitch - For adjusting the Y axis. This number changes the initial
- # Y coordinate.
- # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
- # instead.
- # ANIME Key Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
- "NO_SWING" => [ 0, 0, false, 320, 320, 4, true, 1, 1, 0, 0,false],
- "VERT_SWING" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0,false],
- "VERT_SWINGL" => [ 0, 0, false,-135, 45, 4, false, 1, 1, 0, 0, true],
- "UNDER_SWING" => [ 6, 8, false, 270, 0, 4, true, 1, 1, -4, -6,false],
- "OVER_SWING" => [ 6, 8, false, 45,-100, 4, false, 1, 1, -4, -6,false],
- "RAISED" => [ 6, -4, false, 90, -45, 4, false, 1, 1, -4, -6,false],
- "SCYTHE_HOLD" => [ 0, 0, false, 60, 60, 4, true, 1, 1, -12,15,false],
- "NO_SWING_2" => [ 0, 0, false, 300, 300, 4, true, 1, 1, 0, 0,false],
- #--------------------------------------------------------------------------
- # ++ Battler Movement
- #--------------------------------------------------------------------------
- # Command a battler to move to a specified point on the battle field.
- #
- # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
- # [0: Battler's Current Position]
- # [1: Center of Battler's Selected Target]
- # [2: Screen; (0,0) is at upper-left of screen]
- # [3: Battler's Start Position]
- # [4: "Head" of Battler's Selected Target]
- # [5: "Feet" of Battler's Selected Target]
- # X - X-axis pixels from origin. 1 unit = 1 pixel
- # Y - Y-axis pixels from origin. Please note that the Y-axis is
- # inverted. This means negative values move up, positive values
- # move down. 1 unit = 1 pixel
- # Time - Total travel time from starting to end point.
- # Larger numbers are slower.
- # Accel - Positive values accelerates frames. Negative values decelerates.
- # Jump - Negative values produce a jumping arc. Positive values produce
- # a reverse arc. [0: No jump]
- # Animation - Battler Frame Animation utilized during moving.
- # ANIME Key Origin X Y Time Accel Jump Pose
- "NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "STAND_POSE"],
- "BATTLE_ENTRANCE" => [ 0, 54, 0, 1, 0, 0, "MOVE_POSE"],
- "STEP_FORWARD" => [ 3, -32, 0, 18, -1, 0, "MOVE_POSE"],
- "STEP_BACKWARD" => [ 0, 32, 0, 8, -1, 0, "MOVE_POSE"],
- "4_MAN_MOVE-RALPH" => [ 2, 444, 96, 18, -1, 0, "MOVE_POSE"],
- "4_MAN_MOVE-ULRIKA" => [ 2, 444, 212, 18, -1, 0, "MOVE_POSE"],
- "4_MAN_MOVE-BENNETT" => [ 2, 384, 64, 18, -1, 0, "MOVE_POSE"],
- "4_MAN_MOVE-YLVA" => [ 2, 384, 244, 18, -1, 0, "MOVE_POSE"],
- "KNOCKBACK" => [ 0, 60, 0, 5, -1, 0, "HURT_POSE"],
- "LIGHT_KNOCKBACK" => [ 1, 12, 0, 1, 1, 0, "HURT_POSE"],
- "FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY_POSE"],
- "FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY_POSE"],
- "VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -2, "VICTORY_POSE"],
- "MOVE_ON_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_POSE"],
- "MOVE_ON_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_POSE"],
- "MOVE_TO_TARGET" => [ 1, 24, 0, 66, -1, 0, "ATTACK_MOVE_POSE"],
- "MOVE_TO_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_POSE"],
- "MOVE_RIGHT_OF_TARGET" => [ 1, 96, 32, 16, -1, 0, "MOVE_POSE"],
- "MOVE_LEFT_OF_TARGET" => [ 1, 96, -32, 16, -1, 0, "MOVE_POSE"],
- "JUMP_FORWARD" => [ 0, -32, 0, 8, -1, -4, "MOVE_POSE"],
- "JUMP_BACK" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY_POSE"],
- "JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_POSE"],
- "MOVE_THROWING_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_POSE"],
- "TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "HIGH_PRIORITY"],
- "JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
- "STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
- "REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
- "LONG_JUMP_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
- "DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
- "RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
- "LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
- "RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
- "LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
- "MOVE_TO_TARGET_HEAD" => [ 4, 24, 0, 36, -1, 0, "MOVE_POSE"],
- "MOVE_TO_TARGET_FEET" => [ 5, 24, 0, 36, -1, 0, "MOVE_POSE"],
- "EVADE_JUMP" => [ 0, 32, 0, 16, 0, -4, "EVADING_POSE"],
- "JUMP_TO_MIDDLE" => [ 2, 320, 170, 5, -1, -4, "JUMP_ATTACK_POSE"],
- #--------------------------------------------------------------------------
- # ++ Battler Float Movement
- #--------------------------------------------------------------------------
- # Battler Float Animation hashes define the movement of battlers from their
- # own shadows. Note that it is not possible to move horizontally with
- # Battler Movements hashes while simultaneously floating from a shadow.
- #
- # Type - Always "float".
- # A - Starting float height. Negative values move up.
- # Positive values move down.
- # B - Ending float height. This height is maintained until another action
- # is used.
- # Time - Total duration of movement from point A to point B
- # Animation - Specifies the Battler Frame Animation to be used.
- # ANIME Key Type A B Time Animation
- "FLOAT_" => ["float", -22, -20, 2, "STAND_POSE"],
- "FLOAT_2" => ["float", -20, -18, 2, "STAND_POSE"],
- "FLOAT_3" => ["float", -18, -20, 2, "STAND_POSE"],
- "FLOAT_4" => ["float", -20, -22, 2, "STAND_POSE"],
- "FLOAT_STOP" => ["float", 0, -80, 4, "STAND_POSE"],
- "FLOAT_LAND" => ["float", -80, 0, 4, "STAND_POSE"],
- "LIFT_ALLY" => ["float", 0, -30, 4, "STAND_POSE"],
- #--------------------------------------------------------------------------
- # ++ Battler Position Reset
- #--------------------------------------------------------------------------
- # Battler Position Reset hashes define when a battler's turn is over and
- # will reset the battler back to its starting coordinates. This type of
- # ANIME hash is required in all sequences.
- #
- # Please note that after a sequence has used a Battler Position Reset hash,
- # no more damage can be done by the battler because its turn is over.
- #
- # Type - Always "reset"
- # Time - Total travel time from current location to start coordinates.
- # Distance from start coordinates determines visual movement speed.
- # Accel - Positive values accelerate. Negative values decelerate.
- # Jump - Negative values produce a jumping arc. Positive values produce
- # a reverse arc. [0: No jump]
- # Animation Key - Specifies the Battler Frame Animation hash to be used.
- # ANIME Key Type Time Accel Jump Pose Key
- "RESET" => ["reset", 16, 0, 0, "MOVE_POSE"],
- "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"],
- "JUMP_RESET" => ["reset", 16, 0, -2, "MOVE_TO"],
- #--------------------------------------------------------------------------
- # ++ Force Battler Action
- #--------------------------------------------------------------------------
- # These types of ANIME hash allow forced control of other battler objects
- # that you define. This is particuarly used to control battlers when
- # it is not their turn.
- #
- # Type - Specifies action type. "SINGLE" or "SEQUENCE"
- #
- # Object - The battler(s) that will execute the specific action defined under
- # ANIME/ACTION Key. 0 is for selected target. Any other positive
- # number is a State ID number (1~999) that will force all battlers
- # with that State on them to execute the ANIME/ACTION Key.
- # By adding a - (minus sign) followed by a Skill ID number (1~999),
- # the actors that know that Skill ID will execute the defined
- # ANIME/ACTION Key except the active battler.
- # If you want to define a specific actor as the Object,
- # add 1000 to their index ID number. If the system cannot designate
- # the index number(such as if actor is dead or ran away), it will
- # select the nearest one starting from 0. If a response fails,
- # the action will be cancelled. (Example: Ylva's actor ID is 4. A
- # value of 1004 would define Ylva as the Object.)
- #
- # Reset Type - Specifies method of returning the battler to its original
- # location.
- # ANIME/ACTION Key - Specifies action used. If Type is SINGLE,
- # must be an ANIME hash key. If Type is SEQUENCE,
- # must an ACTION sequence key.
- # ANIME Key Type Object Reset Type ANIME/ACTION Key
- "FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"],
- "FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"],
- "FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"],
- "IMPACT_1" => ["SINGLE", 0, "RESET", "OBJ_TO_SELF"],
- "FORCE_LIFT_ALLY" => ["SINGLE", 0, "", "LIFT_ALLY"],
- "ULRIKA_ATTACK" => ["SEQUENCE", 18, "RESET", "ULRIKA_ATTACK_1"],
- "FORCE_ULRIKA" => ["SEQUENCE", -101, "RESET", "4_MAN_ATK-ULRIKA"],
- "FORCE_BENNETT" => ["SEQUENCE", -102, "RESET", "4_MAN_ATK-BENNETT"],
- "FORCE_YLVA" => ["SEQUENCE", -103, "RESET", "4_MAN_ATK-YLVA"],
- "ALLY_FLING" => ["SEQUENCE", 1000, "RESET", "THROW"],
- #--------------------------------------------------------------------------
- # ++ Target Modification
- #--------------------------------------------------------------------------
- # Changes battler's target in battle. Original target will still be stored.
- # Current battler is the only battler capable of causing damage.
- #
- # Type - Always "target"
- #
- # Object - The battler that will have its target modified. 0 is selected
- # target, any other number is a State ID number (1~999), and
- # changes all battlers with that state on them to target the new
- # designated target.
- # If you want to designate an actor by their index ID number,
- # add 1000 to their index ID number. If the system cannot designate
- # the index number(such as if actor is dead or ran away), it will
- # select the nearest one starting from 0. If a response fails,
- # the ACTION will be cancelled. (Example: Ylva's actor ID is 4. A
- # value of 1004 would define Ylva as the Object.)
- #
- # Target - New Target. [0=Self] [1=Self's Target]
- # [2=Self's Target After Modification]
- # [3=Reset to Previous Target (if 2 was used)]
- # ANIME Key Type Object Target
- "REAL_TARGET" => ["target", 0, 0],
- "TWO_UNIFIED_TARGETS" => ["target", 18, 1],
- "FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
- "ALLY_TO_THROW" => ["target", 1000, 2],
- "THROW_TARGET" => ["target", 1000, 3],
- #--------------------------------------------------------------------------
- # ++ Skill Link (Derivating Skills)
- #--------------------------------------------------------------------------
- # Allows you use another skill directly from an action sequence.
- #
- # Linking to another skill will immediately terminate the action sequence
- # the Skill Link was used in. Linking to the next skill will also
- # require and consume the MP/HP cost of that skill.
- #
- # You can also define the probability of a successful Skill Link. If the
- # skill link is not successful, the link will be skipped and the sequence
- # will continue as normal.
- #
- # Type - Always "der"
- # Chance - Percentage chance for a successful skill link. (0~100)
- # Learned? - true: actor does not require Skill ID learned to link.
- # false: actor requires Skill ID learned.
- # Skill ID - ID of the skill that will be linked to.
- # ANIME Key Type Chance Learned? Skill ID
- #--------------------------------------------------------------------------
- # ++ Action Sequence Conditions
- #--------------------------------------------------------------------------
- # Allows you to create a conditional statement within an action sequence.
- #
- # If the condition is met, the ACTION sequence will continue processing
- # normally. If the condition is not met, the battler's turn will immediately
- # be ended and will reset to its start coordinate.
- #
- # A: Type - always "nece"
- # B: Object - Object(s) that Condition refers to. [0=Self] [1=Target]
- # [2=All Enemies] [3=All Allies]
- # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
- #
- # D: Condition - Condition is determined by the value you set for Content.
- # [0] State: State ID Number
- # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEF] [4=SPI] [5=AGI]
- # [2] Switch: Game Switch Number
- # [3] Variable: Game Variable Number
- # [4] Skill: Skill ID Number
- #
- # E: Condition Value - Value required for the Condition as defined above.
- # [0] State: Exact amount of states required. If number is positive, the
- # condition is how many have the state, while a negative number
- # are those who don't have the state.
- # [1] Parameter: If Object is more than one battler, average is used.
- # Success if Parameter is greater than value. If Value
- # is negative, then success if lower than value.
- # [2] Switch: If Condition is 2, Condition Value must be true or false.
- # [true: Switch ON succeeds] [false: Switch OFF succeeds]
- # [3] Variable: Game Variable value used to determine if condition is met. If
- # Condition Value is positive, Game Variable must have more
- # than the defined amount to succeed. If Condition Value has a
- # minus symbol (-) attached, Game Variable must have less than
- # the defined amount to succeed. (Ex: -250 means the Game
- # Variable must have a value less than 250 to succeed.)
- # [4] Skill: Required amount of battlers that have the specified Skill
- # ID learned.
- # ANIME Key Type Obj Cont Cond Cond Value
- # A B C D E
- "CONDITION_STATE_18" => ["nece", 3, 0, 18, 1],
- "CONDITION_STATE_19" => ["nece", 3, 0, 19, 3],
- "CONDITION_STATE_17" => ["nece", 0, 0, 17, 1],
- "CONDITION_STATE_CAT" => ["nece", 0, 0, 20, 1],
- #--------------------------------------------------------------------------
- # ++ Battler Sprite Angle
- #--------------------------------------------------------------------------
- # Rotates battler sprite image. Weapon Animations do not automatically
- # rotate with the battler when used in conjunction with Battler Sprite
- # Rotation ANIME Keys.
- #
- # Type - always "angle"
- # Time - Duration duration of rotation animation in frames.
- # Start - Starting angle. 0-360 degrees. Can be negative.
- # End - Ending Angle. 0-360 degress. Can be negative.
- # Return - true: End of rotation is the same as end of duration.
- # false: Rotation animation as defined.
- # ANIME Key Type Time Start End Return
- "DEAD_ANGLE" => ["angle", 1, -90, -90,false],
- "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
- "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
- #--------------------------------------------------------------------------
- # ++ Battler Sprite Zoom
- #--------------------------------------------------------------------------
- # Stretch and shrink battler sprites. Battler zoom is always temporary.
- #
- # Type - always "zoom"
- # Time - Duration of zoom animation in frames.
- # X - X scale - Stretches battler sprite horizontally by a factor of X.
- # 1.0 is normal size, 0.5 is half size.
- # Y - Y scale - Stretches battler sprite vertically by a factor of Y.
- # 1.0 would be normal size, 0.5 would be half size.
- # Return - true: End of rotation is the same as end of duration.
- # false: Zoom animation as defined.
- # ANIME Key Type Time X Y Return
- "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true],
- "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
- #--------------------------------------------------------------------------
- # ++ Battle Animation (Damage)
- #--------------------------------------------------------------------------
- # These ANIME hashes deal with animations, particularly with those assigned
- # in the Database for Weapons, Skills and Items. These are what causes
- # any damage/healing/state/etc. application from Weapons, Skills and Items.
- #
- # A difference between "anime" and "m_a" ANIME hashes is that
- # "anime" triggered animations will move with the Object on the screen. The
- # Z-axis of animations will always be over battler sprites.
- #
- # If the "ID" variable is -1, -2, or -3 the ANIME hash will cause damage
- # and attempt to apply any states assigned to the weapon, skill, or item.
- #
- # If the "ID" variable is -3, it will only cause object damage with no
- # associated animation.
- #
- # If the "ID" variable is -4, it will only produce an animation (if any).
- #
- # Type - always "anime"
- # ID: [1~999: Database Animation ID.]
- # [-1: Deal damage and uses item/skill/weapon animation in game Database.]
- # [-2: Deal damage and uses equipped Weapon's animation.]
- # [-3: Deal damage and not use any animation.]
- # [-4: Uses item/skill/weapon assigned database animation. No damage.]
- # Object - [0=Self] [1=Target]
- # Invert - If set to true, the animation is inverted horizontally.
- # Wait - true: Sequence will not continue until animation is completed.
- # false: Sequence will continue regardless of animation length.
- # Weapon2 - true: If wielding two weapons, animation is used from Weapon 2.
- # ANIME Key Type ID Object Invert Wait Weapon2
- "DAMAGE_ANIM" => ["anime", -1, 1, false, false, false],
- "DAMAGE_ANIM_WAIT" => ["anime", -1, 1, false, true, false],
- "WEAPON_DAMAGE" => ["anime", -2, 1, false, false, false],
- "WEAPON2_DAMAGE" => ["anime", -2, 1, false, false, true],
- "WEAPON_DAMAGE_WAIT" => ["anime", -2, 1, false, true, false],
- "WEAPON2_DAMAGE_WAIT" => ["anime", -2, 1, false, true, true],
- "DAMAGE" => ["anime", -3, 1, false, false, false],
- "ANIM" => ["anime", -4, 1, false, false, false],
- "ANIM_WAIT" => ["anime", -4, 1, false, true, false],
- "ANIM_ON_SELF" => ["anime", -4, 0, false, false, false],
- "ANIM_ON_SELF_WAIT" => ["anime", -4, 0, false, true, false],
- "ANIMATION_1" => ["anime", 1, 1, false, false, false],
- "ANIMATION_11" => ["anime", 11, 1, false, false, false],
- "ANIMATION_252" => ["anime", 252, 1, false, false, false],
- "SHAKE_WAIT" => ["shake", 0,0,60],
- "WAIT_COMPLETE" => ["wait", 60],
- # It is best to explain what each anime key listed above does since
- # they are often used and are very important.
- # 'object animation' refers to what the defined database animation is as
- # assigned in the database (i.e. Item animation, Skill animation or
- # Weapon animation)
- #
- # "DAMAGE_ANIM"
- # - Deal damage AND plays object animation.
- # "DAMAGE_ANIM_WAIT"
- # - Deal damage AND plays object animation AND delays the sequence
- # until animation is finished. This DOES NOT delay the damage.
- # "WEAPON_DAMAGE"
- # - Deal damage AND plays equipped Weapon animation (even if a skill
- # or item is used)
- # "WEAPON2_DAMAGE"
- # - Deal damage AND plays equipped Weapon 2 animation (even if a skill
- # or item is used)
- # "WEAPON_DAMAGE_WAIT"
- # - Deal damage AND plays equipped Weapon animation (even if a skill
- # or item is used). Delays sequence.
- # "WEAPON2_DAMAGE_WAIT"
- # - Deal damage AND plays equipped Weapon 2 animation (even if a skill
- # or item is used). Delays sequence.
- # "DAMAGE"
- # - Deals damage ONLY. Does not play object animation.
- # "ANIM"
- # - Only plays object animation. Does not delay sequence.
- # DOES NOT deal damage.
- # "ANIM_WAIT"
- # - Plays object animation AND delays the sequence until the animation
- # is finished. DOES NOT deal damage.
- # "ANIM_ON_SELF_WAIT"
- # - Always plays object animation on self AND delays the sequence
- # until the animation is finished. DOES NOT deal damage.
- # Positive ID numbers
- # - "anime" hashes with a positive ID number refers to the animation ID
- # in the Animations tab in your Database. These will never cause damage.
- #--------------------------------------------------------------------------
- # ++ Moving Animations
- #--------------------------------------------------------------------------
- # Allows extended control of database animations when they are used in battle.
- #
- # Moving Animation keys provide motion options for animations made in the
- # database. Used for effects such as long-ranged attacks and projectiles.
- # Weapon sprites can also substitute animations.
- #
- # A difference between Moving Animation and Battle Animation hashes is that
- # Moving Animations will stay where the Object was even if the Object moves
- # while the animation plays.
- #
- # Moving Animation hashes are the only way to utilize the flying graphics
- # assigned to skills, items, and weapons. If the Flying Graphic Angle
- # is left blank (i.e. "") then no flying graphic will be used.
- #
- # Type - always "m_a"
- # ID - 1~999: Database Animation ID
- # 0: No database animation used.
- # Object - Animation's target. [0=Target] [1=Enemy's Area]
- # [2=Party's Area] [4=Self]
- # Pass - [0: Animation stops when it reaches the Object.]
