VX 강좌에 보면 무기 공격을 3번하는 1개의 스킬을 만드는 방법은 있는데,
일반 스킬이 1번에 3방씩 나가서 적 1명을 3번 공격하는 1개의 스킬을 어떻게 구현하는지는 나와있지 않은 것 같습니다.
어떻게 만들 수 있습니까?
스크립트는 다음과 같습니다.
#==============================================================================
# ■ 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, "" ],
"STAND_POSE" => [ 1, 0, 10, 2, 0, 1, 0, true, "" ],
"FACE_RIGHT_POSE" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ],
"HURT_POSE" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ],
"DEAD_POSE" => [ 2, 3, 10, 1, 8, 0, 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, 1, 2, 2, 0, -1, 2, false,"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, "" ],
"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, 5, 2, 0, -1, 0, true, "" ],
"ATTACK_MOVE_POSE" => [ 1, 3, 5, 0, 0, -1, 0, true, "NO_SWING" ],
"JUMP_ATTACK_POSE" => [ 3, 0, 5, 2, 0, 0, 0, true, "" ],
"INVISIBLE_POSE" => [ 0, -1, 1, 2, 0, 1, 0,false, "" ],
#--------------------------------------------------------------------------
# ++ 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, 260, 260, 4, false, 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, 45, 4, false, 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],
#--------------------------------------------------------------------------
# ++ 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, 2, 0, 4, -1, 0, "HURT_POSE"],
"LIGHT_KNOCKBACK" => [ 0, 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, 36, -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"],
#--------------------------------------------------------------------------
# ++ 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
"LINK_SKILL_91" => ["der", 100, true, 91],
"LINK_SKILL_92" => ["der", 100, true, 92],
#--------------------------------------------------------------------------
# ++ 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],
# 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],
#--------------------------------------------------------------------------
# ++ 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"],
#--------------------------------------------------------------------------
# ++ 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, 18],
"REMOVE_STATE_19" => ["sta-", 3, 19],
#--------------------------------------------------------------------------
# ++ 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
"CUT_IN_START" => ["pic", -280, 48, 0, 64, 12, false, "Actor2-3"],
"CUT_IN_END" => ["pic", 0, 48, 550, 64, 12, false, "Actor2-3"],
#--------------------------------------------------------------------------
# ++ 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 ---------
#------------ 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
"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_V", # Swing weapon & do attack pose
"DAMAGE_ANIM_WAIT", # Do damage/healing and wait for animation
"12", # Delay sequence for 12 frames
"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!
# "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"],
# Used when battler is at 25% or less health.
"WAIT-CRITICAL" => ["CRITICAL_POSE"],
# Used when battler is inflicted with by certain debuffs.
"WAIT-DEBUFF" => ["NO_MOVE","STAND_POSE","BALLOON-COBWEB","22"],
# Used when battler is inflicted with Sleep.
"WAIT-SLEEP" => ["NO_MOVE","STAND_POSE","BALLOON-SLEEP","22"],
# 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"],
#------------------- 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",
"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"],
# "SKILL_90_SEQUENCE" - Example of using Link Skills. When the sequence
# processes to "LINK_SKILL_91", it will link to
# the defined skill ID. In this case, it will link
# to skill ID 91.
"SKILL_90_SEQUENCE" => ["MOVE_TO_TARGET","DAMAGE_ANIM","WPN_SWING_V",
"16","Can Collapse","LINK_SKILL_91","RESET"],
# "SKILL_91_SEQUENCE" - Another example of using Link Skills. When the
# Action Sequence reaches "LINK_SKILL_92", it will
# link to skill ID 92. This essentially makes
# a chain of three linked skills used in succession.
"SKILL_91_SEQUENCE" => ["FLEE_FAIL","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED",
"8","DAMAGE_ANIM","Can Collapse","LINK_SKILL_92","RESET"],
# "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"],
#------------------------- 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