#============================================================================== # ¡á »çÀ̵åºä ½Ã½ºÅÛ È¯°æ¼³Á¤ (Ä«µÎÅ°) [3.4d] #------------------------------------------------------------------------------ # ±âº» ½ºÅ©¸³Æ® Á¦°ø: # Enu ( http://rpgex.sakura.ne.jp/home/ ) # ÇÑ±Û ¹ø¿ª: # ½ÃÆ®¸£»ê in ¾Æ¹æ½º ( http://avangs.info) # # Çѱ۹ø¿ª ¹öÀü 1.00 # # #============================================================================== $imported = {} if $imported == nil $imported["TankentaiSideview(Kaduki)"] = true module N01 #============================================================================== # ¡á ANIME Çؽ¬ (¿©·¯ °³ÀÇ ºÐÇÒµÈ ±×¸² Áß¿¡¼­ Çϳª¸¦ ºÒ·¯¿À´Â °Í) #------------------------------------------------------------------------------ # ANIME Çؽ¬ ÀÚü´Â µ¿ÀÛÀÌ Æ÷ÇÔµÈ ±×¸²Áß¿¡¼­ Çϳª¸¦ ¸»ÇÏ´Â °ÍÀ̸ç, Ȧ·Î µ¿ÀÛÇÏÁø ¾ÊÀ½ #============================================================================== ANIME = { # <- ¾ÕÀ¸·Îµµ ÀÌ ¼¥ Ç¥½Ã´Â ÁÖ¼®À̹ǷΠÁö¿ìÁö ¸¶¼¼¿ä #---------------------------------------------------------------------------- # * Anime Çؽ¬¿¡ °üÇØ. #---------------------------------------------------------------------------- # Anime Çؽ¬´Â ÀüÅõ³ª È¿°ú¿¡¼­ÀÇ ÇÑ ÇൿÀ» ±¸ÇöÇϱâ À§ÇÑ ¼ø¼­¿Íµµ °°½À´Ï´Ù. # ¿©·¯ ANIME Çؽ¬µéÀÌ °¢°¢ÀÇ ¿¬¼Óµ¿ÀÛ(½ºÅ³) °úÁ¤ÀÇ ÇÑ ¼ø°£µ¿ÀÛÀ¸·Î¼­ ÀÛµ¿ÇϹǷÎ, # ÀÏ·ÃÀÇ ¿¬¼ÓÀûÀÎ µ¿ÀÛµéÀ» ÆíÁýÇϸé ÀڽŸ¸ÀÇ Æ¯º°ÇÑ ÀüÅõµ¿ÀÛÀ» ¸¸µé ¼öµµ ÀÖ½À´Ï´Ù. # Anime