- # [1: Animation passes through the Object and continues.]
- # Time - Total travel time of animation from starting to end point. Larger
- # values slow down travel speed. This value also determines the length
- # of time the animation will display on screen. It is possible for
- # animations to get cut short before it completes. Increase this value
- # to ensure that animations don't get cut short.
- # Arc - Trajectory - Positive values produce a low arc.
- # Negative values produce a high arc.
- # [0: No Arc]
- # Xp - X Pitch - Adjusts the initial X coordinate of the animation.
- # Enemy calculation will be automatically inverted.
- # Yp - Y Pitch - Adjusts the initial Y coordinate of the animation.
- # Start - Defines origin of animation movement.
- # [0=Self] [1=Target] [2=No Movement]
- # Z-axis - true: Animation will be over the battler sprite.
- # false: Animation will be behind battler sprite.
- # Flying Graphic Angle - Insert only "Flying Graphic Angle" and
- # "Flying Graphic Skill Angle" ANIME keys.
- # For no weapon sprite, use "".
- # ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z FlyGraphicAngle
- "CAST_ANIMATION" => ["m_a", 86, 4, 0, 52, 0, 0, 0, 2,false,""],
- "OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
- "START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"],
- "END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"],
- "PLAY_AREA_ANIM" => ["m_a", 80, 1, 0, 120, 0, 0, 0, 2, true,""],
- #--------------------------------------------------------------------------
- # ++ Flying Graphic Angle
- #--------------------------------------------------------------------------
- # Allows rotation of weapon sprites that are utilized within Animation
- # Movement hashes.
- #
- # You can assign a different weapon graphic to be thrown in this
- # configuration script under Throwing Weapon Graphic Settings.
- #
- # Start - Starting angle in degrees (0-360)
- # End - Ending angle in degrees. (0-360)
- # Time - Duration, in frames, of a single rotation. Rotation will continue
- # until the animation is complete.
- # ANIME Key Start Angle Time
- "WPN_ROTATION" => [ 0, 360, 8],
- #--------------------------------------------------------------------------
- # ++ Flying Graphic Angle (Skill)
- #--------------------------------------------------------------------------
- # Different from Throwing Weapon Rotation. These ANIME hashes are used to
- # rotate weapon sprites that are "thrown" with Movement of Animation ANIME
- # objects. These are specifically used with skills. You may assign a different
- # weapon graphic to be thrown in this configuration script under
- # Throwing Weapon Graphic Settings.
- #
- # Start - Starting angle in degrees (0-360)
- # End - Ending angle in degrees. (0-360)
- # Time - Duration, in frames, of a single rotation. Rotation will continue
- # until the animation is complete.
- # Type - Always "skill".
- # ANIME Key Start End Time Type
- "WPN_ROTATION(SKILL)" => [ 0, 360, 8, "skill"],
- #--------------------------------------------------------------------------
- # ++ Emotion Balloon Animation
- #--------------------------------------------------------------------------
- # Uses Balloon.png in the System folder.
- #
- # Type - Always "balloon"
- # Row - Determines row from the Balloon.png (0~9)
- # Loop - Balloon loop behavior. Balloon disappears when loop is
- # complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
- # ANIME Key Type Row Loop
- "BALLOON-COBWEB" => ["balloon", 6, 1],
- "BALLOON-SWEAT" => ["balloon", 5, 1],
- "BALLOON-SLEEP" => ["balloon", 9, 1],
- "BALLOON-LOVE" => ["balloon", 3, 1],
- "BALLOON-ANGRY" => ["balloon", 4, 1],
- #--------------------------------------------------------------------------
- # ++ Sound Effects
- #--------------------------------------------------------------------------
- # Provides use of sound effects, background music, and background
- # sounds directly through an ACTION sequence.
- #
- # Type1 - always "sound"
- # Type2 - ["se","bgm","bgs"]
- # Pitch - Value between 50 and 150.
- # Vol - Volume - Value between 0 and 100.
- # Filename - Name of the sound to be played.
- # ANIME Key Type1 Type2 Pitch Vol Filename
- "absorb1" => ["sound", "se", 80, 100, "absorb1"],
- "DesperationAud"=> ["sound", "se", 100, 100, "Desperation"],
- #--------------------------------------------------------------------------
- # ++ Game Speed Modifier
- #--------------------------------------------------------------------------
- # Change the frame rate of the game through an ACTION sequence. Use with
- # care as this function modifies FPS directly and will conversly affect
- # any active timers or time systems.
- #
- # Type - always "fps"
- # Speed - Speed in Frames Per Second. 60 is normal frame rate.
- # ANIME Key Type Speed
- "FPS_SLOW" => ["fps", 20],
- "FPS_NORMAL" => ["fps", 60],
- #--------------------------------------------------------------------------
- # ++ State Granting Effects
- #--------------------------------------------------------------------------
- # Provides application of states on battlers directly through
- # an Action Sequence.
- #
- # Type - always "sta+"
- # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
- # [4=All Allies (excluding user)]
- # State ID - State ID to be granted.
- # ANIME Key Type Object State ID
- "APPLY_STATE_18" => ["sta+", 0, 18],
- "APPLY_STATE_19" => ["sta+", 0, 19],
- "APPLY_CAT_STATE" => ["sta+", 0, 20],
- #--------------------------------------------------------------------------
- # ++ State Removal Effects
- #--------------------------------------------------------------------------
- # Provides direct removal of states on battlers directly through
- # an Action Sequence.
- #
- # Type - always "sta-"
- # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
- # [4=All Allies (excluding user)]
- # State ID - State ID to be removed.
- # ANIME Key Type Object State ID
- "REMOVE_STATE_18" => ["sta-", 3, 36],
- "REMOVE_STATE_19" => ["sta-", 3, 37],
- #--------------------------------------------------------------------------
- # ++ Change Actor Graphic
- #--------------------------------------------------------------------------
- # Type - always "change"
- # Reset - true: Battler sprite reverts back to previously used file after
- # battle.
- # false: Transformation is permanent after battle.
- # Filename - Battler graphics file that will be transformed to.
- # ANIME Key Type Reset Filename
- "TRANSFORM_CAT" => ["change", true,"$cat"],
- "TRANSFORM_YLVA" => ["change", false,"$ylva"],
- #--------------------------------------------------------------------------
- # ++ Cut-In Image
- #--------------------------------------------------------------------------
- # Only one image can be displayed at a time. Image can be removed by using
- # "Clear image" within a sequence.
- #
- # X1 - Image's starting X-coordinate.
- # Y1 - Starting Y-coordinate.
- # X2 - Ending X-coordinate.
- # Y2 - Ending Y-coordinate.
- # Time - Total duration of image movement from start to end point.
- # Higher values are slower.
- # Z-axis - true: Image appears over BattleStatus Window.
- # false: Image appears behind BattleStatus Window.
- # Filename - Filename from .Graphics/Pictures folder.
- # ANIME Key Type X1 Y1 X2 Y2 Time Z-axis Filename
- "TODDPIC" => ["pic", 0,-666, 0, 69, 1, false, "TodDesperation"],
- "TODDPIC2" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation2"],
- "TODDPIC3" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation3"],
- "TODDPIC4" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation4"],
- "TODDPIC5" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation5"],
- "TODDPIC6" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation6"],
- "TODDPIC7" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation7"],
- "TODDPIC8" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation8"],
- "TODDPIC9" => ["pic", 0, 69, 0, 69, 3, false, "TodDesperation9"],
- "TODDPIC10"=> ["pic", 0, 69, 0, 69, 3, false, "TodDesperation10"],
- "TODDPICEND" => ["pic", 0, 69, 0, 469, 20, true, "TodDesperation10"],
- #--------------------------------------------------------------------------
- # ++ Game Switch Control
- #--------------------------------------------------------------------------
- # Provides direct control of Game Switches directly through
- # an Action Sequence.
- #
- # Type - Always "switch"
- # Switch - Switch number from the game database.
- # ON/OFF - [true:Switch ON] [false:Switch OFF]
- #
- # ANIME Key Type Switch ON/OFF
- "GAME_SWITCH_1_ON" => ["switch", 1, true],
- #--------------------------------------------------------------------------
- # ++ Game Variable Control
- #--------------------------------------------------------------------------
- # Provides direct control of Game Variables directly through
- # an Action Sequence.
- #
- # Type - Always "variable"
- # Var - Variable Number from the game database.
- # Operand - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
- # X - value of the operation.
- #
- # ANIME Key Type Var Oper X
- "GAME_VAR_1_+1" => ["variable", 1, 1, 1],
- #--------------------------------------------------------------------------
- # ++ Script Operation
- #--------------------------------------------------------------------------
- # Type - Always "script"
- #
- # Inserts a simple script code into the Action Sequence utilizing the eval()
- # method. The sample, where it says p = 1, can be replaced with any script.
- # Character strings can work if the .to_s method is used rather than quotes.
- # Anything else beyond functions will not work.
- # ANIME Key Type
- "TEST_SCRIPT" => ["script", "
- p = 1
- "],
- #--------------------------------------------------------------------------
- # ++ Special Modifiers Keys - DO NOT CHANGE THESE NAMES
- #--------------------------------------------------------------------------
- # "Clear image" - Clears images such as Cut-in graphics.
- # "Afterimage ON" - Activates Afterimage of battler.
- # "Afterimage OFF" - Deactivates Afterimage.
- # "Invert" - Invert animation. Use Invert again in a sequence to cancel
- # because "RESET" does not reset Invert.
- # "Don't Wait" - Any actions after Don't Wait is applied are done instantly.
- # Apply "Don't Wait" again in a sequence to trigger off.
- # "Can Collapse" - Triggers collapse of battler when HP is 0.
- # Required in every damage sequence.
- # "Two Wpn Only" - The ANIME key following Two Wpn Only will only execute
- # if the actor is wielding two weapons. If the actor is not,
- # the ANIME key will be skipped and will move on to the next.
- # "One Wpn Only" - The ANIME key following One Wpn Only will only execute
- # if the actor is wielding one weapon. If the actor is not,
- # the ANIME key will be skipped and will move on to the next.