Çؽ¬µéÀº Anime Å°(ÇÑ µ¿ÀÛ)µéÀÇ ÁýÇÕü·Î¼­ ±¸¼ºµË´Ï´Ù. # # # (¾×¼Ç µ¿ÀÛÀÇ Anime Çؽ¬°¡ ¾î¶»°Ô ÀÛ¿ëÇÏ´Â Áö¿¡ ´ëÇÑ Á¤º¸¸¦ ÀоîÁֽʽÿÀ.) # # #---------------------------------------------------------------------------- # * Anime Çؽ¬ÀÇ ÀÛ¼º #---------------------------------------------------------------------------- # ANIME Çؽ¬´Â ´ÙÀ½ ±¸¹®¿¡ ÀÇÇØ Á¤Àǵ˴ϴÙ. # ANIME Å° => Çؽ¬ ¹è¿­ Äĸ¶ "EXAMPLE_ANIME_HASH" => ["hash_array_contents"], # ANIME Å° - »ç¿ëÀÚ°¡ ¿øÇÏ´Â ±æÀ̸¸Å­ ÀÛ¸íÀÌ °¡´ÉÇÕ´Ï´Ù. # ("5"³ª "42"°°Àº ¼ýÀÚ´Â Æ÷ÇÔ°¡´É) # ANIME Å°µéÀº »ç¿ëµÉ ¶§ ´ë¼Ò¹®ÀÚ°¡ ±¸º°µË´Ï´Ù. # ¸¸¾à ANIME Key°¡ Çൿ ¿¬¼Óµ¿ÀÛ¿¡¼­ Á¤ÀǵÇÁö ¾Ê´Â´Ù¸é # ÇØ´ç ANIME Å°´Â ¿¬¼Óµ¿ÀÛ¿¡¼­ Á¦¿ÜµÉ °ÍÀÔ´Ï´Ù. # ÀÚ½ÅÀÇ Å°¿¡ À̸§À» ºÙÀ϶§, ±âÁ¸ Á¸ÀçÇÏ´Â Å°¿Í °°Àº À̸§À» # »ç¿ëÇÏÁö´Â ¸¶½Ê½Ã¿À. # # # "=>" - ÀÌ È­»ìÇ¥´Â ANIME Å°¿Í Çؽ¬ ¹è¿­ÀÇ »çÀÌ¿¡ ²À ºÙ¾î¾ßÇÕ´Ï´Ù. # # Çؽ¬ ¹è¿­ - Çؽ¬ ¹è¿­Àº ¹èƲ·¯ µ¿ÀÛÀÇ Å¸ÀÔ¿¡ ÀÇÇÏ¿© ¿øÇÏ´Â # ¾×¼Ç ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» ±¸ÇöÇϱâ À§ÇØ ANIME Å°¸¦ »ç¿ëÇÒ ¶§ # ¹èƲ·¯ÀÇ ¾×¼ÇÀÇ Å¸ÀÔÀÇ Â÷À̸¦ ¸»ÇÕ´Ï´Ù. # SBS ȯ°æ¼³Á¤ ½ºÅ©¸³Æ®¸¦ ÀÐÀ¸¸é¼­ °¢ ANIME Çؽ¬ÀÇ # ŸÀÔ¿¡ ´ëÇØ ÀÌÇØÇÒ ¼ö ÀÖÀ»°ÍÀÔ´Ï´Ù. # # # ½°Ç¥ - ¸ðµç ANIME Çؽ¬´Â ½°Ç¥·Î ±¸ºÐµË´Ï´Ù. # ½±Ç¥°¡ Æ÷ÇÔµÇÁö ¾ÊÀ¸¸é ½ÅÅýº(±¸¹®ÀûÀÎ) ¿¡·¯°¡ ³³´Ï´Ù. # #-------------------------------------------------------------------------- # ¡Ü ¹èƲ·¯ÀÇ Æ÷Áî (¼ø°£µ¿ÀÛ) #-------------------------------------------------------------------------- # ij¸¯ÅÍ ±×·¡ÇÈ ÆÄÀÏ¿¡ ¼ÓÇÑ ¹èƲ·¯ÀÇ Æ¯Á¤ ÇÁ·¹ÀÓÀ» Ç¥½ÃÇÏ´Â ¸í·É. # # # ÆÄÀÏ ¹øÈ£ - »ç¿ëµÈ º£Æ²·¯ ±×·¡ÇÈÆÄÀÏÀÇ ÆÄÀÏ ¹øÈ£ # ($filename, $filename_1, $filename_2, $filename_3 ÀÇ ¼ýÀںκÐÀ» ¸»ÇÔ) # 0: °È´Â ±×·¡ÇÈ. ¾×ÅÍÀÇ °æ¿ì, 0Àº ¾×ÅÍ ÅÇ ³»ºÎÀÇ # ±âº» º¸Çà ±×·¡ÇÈÀ» ÀǹÌÇÕ´Ï´Ù. # n: "ij¸¯ÅÍ À̸§ + _n(1,2,3,...)", nÀÌ ÆÄÀÏ À̸§ÀÇ ³¡¿¡ Æ÷ÇÔµÈ # È®Àå Çൿ ±×·¡ÇÈ ÆÄÀÏÀÔ´Ï´Ù. # ¿¹: ¶öÇÁÀÇ À̸§ÀÌ "$¶öÇÁ.png"Àº µ¥ÀÌÅͺ£À̽ºÀÇ ¾×ÅÍ ÅÇ¿¡ # µé¾î°¥ ÆÄÀÏÀÔ´Ï´Ù. ±×¸®°í ¶öÇÁÀÇ È®À嵿ÀÛ ÆÄÀÏÀÎ # "$Ralph_1" Àº ¿©±â¼­ Á¤¼ö 1À» ÀûÀ½À¸·Î »ç¿ëÇÒ¼öÀÖ½À´Ï´Ù. # # ÁÙ - ÁÙÀº ÇÑ Ä³¸¯ÅÍ ±×·¡ÇÈ ÆÄÀÏ ³»¿¡¼­ ¸î¹ø° ÁÙÀ» Ãë±ÞÇÒÁö¸¦ ÀǹÌÇÕ´Ï´Ù. # ( ÇÑ ±×·¡ÇÈ ÆÄÀÏÀÌ ÃÑ 4ÁÙ. 0~3 ±îÁöÀÇ ¹üÀ§.) # ¼Óµµ - ¹èƲ·¯ ±×·¡ÇÈÀÇ Àüȯ ÇÁ·¹ÀÓÀÇ ¼Óµµ¸¦ ¸»ÇÕ´Ï´Ù. ³·À»¼ö·Ï »¡¶óÁ®¿ä. # ¹Ýº¹ - [0: "¿Õº¹" ¹Ýº¹] ¿¹) 1 2 3 ÀÇ ¹Ýº¹ : 1 2 3 2 1 2 3 2 1 2 3 2 1 ... # [1: "ÀϹæÅëÇà" ¹Ýº¹] ¿¹) 1 2 3 ÀÇ ¹Ýº¹ : 1 2 3 1 2 3 1 2 3 ... # [2: ¹Ýº¹¾øÀÌ Çѹø¸¸ ½ÇÇà] ¿¹) 1 2 3 ÀÇ ¹Ýº¹ :1 2 3 # ¸¸¾à ÇØ´ç rowÀÇ 1,2,3¹ø° ±×¸²ÀÌ Ä®À» À§¿¡¼­ ¾Æ·¡·Î Èֵθ£´Â ±×¸²À̶ó¸é # "0"ÀÇ ·çÇÁÀÇ °æ¿ì : Ä®À» À§¿¡¼­ ¾Æ·¡·Î Èֵѷ¶´Ù°¡ ´Ù½Ã À§·Î Èֵθ£´Â ¸ð½À # "1"ÀÇ ·çÇÁÀÇ °æ¿ì : Ä®À» °è¼Ó ¾Æ·¡·Î Èֵθ£´Â ¸ð½À # "2"ÀÇ ·çÇÁÀÇ °æ¿ì : Çѹø¸¸ Èֵθ£°í ³¡³¿ # ´ë±â - ÇÑ ¹ø ¾Ö´Ï¸ÞÀ̼ÇÀÌ ¹Ýº¹µÇ´Â Áֱ⸦ ¸»ÇÕ´Ï´Ù. (·çÇÁ°¡ 2ÀÏ °æ¿ì¿£ ¹«½Ã) # °íÁ¤ - ƯÁ¤ÇÑ °íÁ¤µÈ ÇÁ·¹ÀÓÀ» Ç¥½ÃÇÒ¶§³ª ·çÇÁ µ¿ÀÛÀÇ °íÁ¤À» ÇÒ¶§ »ç¿ë # [ -2: ¹Ýº¹ ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¿ªµ¿ÀÛ. ¹«±â ¾Ö´Ï¸ÞÀ̼ǵµ ¹Ý´ë°¡ µÊ.] # [ -1: ÀÏ¹Ý ·çÇÁ ¾Ö´Ï¸ÞÀ̼Ç] # [0~2: ÇØ´ç ¹øÈ£ÀÇ °íÁ¤µÈ ÇÁ·¹ÀÓÀ» º¸¿©ÁÜ. 0¹ø : °¡Àå ¿ÞÂÊ, 1¹ø : °¡¿îµ¥, 2¹ø : ¿À¸¥ÂÊ] # Z - ¹èƲ·¯ÀÇ Z °ª¿¡ ´õÇØÁý´Ï´Ù. # ±×¸²ÀÚ - true: ¹èƲ·¯ÀÇ ±×¸²ÀÚ¸¦ Ç¥½ÃÇÕ´Ï´Ù. # false: ¹èƲ·¯ÀÇ ±×¸²ÀÚ¸¦ Ç¥½ÃÇÏÁö ¾Ê½À´Ï´Ù. # ¹«±â - ¹èƲ·¯ÀÇ µ¿ÀÛ¿¡´Ù°¡ ¹«±âÀÇ ½ºÇÁ¶óÀÌÆ® ¾Ö´Ï¸ÞÀ̼ÇÀ» ¾º¿ó´Ï´Ù. # ¹«±â ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇÏÁö¾ÊÀ¸·Á¸é "" ¸¦ ÀûÀ¸½Ã¸éµÇ¿ä. # ANIME Å° ÆÄÀϹøÈ£. ÁÙ ¼Óµµ ¹Ýº¹ ´ë±â °íÁ¤ Z ±×¸²ÀÚ ¹«±â "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, "" ], #-------------------------------------------------------------------------- # ++ ¹«±â ¹¦È­(±×¸²Ç¥½Ã) ¾Ö´Ï¸ÞÀÌ¼Ç #-------------------------------------------------------------------------- # ¹«±â¹¦È­ ¾Ö´Ï¸ÞÀÌ¼Ç Å°µéÀº Á÷Á¢ÀûÀ¸·Î´Â Çൿ¿¡ Æ÷ÇÔµÇÁö ¾Ê½À´Ï´Ù. # ±× ´ë½Å, ¹èƲ·¯ ÇÁ·¹ÀÓ ¾Ö´Ï¸ÞÀÌ¼Ç ¹è¿­°ú ÇÔ²² µ¿ÀÛÇÕ´Ï´Ù. # # # ¹«±â ¹¦È­ ¾Ö´Ï¸ÞÀ̼ÇÀº ij¸¯ÅÍÀÇ ±×·¡ÇÈÀÇ ÇÑ ÁÙÀÇ ¼ö¿Í °°Àº ¾çÀÇ 3¹øÀÇ # ±¸ºÐµ¿ÀÛÀ» °¡Áý´Ï´Ù. # # Xa(XÁÂÇ¥) - XÃà ¹æÇâÀ¸·Î ¹«±â¸¦ ¿Å±é´Ï´Ù. # Ya(YÁÂÇ¥) - YÃà ¹æÇâÀ¸·Î ¹«±â¸¦ ¿Å±é´Ï´Ù. # (YÃàÀº ¸¶À̳ʽº ¹æÇâÀº À§·Î, Ç÷¯½º ¹æÇâÀº ¾Æ·¡·Î ¿òÁ÷ÀÔ´Ï´Ù) # Za(ZÁÂÇ¥) - true: ¹èƲ·¯ ±×·¡Àd À§¿¡ ¹«±â¸¦ µ¤¾î¾²´Â Çü½ÄÀ¸·Î ¹¦È­ÇÕ´Ï´Ù. # false: ¹èƲ·¯ ±×·¡ÇÈ ¾Æ·¡¿¡ ¹«±â¸¦ ±î´Â Çü½ÄÀ¸·Î ¹¦È­ÇÕ´Ï´Ù. # A1 - ¹«±âÀÇ ½ÃÀÛ°¢µµÀÔ´Ï´Ù. ¾ç¼ö´Â ½Ã°è¹æÇâ, À½¼ö °ªÀº ½Ã°è ¹Ý´ë¹æÇâ. # # A2 - ¹«±âÀÇ ³¡ °¢µµÀÔ´Ï´Ù. ÀÌ °¢µµ¿¡¼­ ¹«±â°¡ ¸ØÃ߰Ե˴ϴÙ. # ¿øÁ¡ - ȸÀü ¿øÁ¡ - [0: °¡¿îµ¥] [1: ÁÂÃø»ó´Ü] [2: ¿ìÃø»ó´Ü] # [3:ÁÂÃøÇÏ´Ü] [4:¿ìÃøÇÏ´Ü] # ¹Ý´ë - true °ªÀÌ¸é ¹«±â°¡ Á¿ì·Î µÚÁýÈü´Ï´Ù. # Xs - X È®´ë - ¹«±âÀÇ Å©±â¸¦ ¼öÆòÀ¸·Î ´Ã¸³´Ï´Ù. # °ªÀº ¼Ò¼öµµ µË´Ï´Ù.