- # "Process Skill" - The Return marker for individual processing of a skill.
- # "Process Skill End" - The End marker for individual processing of a skill.
- # "Start Pos Change" - Changes the Start Position to wherever the battler
- # currently is on screen.
- # "Start Pos Return" - Returns battler to original Start Position.
- # "Cancel Action" - Trigger the "end" of battler's turn which will cause the
- # the next battler's turn to execute.
- # This includes the function of Can Collapse, and no
- # additional damage can be dealt by the battler after this.
- # "End" - This is used when no action is automatically recognized.
- #
- # Note: If you wish to understand the Process Skill and Process Skill End
- # functions, please examine the "SKILL_ALL" sequence in this Config
- # and use the Float All skill provided in the demo to see how it works.
- "Clear image" => ["Clear image"],
- "Afterimage ON" => ["Afterimage ON"],
- "Afterimage OFF" => ["Afterimage OFF"],
- "Invert" => ["Invert"],
- "Don't Wait" => ["Don't Wait"],
- "Can Collapse" => ["Can Collapse"],
- "Two Wpn Only" => ["Two Wpn Only"],
- "One Wpn Only" => ["One Wpn Only"],
- "Process Skill" => ["Process Skill"],
- "Process Skill End" => ["Process Skill End"],
- "Start Pos Change" => ["Start Pos Change"],
- "Start Pos Return" => ["Start Pos Return"],
- "Cancel Action" => ["Cancel Action"],
- "End" => ["End"],
- #--------------------------------------------------------------------------
- # ++ Delay Sequence Processing
- #--------------------------------------------------------------------------
- # When there is only a numerical value as an ANIME key, it will be
- # considered a delay, in frames, before the Action Sequence continues.
- # (i.e. "10", "42") Because of this, ANIME keys for the
- # effects defined above cannot be entirely numerical. Any Battler
- # Frame Animations that have been prompted will persist when Waiting.
- } # <- Do not delete this line.
- #==============================================================================
- # * RPG Tankentai Sideview Battle System
- # [SBS]Action Sequences
- #------------------------------------------------------------------------------
- # Action Sequences consist of the ANIME keys defined in [.
- #==============================================================================
- ACTION = { # <- Do not delete this line.
- #----------------------------------------------------------------------------
- # * About Action Sequences
- #----------------------------------------------------------------------------
- # Think of Action Sequences as a list of orders/commands given to a battler
- # in a given situation. Battlers are *always* using an Action Sequence even
- # when you think they are doing nothing. A battler can only process one
- # Action Sequence at a time.
- #
- # Action Sequences can be assigned to skills, items, weapons, and certain
- # types of actions in sections of the SBS Configuration script.
- #
- #----------------------------------------------------------------------------
- # * Defining Action Sequences
- #----------------------------------------------------------------------------
- # Action Sequences in this section are defined with the following syntax:
- #
- # Action Sequence Key => Hash Array Comma
- "EXAMPLE_ACTION_SEQUENCE" => ["ANIME_KEY_1", "30", "ANIME_KEY_2"],
- #
- # Action Sequence Key - Can be any name you want as long as it does not
- # contain only numbers such as "5" or "42".
- # Remember that Action Sequence Keys are case-sensitive
- # when they are used. If an Action Sequence Key is
- # mispelled or does not exist when used, it will result
- # in an error.
- #
- # => - Must be between the Action Sequence Key and the Hash Array.
- #
- # Hash Array - Consists of the pre-defined ANIME Keys from the ANIME section
- # of the SBS Configuration script. You can list as many
- # ANIME Keys within a hash array as you like as long as they
- # are separated by commas and are between the square brackets.
- # When the Action Sequence Key is used, the script will process
- # any keys in the hash array from left to right, in order.
- # If an ANIME Key contains only an integer (such as "30"), it
- # will delay the processing of the Action Sequence by
- # 1/60 second increments depending on the integer value of
- # the key.
- #
- # Comma - All Action Sequences must end with a comma after the
- # closing square bracket. Forgetting to include the comma will
- # result in a syntax error.
- #----------------------------------------------------------------------------
- # TIP: I recommend that you copy an existing action sequence, change the
- # name of the Action Sequence Key and modify the sequence from there.
- #------------ Create your own custom Action Sequences BELOW this line ---------
- "TODD" => ["JUMP_ATTACK_POSE","JUMP_TO_MIDDLE","HURT_POSE_WEAPON","STRONGFLASH","DesperationAud","TODDPIC",
- "3","TODDPIC2","3","TODDPIC3","3","TODDPIC4","3","TODDPIC5","3","TODDPIC6","3","TODDPIC7","3",
- "TODDPIC8","3","TODDPIC9","3","TODDPIC10",
- "40","TODDPICEND","30","Clear image","8","MOVE_TO_TARGET",
- "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse",
- "FLEE_RESET"],
- "NUKE_USE" => [ # Remember the => and [
- # Anime Keys
- "STEP_FORWARD", # Step forward from current position
- "DANGER_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
- "24", # Delay sequence for 24 frames
- "CAST_ANIMATION", # Play cast animation on self
- "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
- "4", # Delay sequence for 4 frames
- "DAMAGE", # Deal damage
- "Can Collapse", # Allow targets to die if at 0 HP
- "24", # Delay sequence for 24 frames
- "RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- "TALK_USE" => [ # Remember the => and [
- # Anime Keys
- "STEP_FORWARD",
- "STEP_FORWARD", # Step forward from current position
- "TALK_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
- "24", # Delay sequence for 24 frames
- "CAST_ANIMATION", # Play cast animation on self
- "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
- "4", # Delay sequence for 4 frames
- "DAMAGE", # Deal damage
- "Can Collapse", # Allow targets to die if at 0 HP
- "24", # Delay sequence for 24 frames
- "RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- "NO_USE" => [ # Remember the => and [
- # Anime Keys
- "SKILL_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
- "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
- "4", # Delay sequence for 4 frames
- "DAMAGE", # Deal damage
- "Can Collapse", # Allow targets to die if at 0 HP
- "RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- #------------ Create your own custom Action Sequences ABOVE this line ---------
- #--------------------------- Default Action Sequences -------------------------
- # Default Action Sequences used when certain actions are not defined to
- # another specific Action Sequence.
- #----------------------------------------------------------------------------
- # "ENEMY_UNARMED_ATK" is the most basic action sequence you can try to
- # understand. It is an action sequence used by enemies when they attack
- # without an equipped weapon. I have formatted the anime keys within the
- # action sequence as a vertical list. It does not matter how much whitespace
- # there is between each key as long as it is in the hash format as explained
- # above.
- # Action Sequence Key
- "ENEMY_UNARMED_ATK" => [
- # Anime Keys
- "MOVE_TO_TARGET", # Move to the selected target
- "WPN_SWING_V",# Swing weapon/play attack pose
- "SHAKE_SCREEN",
- "DAMAGE_ANIM_WAIT", # Do damage and wait for animation
- "Can Collapse", # Allow targets to die if at 0 HP
- "FLEE_RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- # Even though the use of "WPN_SWING_V" in this sequence is kind of strange
- # since this sequence is used for when enemies don't have weapons, it will
- # still play the battler's attack pose (if they are animated).
- #
- # When you go into battle with an unarmed enemy, examine their actions.
- # You will see that they will follow this exact sequence.
- #----------------------------------------------------------------------------
- # "NORMAL_ATTACK" is the action sequence used when an actor uses the attack
- # command. It is also the default sequence used when using a weapon that
- # does not have a specific action sequence assigned to it.
- # It is similar to "ENEMY_UNARMED_ATK" except that it also takes into
- # consideration if the actor is wielding two weapons.
- # Action Sequence Key
- "NORMAL_ATTACK" => [ # Remember the => and [
- # Anime Keys
- "MOVE_TO_TARGET", # Move to selected target
- "WPN_SWING_UNDER", # Swing weapon & do attack pose
- "DAMAGE_ANIM_WAIT", # Do damage/healing and wait for animation
- "8", # Delay sequence for 12 frames
- "Can Collapse", # Allow targets to die if at 0 HP
- "FLEE_RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- # "Two Wpn Only" is a special modifier that checks if the actor is holding
- # two weapons. If the actor is not holding two weapons, it will ignore the
- # NEXT immediate key and the sequence will continue normally.
- #----------------------------------------------------------------------------
- # "SKILL_USE" is the default action sequence used for skills that do not
- # have a specific action sequence assigned to it. It is very basic as it
- # only hits once. Damage is dealt at the end of the animation.
- # Action Sequence Key
- "SKILL_USE" => [ # Remember the => and [
- # Anime Keys
- "STEP_FORWARD", # Step forward from current position
- "SKILL_POSE", # Play cast pose (replaces the pose "STEP_FORWARD" used)
- "24", # Delay sequence for 24 frames
- "CAST_ANIMATION", # Play cast animation on self
- "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done
- "4", # Delay sequence for 4 frames
- "DAMAGE", # Deal damage
- "Can Collapse", # Allow targets to die if at 0 HP
- "24", # Delay sequence for 24 frames
- "RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- # A problem many users have with "SKILL_USE" is that it is obviously a
- # ranged attack and does not take into account if you want the skill
- # to be close-ranged. To assign another action sequence to a skill, read the
- # section called Skill Action Sequence Settings.
- #----------------------------------------------------------------------------
- # "ITEM_USE" is the default action sequence for usable items in battle.
- # It is a very simple action sequence so there isn't much to say.
- # Action Sequence Key
- "ITEM_USE" => [ # Remember the => and [
- # Anime Keys
- "MOVE_TO_TARGET", # Move to selected target
- "STAND_POSE", # Play wait pose
- "24", # Delay sequence for 24 frames
- "DAMAGE_ANIM_WAIT", # Do damage/healing
- "Can Collapse", # Allow targets to die if at 0 HP
- "RESET" # Reset to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- #------------------------------- Basic Actions --------------------------------
- # These sequences that are used for various states and situations, but are
- # not meant to be used directly such as by skills, items, and such.
- #
- # Basic Actions are grouped into two categories: looped sequences
- # and non-looped sequences.
- #
- # Keep in mind that even though these are default sequences, you can freely
- # edit them to suit your needs.
- #
- # The action sequences here are not formatted in a vertical list like the
- # ones above, but will process their keys in the same exact way.
- #--------------------- Looping Basic Action Sequences -------------------------
- # Standby action sequence
- "WAIT" => ["STANDBY_POSE"],
- "WAIT_2" => ["STANDBY_FRAME_1", "1", "STANDBY_FRAME_2", "STANDBY_FRAME_3",
- "STANDBY_FRAME_4", "2", "STANDBY_FRAME_5", "2", "STANDBY_FRAME_6", "8",
- "STANDBY_FRAME_5", "8", "STANDBY_FRAME_4", "8", "STANDBY_FRAME_3", "8",
- "STANDBY_FRAME_2", "6", "STANDBY_FRAME_1", "4"],
- # Used when battler is at 25% or less health.
- "WAIT_CRITICAL" => ["CRITICAL_POSE"],
- "CRITICAL_2" => ["CRITICAL_FRAME_1", "4", "CRITICAL_FRAME_2", "1", "CRITICAL_FRAME_3", "1",
- "CRITICAL_FRAME_4", "8", "CRITICAL_FRAME_5", "8", "CRITICAL_FRAME_6", "16",
- "CRITICAL_FRAME_5", "16","CRITICAL_FRAME_4", "16","CRITICAL_FRAME_3", "16",
- "CRITICAL_FRAME_2", "12", "CRITICAL_FRAME_1", "8"],
- # Used when battler is inflicted with by certain debuffs.
- "WAIT-DEBUFF" => ["CRITICAL_POSE","BALLOON-COBWEB"],
- "WAIT-HAPPY" => ["STANDBY_POSE","BALLOON-LOVE"],
- "WAIT-ANGRY" => ["STANDBY_POSE","BALLOON-ANGRY"],
- # Used when battler is inflicted with Sleep.
- "WAIT-SLEEP" => ["SLEEP_POSE"],
- # Used when battler is inflicted with Float.
- "WAIT-FLOAT" => ["STAND_POSE","6","FLOAT_","4",
- "FLOAT_2","4","FLOAT_3","4",
- "FLOAT_4","4"],
- # Used when battler uses the Guard command.
- "GUARDING" => ["STAND_POSE","4","CONDITION_STATE_17","FLOAT_",
- "2","FLOAT_2","2","FLOAT_3","2",
- "FLOAT_4","2"],
- # Kaduki charging action sequence for ATB use only.
- "CHARGING" => ["SKILL_POSE"],
- "CHARGING_2" => ["DANGER_POSE"],
- #------------------- Non-looping Basic Action Sequences -----------------------
- # "ENTER_BATTLE" - Used at the start of battle when battlers enter the
- # battlefield. They will start a small length away from their start position
- # before stepping forward. This sequence will also be used when battlers
- # join in the middle of battle.
- "BATTLE_START" => ["BATTLE_ENTRANCE","RESET"],
- # Used when the battler is incapacitated and not immortal.
- "DEAD" => ["DEAD_POSE"],
- # Used when a battler is hurt by damage
- "HURT" => ["KNOCKBACK","RESET"],
- # Used when actors successfully escape battle.
- "FLEE" => ["FLEE_SUCCESS"],
- # Used when enemies successfully escape battle.
- "ENEMY_FLEE" => ["FLEE_SUCCESS","RESET"],
- # Used when actors fail to escape.
- "FLEE_FAIL" => ["FLEE_FAIL","STAND_POSE","8","RESET"],
- # Used when an actor is selecting a command
- "COMMAND_INPUT" => ["STEP_FORWARD"],
- # Used when an actor has selected a command
- "COMMAND_SELECT" => ["RESET"],
- # Used when an actor evades damage.
- "EVADE_ATTACK" => ["EVADE_JUMP","EVADE_JUMP","STAND_POSE","16",
- "RESET"],
- # Used when an enemy evades damage.
- "ENEMY_EVADE_ATTACK" => ["EVADE_JUMP","STAND_POSE","16","RESET"],
- # Used by actors when they win a battle.
- # If the actor is inflicted with the cat state (state ID 20) at the end of
- # battle, they will revert to the graphic of Ylva.
- "VICTORY" => ["VICTORY_JUMP", "Don't Wait","CAT_STATE","START_MAGIC_ANIM",
- "TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
- # Used by battlers when their action sequence is interrupted.
- "RESET_POSITION" => ["RESET"],
- #----------------------- Force Battler Action Sequences -----------------------
- # Sequences that are utilized through Force Battler Action ANIME keys.
- "THROW" => ["CLOCKWISE_TURN","4","MOVE_ON_TARGET_FAST","JUMP_BACK","4",
- "STAND_POSE","JUMP_BACK","STAND_POSE","32"],
- #-------------------------- Advanced Action Sequences -------------------------
- # Examples of advanced action sequences. You can use these as examples on how
- # to create your own custom action sequences.
- #
- # The action sequences below are not formatted in a vertical list, but they
- # are still processed from left to right, top to bottom.
- # "SKILL_ALL" - Example of how to use "Process Skill" and
- # "Process Skill End" within Action Sequences. Used by the Float
- # All spell in the demo.
- "SKILL_ALL"=> ["STEP_FORWARD","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED",
- "Process Skill","WPN_SWING_V","DAMAGE_ANIM","24",
- "Process Skill End","Can Collapse","RESET"],
- # "MULTI_ATTACK" - Example of a multi-attack Action Sequence that utilizes
- # effects such as afterimages and jumping. It is also
- # made to use Weapon 2 for Two Swords Style actors.
- # Damage is caused by "WEAPON_DAMAGE".
- "MULTI_ATTACK" => ["Afterimage ON","STEP_ATTACK","WPN_SWING_VL",
- "WEAPON_DAMAGE",
- "STAND_POSE","16","WEAPON_DAMAGE","WPN_SWING_UNDER",
- "WPN_SWING_OVER","4","LONG_JUMP_ATTACK","WPN_SWING_VL",
- "WEAPON_DAMAGE","STAND_POSE","16","WEAPON_DAMAGE",
- "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
- "LONG_JUMP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "JUMP_BACK","JUMP_BACK","STAND_POSE",
- "WEAPON_DAMAGE","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
- "Afterimage OFF","16","FLEE_RESET"],
- # "MULTI_ATTACK_RAND" - Example of a simple multi-hit skill using the
- # animation of the equipped weapon rather than
- # database assigned animation of the skill.
- "MULTI_ATTACK_RAND"=> ["STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
- "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
- "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16",
- "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","Can Collapse","RESET"],
- # "RAPID_MULTI_ATTACK" - A multi-hit Action Sequence that hits quickly.
- # "FORCE_KNOCKBACK" is used to
- "RAPID_MULTI_ATTACK" => ["MOVE_TO_TARGET","WPN_SWING_V","FORCE_KNOCKBACK","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE",
- "Can Collapse","12","RESET"],
- # "THROW_WEAPON" - An Action Sequence that demonstrates the function to
- # 'throw' a weapon sprite at an enemy.
- "THROW_WEAPON" => ["STEP_FORWARD","WPN_SWING_V","absorb1","STAND_POSE",
- "START_WEAPON_THROW","12","WEAPON_DAMAGE","Can Collapse",
- "END_WEAPON_THROW","RESET"],
- # "MULTI_SHOCK" - An example of having animations travel from one battler
- # to another. Also utilizes "Process Skill" and
- # "Process Skill End". "REAL_TARGET" is used to set
- # the origin of "IMPACT_1" to the user's targets.
- "MULTI_SHOCK"=> ["JUMP_FORWARD","FLOAT_STOP","Process Skill",
- "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
- "WEAPON_DAMAGE","Process Skill End","Can Collapse",
- "FLOAT_LAND","RESET"],
- # "SHOCK_WAVE" - A simple example of having animations travel from one point
- # to another. Unlike "MULTI_SHOCK", this sequence makes
- # multiple moving animations appear for each target.
- "SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
- "DAMAGE_ANIM_WAIT","Can Collapse"],
- # "CUT_IN" - Simple example of using a cut-in image during an Action Sequence.
- # "Clear image" is used to remove the image from screen.
- "CUT_IN" => ["STAND_POSE","CAST_ANIMATION","CUT_IN_START",
- "75","CUT_IN_END","8","MOVE_TO_TARGET",
- "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse",
- "Clear image","FLEE_RESET"],
- # "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a
- # database animation that does not cause damage. Damage is only
- # caused when the sequence reaches "DAMAGE_ANIM".
- "STOMP" => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
- "TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
- "TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK",
- "JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
- # "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to
- # demonstrate "PLAY_AREA_ANIM".
- "ALL_ATTACK_1" => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM",
- "WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse",
- "RESET"],
- # "TRANSFORM_CAT" - Made to demonstrate sprite transformation through
- # an action sequence.
- "TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32",
- "TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
- # "THROW_FRIEND" - Demonstrates using a Force Battler Action key to
- # move another battler when it's not their turn.
- "THROW_FRIEND" => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4",
- "absorb1","THROW_TARGET","ALLY_FLING",
- "MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET",
- "STAND_POSE","32"],
- "SHAKE_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "46", "SHAKE_SCREEN", "4", "DAMAGE",
- "Can Collapse", "30", "RESET"],
- "FIRE_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "DAMAGE",
- "Can Collapse", "30", "RESET"],
- "WATER_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN", "DAMAGE",
- "Can Collapse", "30", "RESET"],
- "WIND_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "16", "SHAKE_SCREEN", "DAMAGE",
- "Can Collapse", "30", "RESET"],
- "EARTH_1" => ["STEP_FORWARD", "SKILL_POSE", "12", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
- "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "30", "RESET"],
- "FIRE_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_2", "16",
- "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
- "WATER_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
- "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
- "WIND_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN", "16",
- "SHAKE_SCREEN_2", "6", "DAMAGE", "Can Collapse", "48", "RESET"],
- "EARTH_2" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "50",
- "SHAKE_SCREEN_EARTH", "12", "SHAKE_SCREEN_EARTH2", "DAMAGE",
- "Can Collapse", "48", "RESET"],
- "FIRE_3" => ["STEP_FORWARD", "SKILL_POSE", "36", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "59", "SHAKE_SCREEN_8",
- "4", "DAMAGE", "Can Collapse", "96", "RESET"],
- "WATER_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "65", "SHAKE_SCREEN_8",
- "4", "DAMAGE", "Can Collapse", "96", "RESET"],
- "WIND_3" => ["STEP_FORWARD", "SKILL_POSE", "36", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "50", "SHAKE_SCREEN_8",
- "4", "DAMAGE", "Can Collapse", "96", "RESET"],
- "EARTH_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "4", "SHAKE_SCREEN_10", "4", "SHAKE_SCREEN_11",
- "4", "DAMAGE", "Can Collapse", "96", "RESET"],
- "FIRE_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_8", "16",
- "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "96", "RESET"],
- "NUKE_1" => ["STEP_FORWARD", "DANGER_POSE", "60", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "39", "SHAKE_SCREEN_4", "15", "SHAKE_SCREEN_5",
- "15", "SHAKE_SCREEN_6", "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "NUKE_2" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_4", "15", "SHAKE_SCREEN_5",
- "15", "SHAKE_SCREEN_6", "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "NUKE_3" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN", "90", "SHAKE_SCREEN_8",
- "40", "SHAKE_SCREEN_7", "50", "DAMAGE", "Can Collapse", "24", "RESET"],
- "TAIL_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "30", "SHAKE_SCREEN", "4", "DAMAGE",
- "Can Collapse", "24", "RESET"],
- "ERROR_1" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_9", "100",
- "DAMAGE", "Can Collapse", "24", "RESET"],
- "ITEMUSE_1" => ["STEP_FORWARD", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM_WAIT", "4", "DAMAGE",
- "Can Collapse", "24", "RESET"],
- "WIND_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "16",
- "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "24", "RESET"],
- "EARTH_4" => ["STEP_FORWARD", "DANGER_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_8", "14", "SHAKE_SCREEN_12",
- "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "EARTHQUAKE_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
- "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
- "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
- "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
- "4", "SHAKE_SCREEN_10", "14", "SHAKE_SCREEN_11",
- "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "EARTHQUAKE_ALL"=> ["STEP_FORWARD","SKILL_POSE", "Process Skill","DAMAGE_ANIM","24",
- "Process Skill End","Can Collapse","RESET"],
- "ICE_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "75", "SHAKE_SCREEN", "4", "DAMAGE",
- "Can Collapse", "24", "RESET"],
- "THUNDER_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "17", "SHAKE_SCREEN_11",
- "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "ICE_3" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "SHAKE_SCREEN_10", "40", "SHAKE_SCREEN_8",
- "4", "DAMAGE", "Can Collapse", "24", "RESET"],
- "SUPERSTRIKE_4" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "2", "SHAKE_SCREEN_10", "28",
- "SHAKE_SCREEN_8", "6", "DAMAGE", "Can Collapse", "24", "RESET"],
- "TOXIC_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "75", "SHAKE_SCREEN_2", "4", "DAMAGE",
- "Can Collapse", "24", "RESET"],
- "LIFELEECH_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "13", "SHAKE_SCREEN_2", "4", "DAMAGE",
- "Can Collapse", "24", "RESET"],
- "LIGHT_1" => ["STEP_FORWARD", "SKILL_POSE", "24", "CAST_ANIMATION",
- "WAIT_COMPLETE", "ANIM", "3", "SHAKE_SCREEN_13", "195", "SHAKE_SCREEN_8",
- "40", "SHAKE_SCREEN_7", "50", "DAMAGE", "Can Collapse", "24", "RESET"],
- "SHAKE_ATTACK" => [ # Remember the => and [
- # Anime Keys
- "MOVE_TO_TARGET", # Move to selected target
- "WPN_SWING_V", # Swing weapon & do attack pose
- "DAMAGE_ANIM", # Do damage/healing and wait for animation
- "SHAKE_SCREEN",
- "WPN_SWING_VL", # Swing Weapon 2 (if they have one)
- "WEAPON2_DAMAGE", # Do damage and animation of Weapon 2
- "Two Wpn Only", # Special sequence modifier
- "16", # Delay for 16 frames (if dual-wielding)
- "Can Collapse", # Allow targets to die if at 0 HP
- "FLEE_RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- "SHAKE_ATTACK_2" => [ # Remember the => and [
- # Anime Keys
- "MOVE_TO_TARGET", # Move to selected target
- "WPN_SWING_V", # Swing weapon & do attack pose
- "DAMAGE_ANIM", # Do damage/healing and wait for animation
- "SHAKE_SCREEN_8",
- "WPN_SWING_VL", # Swing Weapon 2 (if they have one)
- "WEAPON2_DAMAGE", # Do damage and animation of Weapon 2
- "Two Wpn Only", # Special sequence modifier
- "16", # Delay for 16 frames (if dual-wielding)
- "Can Collapse", # Allow targets to die if at 0 HP
- "FLEE_RESET" # Return to original battle coordinates
- ], # <-- Don't forget the closing bracket and comma!
- #------------------------- Union Skill Sequences (ATB) ------------------------
- # There is a difference between how union skill sequences are made with the
- # ATB compared to without the ATB. ATB Union sequences do not require special
- # states or "Action Conditions" hashes such as "CONDITION_STATE_19". "Forced
- # Battler Actions", such as "4_MAN_ATK_1", are also not required. You must
- # also go in your ATB Configurations script and define your union skills
- # under "ATB Union Skills Settings".
- "2-MAN_UNION_RALPH" => ["MOVE_RIGHT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","48","ANIMATION_11",
- "LEFT_DASH_ATTACK","64","DAMAGE_ANIM",
- "Can Collapse","FLEE_RESET"],
- "2-MAN_UNION_ULRIKA" => ["MOVE_LEFT_OF_TARGET","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","48",
- "RIGHT_DASH_ATTACK","64","FLEE_RESET"],
- "4-MAN_UNION_RALPH" => ["4_MAN_MOVE-RALPH","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","90","ANIMATION_11",
- "RIGHT_DASH_ATTACK","64","RED_FLASH","DAMAGE_ANIM_WAIT","20",
- "Can Collapse","FLEE_RESET"],
- "4-MAN_UNION_ULRIKA" => ["4_MAN_MOVE-ULRIKA","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","90",
- "LEFT_DASH_ATTACK","96","FLEE_RESET"],
- "4-MAN_UNION_BENNETT" => ["4_MAN_MOVE-BENNETT","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","FORCE_ROTATION",
- "DAMAGE_ANIM","128","FLEE_RESET"],
- "4-MAN_UNION_YLVA" => ["4_MAN_MOVE-YLVA","STAND_POSE","CAST_ANIMATION",
- "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","FORCE_ROTATION",
- "DAMAGE_ANIM","144","FLEE_RESET"],
- # "End" - An important action sequence that works behind the scenes.
- # Do not edit this action sequence key or its contents.
- "End" => ["End"]}
- end
- #==============================================================================
- # * Game_Actor
- #------------------------------------------------------------------------------
- # Actor Basic Action Settings
- #------------------------------------------------------------------------------
- # This page is used to define what Action Sequence Actors should use when
- # specific conditions are met. Each actor can have their own unique action
- # sequence that you can define in the appropriate section. For example,
- # each actor can have its own unique Action Sequence when a battle is won.
- #
- # Since actors do not have a Notebox in the database, all customization
- # for actors must be done manually in Ruby syntax.
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ++ Actor Unarmed Attack Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is unarmed.
- #
- # If Actor is equipped with any weapon then this Action Sequence will
- # not be used.
- def non_weapon
- case @actor_id
- when 1 # Actor ID
- return "NORMAL_ATTACK" # Action Sequence Key
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "NORMAL_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Wait/Idle Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is doing nothing else in
- # battle and is not inflicted with special states.
- def normal
- case @actor_id
- when 1
- return "WAIT"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Critical (1/4th HP) Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is at 25% or lower HP.
- def pinch
- case @actor_id
- when 1
- return "WAIT-CRITICAL"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "WAIT-CRITICAL"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Guarding Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor uses the Guard command.
- def defence
- case @actor_id
- when 1
- return "GUARDING"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "GUARDING"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Damage Hit Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is hit by damage.
- def damage_hit
- case @actor_id
- when 1
- return "HURT"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "HURT"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Evasion Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor evades an attack.
- def evasion
- case @actor_id
- when 1
- return "EVADE_ATTACK"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "EVADE_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Command Input Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is having a command
- # selected by the player, but has not selected a command yet.
- def command_b
- case @actor_id
- when 1
- return "COMMAND_INPUT"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "COMMAND_INPUT"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Command Selected Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor has a command selected
- # the player.
- def command_a
- case @actor_id
- when 1
- return "COMMAND_SELECT"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "COMMAND_SELECT"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Flee Success Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor successfully escapes battle.
- def run_success
- case @actor_id
- when 1
- return "FLEE"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "FLEE"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Flee Failure Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor fails to escape battle.
- def run_ng
- case @actor_id
- when 1
- return "FLEE_FAIL"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "FLEE_FAIL"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Victory Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor at the end of a
- # victorious battle.
- def win
- case @actor_id
- when 1
- return "VICTORY"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "VICTORY"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Battle Start Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor first enters the battlefield.
- def first_action
- case @actor_id
- when 1
- return "BATTLE_START"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "BATTLE_START"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Interrupt Reset Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor's Action Sequence is
- # somehow interrupted.
- def recover_action
- case @actor_id
- when 1
- return "RESET_POSITION"
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "RESET_POSITION"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Incapacitated Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Actor is dead.
- def incapacitated
- case @actor_id
- when 1 # Actor ID
- return "DEAD" # Action Sequence Key
- end
- # Default Action Sequence for all unassigned Actor IDs.
- return "DEAD"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Shadow
- #--------------------------------------------------------------------------
- # Define filename of shadow graphic used by an Actor.
- #
- # return "shadow01" <- Image file name in .Graphics/Characters
- # return "" <- No shadow used.
- def shadow
- case @actor_id
- when 1
- return "shadow00"
- end
- # Default shadow for all unassigned Actor IDs.
- return "shadow00"
- end
- #--------------------------------------------------------------------------
- # ++ Actor Shadow Adjustment
- #--------------------------------------------------------------------------
- # Adjusts the coordinates of Actor shadow graphics.
- #
- # return [ X-Coordinate, Y-Coordinate]
- def shadow_plus
- case @actor_id
- when 1
- return [ 0, 4] # [ X, Y]
- end
- # Default shadow positioning for all unassigned Actor IDs.
- return [ 0, 4]
- end
- end
- #==============================================================================
- # * Game_Enemy
- #------------------------------------------------------------------------------
- # Enemy Basic Action Settings
- #------------------------------------------------------------------------------
- # This section is used to define what Action Sequence enemies should use under
- # specific conditions. Each enemy can have their own unique action
- # sequence that you can define in the appropriate section.
- #
- # Notetags are available for use if using the Notetags for Tankentai Add-on.
- #
- # Terms:
- # key - Refers to the name of an action sequence key.
- # Do not use quotation marks for notetags.
- # value - A numerical value
- # value% - A numerical value used as a percentage of something, but
- # the percent sign is usually optional
- # id - ID number from the database
- # type - Differs depending on tag (see specific tag for information)
- # filename - A filename from the Graphics/Characters folder
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ++ Enemy Unarmed Attack Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy is unarmed.
- #
- # If Enemy is equipped with any weapon then this Action Sequence will
- # not be used.
- #
- # Notetag: <unarmed: key>
- def base_action
- case @enemy_id
- when 1 # Enemy ID
- return "ENEMY_UNARMED_ATK" # Action Sequence Key
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "ENEMY_UNARMED_ATK"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Standby Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy is doing nothing else in
- # battle and is not inflicted with special states.
- #
- # Notetag: <standby: key>
- def normal
- case @enemy_id
- when 1
- return "WAIT"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Critical (1/4th HP) Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy is at 25% or lower HP.
- #
- # Notetag: <pinch: key>
- def pinch
- case @enemy_id
- when 1
- return "WAIT"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Guarding Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy uses the Guard command.
- #
- # Notetag: <guard: key>
- def defence
- case @enemy_id
- when 1
- return "GUARDING"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "GUARDING"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Hurt Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy is hit by damage.
- #
- # Notetag: <hurt: key>
- def damage_hit
- case @enemy_id
- when 1
- return "HURT"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "HURT"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Evasion Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy evades an attack.
- #
- # Notetag: <evade: key>
- def evasion
- case @enemy_id
- when 1
- return "ENEMY_EVADE_ATTACK"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "ENEMY_EVADE_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Escape Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy runs away from battle.
- #
- # Notetag: <escape: key>
- def run_success
- case @enemy_id
- when 1
- return "ENEMY_FLEE"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "ENEMY_FLEE"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Battle Start Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy first enters the battlefield.
- #
- # Notetag: <start: key>
- def first_action
- case @enemy_id
- when 1
- return "BATTLE_START"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "BATTLE_START"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Interrupt Reset Action Sequence
- #--------------------------------------------------------------------------
- # Define the Action Sequence key used when an enemy's action sequence is
- # somehow interrupted and cannot be completed normally.
- #
- # Notetag: <interrupt: key>
- def recover_action
- case @enemy_id
- when 1
- return "RESET_POSITION"
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "RESET_POSITION"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Incapacitated Action Sequence
- #--------------------------------------------------------------------------
- # Define Action Sequence key used when an Enemy is dead. If left blank ("")
- # then incapacitated sequence is not used.
- #
- # Notetag: <dead: key>
- def incapacitated
- case @enemy_id
- when 1 # Enemy ID
- return "DEAD" # Action Sequence Key
- end
- # Default Action Sequence for all unassigned Enemy IDs.
- return "DEAD"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Shadow
- #--------------------------------------------------------------------------
- # Define the filename of the shadow graphic used by an Enemy.
- #
- # Filename must be in quotes, but does not need the file extension.
- #
- # Notetag: <shadow: filename>
- def shadow
- case @enemy_id
- when 1
- return "shadow01"
- when 30
- return ""
- end
- # Default shadow for all unassigned Enemy IDs.
- return "shadow01"
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Shadow Adjustment
- #--------------------------------------------------------------------------
- # return [ X-Coordinate, Y-Coordinate]
- #
- # Notetag: <move shadow: x, y>
- def shadow_plus
- case @enemy_id
- when 1
- return [ 0, -8]
- end
- # Default shadow positioning for all unassigned Enemy IDs.
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Equipped Weapon
- #--------------------------------------------------------------------------
- # Equip a weapon on an enemy. Enemy receives any effects when equipped with
- # the weapon such as status increases. Enemy will also follow the action
- # sequence assigned to the weapon. Enemies can only equip one weapon.
- #
- # If Weapon ID is set to 0, enemy will be unarmed.
- #
- # Notetag: <weapon: id>
- def weapon
- case @enemy_id
- when 1 # Enemy ID
- return 0 # Weapon ID
- end
- # Default weapon for all unassigned Enemy IDs.
- return 0
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Screen Positioning Adjustment
- #--------------------------------------------------------------------------
- # Adjusts the position of enemies in battle.
- # Positive Y-values move the enemy down. Negative Y-values move the enemy up.
- #
- # return [ 0, 0] <- [X-value、Y-value]
- #
- # Notetag: <position: x, y>
- def position_plus
- case @enemy_id
- when 1
- return [0, 0]
- end
- # Default positioning for all unassigned Enemy IDs.
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Collapse Animation Settings
- #--------------------------------------------------------------------------
- # Define which collapse animation an enemy uses when killed. The collapse
- # type is defined by using a numerical value.
- #
- # 1 - Enemy sprite stays on screen after death.
- # 2 - Enemy fades from the battle normally
- # 3 - Special collapse animation. Good for bosses.
- #
- # Notetag: <collapse: type>
- def collapse_type
- case @enemy_id
- when 1
- return 2
- when 30
- return 3
- end
- # Default collapse for all unassigned Enemy IDs.
- return 2
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Multiple Actions Settings
- #--------------------------------------------------------------------------
- # Define how many times an enemy can attack in a single turn.
- #
- # Maximum Actions, Probability, Speed Adjustment
- # return [ 2, 100, 100]
- #
- # Maximum Actions - Maximum number of actions enemy may execute in a turn.
- # Probability - % value. Chance for enemy to do another action.
- # Speed Adjustment - % value that decreases enemy's bonus speed from skills
- # after each successive action.
- #
- # Notetag: <multiact: maximum actions, chance%, speed adjust>
- def action_time
- case @enemy_id
- when 1
- return [ 1, 100, 100]
- end
- # Default multi-action setting for all unassigned Enemy IDs.
- return [ 1, 100, 100]
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Animated Battler Settings
- #--------------------------------------------------------------------------
- # true: Enemy battler uses files from Graphics/Characters folder like actors.
- # false: Default enemy battler image from Graphics/Battlers folder.
- # [File Settings]
- # 1.Enemy animated battler file must be in .Graphics/Characters folder.
- # 2.Enemy battler file names must match between .Graphics/Characters and
- # .Graphics/Battlers folders.
- #
- # Notetag: <animate> OR <-animate> OR <+animate>
- # Prefixing animate with a minus sign will return false.
- def anime_on
- case @enemy_id
- when 1
- return false
- end
- # Default animation setting for all unassigned Enemy IDs.
- return false
- end
- #--------------------------------------------------------------------------
- # ++ Enemy Mirror Settings
- #--------------------------------------------------------------------------
- # Mirrors the enemy battler's graphic and any animations they produce.
- #
- # false: Normal
- # true: Mirrors enemy image and animations
- #
- # Notetag: <mirror> OR <-mirror> OR <+mirror>
- # Prefixing mirror with a minus sign will return false.
- def action_mirror
- case @enemy_id
- when 1
- return false
- end
- # Default invert setting for all unassigned Enemy IDs.
- return false
- end
- end
- module RPG
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # State Action Settings
- #
- # Notetags are available for use if using the Notetags for Tankentai Add-on.
- #
- # Terms:
- # key - Refers to the name of an action sequence key.
- # Do not use quotation marks for notetags.
- # value - A numerical value
- # value% - A numerical value used as a percentage of something, but
- # the percent sign is usually optional
- # id - ID number from the database
- # type - Differs depending on tag (see specific tag for information)
- # filename - A filename from the Graphics/Characters folder
- #==============================================================================
- class State
- #--------------------------------------------------------------------------
- # ++ State Affliction Wait Sequence Settings
- #--------------------------------------------------------------------------
- # When a battler is affected by a state, their Wait/Idle sequence will be
- # replaced by the Action Sequence defined for the State IDs below. Only one
- # State Affliction Wait Animation can be active at a time. The state with the
- # highest Priority rating will take precedence if affected by multiple states.
- #
- # when 1 <- State ID number
- # return "DEAD" <- Action Sequence when afflicted by specified state.
- #
- # Notetag: <action: key>
- def base_action
- case @id
- when 1 # Incapacitated(HP0). Has the highest priority.
- return "DEAD"
- end
- # Default Action Sequence for all unassigned State IDs.
- return "WAIT"
- end
- #--------------------------------------------------------------------------
- # ++ State Enhancement Extension Settings
- #--------------------------------------------------------------------------
- # Note about REFLECT and NULL states:
- # An item/skill is considered physical if "Physical Attack" is
- # checked under "Options" in your Database. Otherwise, it is magical.
- #
- # "AUTOLIFE/50" - Automatically revives when Incapacitated.
- # Value after "/" is % of MAXHP restored when revived.
- # "MAGREFLECT/39" - Reflects magical skills to the original caster.
- # Value after "/" is Animation ID when triggered.
- # "MAGNULL/39" - Nullify magical skills and effects.
- # Value after "/" is Animation ID when triggered.
- # "PHYREFLECT/39" - Reflects physical skills to the original caster.
- # Value after "/" is Animation ID when triggered.
- # "PHYNULL/39" - Nullify physical skills and effects.
- # Value after "/" is Animation ID when triggered.
- # "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when
- # affected. This will not appear as POP Damage. This
- # function is similar to Celes' "Runic" from FF6.
- # "ZEROTURNLIFT" - State is lifted at the end of turn regardless.
- # "EXCEPTENEMY" - Enemies will not use Action Sequence assigned
- # under State Affliction Wait Animation Settings when
- # afflicted. (Actors still will.)
- # "NOPOP" - State name will not appear as POP Window.
- # "NOSTATEANIME" - State's caster and enemies will not use animation
- # sequence assigned under State Affliction Wait Sequence
- # Settings when afflicted.
- # "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings.
- # "NONE" - No extension. Used as a default.
- def extension
- case @id
- when 1 # Incapacitated State. Has highest priority.
- return ["NOPOP","EXCEPTENEMY"]
- when 18 # 2-Man Tech
- return ["ZEROTURNLIFT"]
- when 19 # 4-Man Tech
- return ["ZEROTURNLIFT"]
- when 20 # Cat Transformation
- return ["NOSTATEANIME"]
- end
- # Default extensions for all unassigned State IDs.
- return ["NONE"]
- end
- #--------------------------------------------------------------------------
- # ++ Slip Damage Settings
- #--------------------------------------------------------------------------
- # Also includes regeneration options.
- #
- # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
- # Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
- #
- # Type, Constant, %, POP?, Allow Death
- # return [["hp", 0, 10, true, true]]
- #
- # Type – "hp" or "mp".
- # Constant – Set a constant value to apply each turn.
- # Positive values are damage. Negative values are recovery.
- # % - Set a percentage value to apply each turn based on MAX HP/MP.
- # Positive values are damage. Negative values are recovery.
- # POP? - Determines whether or not you want slip damage value to
- # appear as POP Damage.
- # Allow Death - This function is not working - true: Slip damage can kill.
- # false: Slip damage will not kill. (Battler will be left at 1 HP)
- #
- # Notetags: <slip: hp/mp, value, value%>
- # <cannot kill> (Optional)
- # <cannot pop> (Optional)
- def slip_extension
- case @id
- when 2 # Poison
- return [["hp", 0, 10, true, true]]
- end
- return []
- end
- end
- #==============================================================================
- # * module RPG
- #------------------------------------------------------------------------------
- # Weapon Action Settings
- #
- # Notetags are available for use if using the Notetags for Tankentai Add-on.
- #
- # Terms:
- # key - Refers to the name of an action sequence key.
- # Do not use quotation marks for notetags.
- # value - A numerical value
- # value% - A numerical value used as a percentage of something, but
- # the percent sign is usually optional
- # id - ID number from the database
- # type - Differs depending on tag (see specific tag for information)
- # filename - A filename from the Graphics/Characters folder
- #==============================================================================
- class Weapon
- #--------------------------------------------------------------------------
- # ++ Weapon Action Sequence Settings
- #--------------------------------------------------------------------------
- # Assigns a specific Action Sequence when using a weapon.
- #
- # when 1 <- Weapon ID number
- # return "NORMAL_ATTACK" <- Action Sequence for assigned Weapon ID.
- #
- # Notetag: <action: key>
- def base_action
- case @id
- when 1
- return "NORMAL_ATTACK"
- end
- # Default Action Sequence for unassigned Weapon IDs.
- return "NORMAL_ATTACK"
- end
- #--------------------------------------------------------------------------
- # ++ Weapon Graphic Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate weapon graphic besides the one assigned
- # from Iconset.png
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics/Characters folder
- # of your project.
- #
- # Notetag: <graphic: filename>
- def graphic
- case @id
- when 1
- return ""
- end
- # Default weapon graphic for unassigned Weapon IDs.
- return ""
- end
- #--------------------------------------------------------------------------
- # ++ Throwing Weapon Graphic Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate throwing weapon graphic besides the one assigned
- # from Iconset.png. This is useful for arrows when you don't want the bow
- # to be thrown.
- #
- # Flying Graphics can only be utilized through use of Moving Animation
- # hashes.
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics/Characters folder
- # of your project.
- #
- # Notetags: <flygraphic: filename>
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # Default throwing weapon graphic for unassigned Weapon IDs.
- return ""
- end
- end
- #==============================================================================
- # * module RPG
- #------------------------------------------------------------------------------
- # Skill Settings
- #
- # Notetags are available for use if using the Notetags for Tankentai Add-on.
- #
- # Terms:
- # key - Refers to the name of an action sequence key.
- # Do not use quotation marks for notetags.
- # value - A numerical value
- # value% - A numerical value used as a percentage of something, but
- # the percent sign is usually optional
- # id - ID number from the database
- # type - Differs depending on tag (see specific tag for information)
- # filename - A filename from the Graphics/Characters folder
- #==============================================================================
- class Skill
- #--------------------------------------------------------------------------
- # ++ Skill Action Sequence Settings
- #--------------------------------------------------------------------------
- # Assign a Skill ID from the Database to execute a defined Action Sequence.
- # Only Action Sequence keys can be assigned. ANIME keys cannot
- # be directly assigned here.
- #
- # Notetag: <action: key>
- def base_action
- =begin
- case @id
- when 84 # Skill ID
- return "THROW_WEAPON" # Action Sequence Key
- when 85
- return "MULTI_ATTACK"
- when 86
- return "RAPID_MULTI_ATTACK"
- when 87
- return "MULTI_SHOCK"
- when 88
- return "SHOCK_WAVE"
- when 89
- return "MULTI_ATTACK_RAND"
- when 90
- return "SKILL_90_SEQUENCE"
- when 91
- return "SKILL_91_SEQUENCE"
- when 92
- return "NORMAL_ATTACK"
- when 93
- return "CUT_IN"
- when 94
- return "STOMP"
- when 95
- return "ALL_ATTACK_1"
- when 96
- return "SKILL_ALL"
- when 97
- return "TRANSFORM_CAT"
- when 98
- return "2-MAN_UNION_RALPH"
- when 99
- return "2-MAN_UNION_ULRIKA"
- when 100
- return "4-MAN_UNION_RALPH"
- when 101
- return "4-MAN_UNION_ULRIKA"
- when 102
- return "4-MAN_UNION_BENNETT"
- when 103
- return "4-MAN_UNION_YLVA"
- when 104
- return "THROW_FRIEND"
- end
- =end
- # Default Action Sequence for unassigned Skill IDs.
- return "SKILL_USE"
- end
- #--------------------------------------------------------------------------
- # ++ Skill Extension Settings
- #--------------------------------------------------------------------------
- # Allows you to add special effexts to skills.
- # Multiple extensions may be applied to a skill ID.
- #
- # "PERFECTHIT" -Skill cannot miss or be evaded.
- # "IGNOREREFLECT" -Ignores damage reflection states.
- # "HELPHIDE" -Help window when casting will not appear.
- # "TARGETALL" -Will affect all enemies and allies simultaneously.
- # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies
- # or All Allies for this to work correctly.
- # "OTHERS" -Skill will not affect caster.
- # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
- # "NOFLASH" -Battler will not flash when taking action.
- # "NONE" -Used as a default.
- def extension
- case @id
- when 86 # Skill ID
- return ["NOOVERKILL"] # Extensions
- when 94
- return ["NOOVERKILL"]
- when 98
- return ["NOOVERKILL"]
- when 100
- return ["NOOVERKILL"]
- end
- # Default extensions for unassigned Skill IDs.
- return ["NONE"]
- end
- #--------------------------------------------------------------------------
- # ++ Skill Flying Graphic Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate throwing weapon graphic besides the one assigned
- # from Iconset.png.
- #
- # Flying Graphics can only be utilized through use of Moving Animation
- # hashes.
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics/Characters folder
- # of your project.
- #
- # Notetag: <flygraphic: filename>
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # Default throwing skill graphic for unassigned Weapon IDs.
- return ""
- end
- end
- #==============================================================================
- # * module RPG
- #------------------------------------------------------------------------------
- # Item Action Settings
- #
- # Notetags are available for use if using the Notetags for Tankentai Add-on.
- #
- # Terms:
- # key - Refers to the name of an action sequence key.
- # Do not use quotation marks for notetags.
- # value - A numerical value
- # value% - A numerical value used as a percentage of something, but
- # the percent sign is usually optional
- # id - ID number from the database
- # type - Differs depending on tag (see specific tag for information)
- # filename - A filename from the Graphics/Characters folder
- #==============================================================================
- class Item
- #--------------------------------------------------------------------------
- # ++ Item ID Sequence Assignment
- #--------------------------------------------------------------------------
- # Assign an Item ID from the Database to execute a defined Action Sequence.
- # Only Action Sequence keys can be assigned. ANIME keys cannot
- # be directly assigned here.
- #
- # Notetag: <action: key>
- def base_action
- case @id
- when 1 # Item ID
- return "ITEM_USE" # Action Sequence Key
- end
- # Default Action Sequence for unassigned Item IDs.
- return "ITEM_USE"
- end
- #--------------------------------------------------------------------------
- # ++ Item Enhancement Extension Settings
- #--------------------------------------------------------------------------
- # Allows you to add special effexts to skills.
- # Multiple extensions may be applied to a skill ID.
- #
- # "PERFECTHIT" -Item cannot miss or be evaded.
- # "IGNOREREFLECT" -Ignores damage reflection states.
- # "HELPHIDE" -Help window when casting will not appear.
- # "TARGETALL" -Will affect all enemies and allies simultaneously.
- # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies
- # or All Allies for this to work correctly.
- # "OTHERS" -Item will not affect caster.
- # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP.
- # "NOFLASH" -Battler will not flash when taking action.
- def extension
- case @id
- when 1 # Item ID
- return ["IGNOREREFLECT"] # Extensions
- end
- # Default extensions for unassigned Item IDs.
- return ["IGNOREREFLECT"]
- end
- #--------------------------------------------------------------------------
- # ++ Item Flying Graphic Settings
- #--------------------------------------------------------------------------
- # Allows use of a seperate throwing weapon graphic besides the one assigned
- # from Iconset.png.
- #
- # Flying Graphics can only be utilized through use of Moving Animation
- # hashes.
- #
- # return "001-Weapon01" <- Weapon image file name. If "", none is used.
- # File must be in the .Graphics/Characters folder
- # of your project.
- #
- # Notetag: <flygraphic: key>
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # Default throwing skill graphic for unassigned Weapon IDs.
- return ""
- end
- end
- end
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