(¼Ò¼ö´Â Ãà¼ÒµÊ - 0.6, 0.9 µî) # Ys - Y È®´ë - ¹«±âÀÇ Å©±â¸¦ ¼öÁ÷À¸·Î ´Ã¸³´Ï´Ù. # °ªÀº ¼Ò¼öµµ µË´Ï´Ù.(¼Ò¼ö´Â Ãà¼ÒµÊ - 0.6, 0.9 µî) # Xp - X ÇÇÄ¡ - X ÁÂÇ¥ÀÇ º¸Á¤. ÀÌ ¼ýÀÚµéÀº XÁÂÇ¥¸¦ Á¶Á¤ÇÕ´Ï´Ù. # Yp - Y ÇÇÄ¡ - Y ÁÂÇ¥ÀÇ º¸Á¤. ÀÌ ¼ýÀÚµéÀº YÁÂÇ¥¸¦ Á¶Á¤ÇÕ´Ï´Ù. # ¹«±â2 - true °ªÀ̶ó¸é À̵µ·ù »óÅ¿¡¼­ 2 ¹ø° ¹«±â¸¦ ¹¦È­ÇÕ´Ï´Ù. # ANIME Å° Xa Ya Za A1 A2 ¿øÁ¡ ¹Ý´ë Xs Ys Xp Yp ¹«±â2 "NO_SWING" => [ 0, 0, false, 260, 260, 4, false, 1, 1, 0, 0,false], "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], #-------------------------------------------------------------------------- # ++ º£Æ²·¯ÀÇ À̵¿ #-------------------------------------------------------------------------- # ¹èƲ·¯¸¦ ÇʵåÀÇ Æ¯Á¤Àå¼Ò·Î À̵¿½ÃÅ°´Â Ä¿¸ÇµåÀÔ´Ï´Ù.. # # ¿øÁ¡ - À̵¿ÀÇ ±âÁØÀÌ µÇ´Â ±âº»ÁÂÇ¥ (x,y) ÀÔ´Ï´Ù. # [0: º£Æ²·¯ÀÇ ÇöÀç ÁÂÇ¥] # [1: º£Æ²·¯°¡ ¼±ÅÃÇÑ Å¸°ÙÀÇ Áß¾Ó] # [2: È­¸é»ó; (0,0) Àº È­¸éÀÇ ÁÂÃø»ó´Ü ³¡ºÎºÐ] # [3: º£Æ²·¯ÀÇ ½ÃÀÛÁöÁ¡(óÀ½ µîÀåÇÑ°÷)] # [4: º£Æ²·¯°¡ ¼±ÅÃÇÑ Å¸°ÙÀÇ ¸Ó¸® ºÎºÐ] # [5: º£Æ²·¯°¡ ¼±ÅÃÇÑ Å¸°ÙÀÇ ¹ß ºÎºÐ] # X - ¿øÁ¡À¸·Î ºÎÅÍ X ÁÂÇ¥. ´ÜÀ§ = Çȼ¿ # Y - ¿øÁ¡À¸·Î ºÎÅÍ Y ÁÂÇ¥. ´ÜÀ§ = Çȼ¿ (¸¶À̳ʽº : À§, Ç÷¯½º : ¾Æ·¡) # ½Ã°£ - ½ÃÀÛºÎÅÍ ³¡±îÁö ÃÖÁ¾ÀûÀ¸·Î °É¸®´Â ½Ã°£ # Å« ¼ýÀÚÀϼö·Ï ´À·ÁÁø´Ù. (°¡¼ÓÀÌ °É¸®¸é ´õ »¡¶óÁü) # °¡¼Ó - ¾çÀÇ ¼ýÀÚµéÀº °¡¼ÓÀ» ºü¸£°Ô Çϸç, À½ÀÇ ¼ýÀÚµéÀº °¡¼ÓÀ» ´À¸®°Ô ÇÑ´Ù. # Á¡ÇÁ - À½¼ö°¡ Á¡ÇÁÀÇ °¢µµ¸¦ °áÁ¤. ¾ç¼ö´Â ¾Æ·¡·Î °¡¶ó¾ÉÀ½ [0: Á¡ÇÁ¾ÈÇÔ] # Æ÷Áî - À̵¿Çϸ鼭 Ç÷¹À̾ ÃëÇÒ ¹èƲ·¯ÀÇ Æ÷Áî. # ANIME Å° ¿øÁ¡ X Y ½Ã°£ °¡¼Ó Á¡ÇÁ Æ÷Áî "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"], #-------------------------------------------------------------------------- # ++ ¹èƲ·¯ ºÎÀ¯ ¸ð¼Ç #-------------------------------------------------------------------------- # ¹èƲ·¯ÀÇ ºÎÀ¯ ¸ð¼ÇÀº ÇØ´ç ¸ð¼Ç¸¸ÀÇ ±×¸²ÀÚ¸¦ °¡Áö°í ÀÖ½À´Ï´Ù. # ¼öÁ÷ÀûÀ¸·Î¸¸ »ó½ÂÇÒ ¼ö ÀÖ½À´Ï´Ù. # # ŸÀÔ- "float" ¸¸ °¡´ÉÇÕ´Ï´Ù. ÀÌ¿ÜÀÇ °æ¿ì´Â ºÎÀ¯ ºÐ·ù°¡ ¾Æ´Ñ ´Ù¸¥ ¾Ö´Ï¸ÞÀ̼ÇÀ̵˴ϴÙ. # A - ºÎÀ¯ÀÇ ³ôÀÌÀÇ ½ÃÀÛÁ¡ÀÔ´Ï´Ù. À½¼öÀÇ °æ¿ì´Â Ŭ¼ö·Ï ³ôÀÌ°¡ À§·Î ¿Ã¶ó°©´Ï´Ù. # ¾ç¼öÀÇ °æ¿ì´Â Ŭ¼ö·Ï ³ôÀÌ°¡ ¾Æ·¡·Î ³»·Á°©´Ï´Ù. # B - ³¡³ª´Â ÁöÁ¡ÀÔ´Ï´Ù. ³¡³ª´Â ÁöÁ¡¿¡ º£Æ²·¯°¡ ¸Ó¹°·¯ÀְԵ˴ϴÙ. # ½Ã°£ - A ÁöÁ¡¿¡¼­ B ÁöÁ¡±îÁö À̵¿¿¡ °É¸®´Â ½Ã°£ÀÔ´Ï´Ù. # Æ÷Áî - À̵¿ °£ ij¸¯ÅÍÀÇ Æ÷ÁîÀÔ´Ï´Ù. # ANIME Å° ¡¡ ŸÀÔ A B »ç°Ç ¾Ö´Ï¸ÞÀÌ¼Ç "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"], #-------------------------------------------------------------------------- # ++ ¹èƲ·¯ À§Ä¡ÀÇ ¸®¼Â #-------------------------------------------------------------------------- # ¹èƲ·¯ÀÇ À§Ä¡¸¦ ½ÃÀÛÁöÁ¡À¸·Î ÃʱâÈ­½Ãŵ´Ï´Ù. # ÀÌ °ÍÀº ¸ðµç ¿¬¼Óµ¿ÀÛ(½ºÅ³)¿¡ ¹Ýµå½Ã µé¾î°¡¾ß ÇÕ´Ï´Ù. # (±×·¡¾ß ´ÙÀ½ ¿¬¼Óµ¿ÀÛ(½ºÅ³) ½ÇÇà ½Ã Àǵµ¿¡ ¸Â´Â ¿òÁ÷ÀÓÀÌ °¡´ÉÇØÁý´Ï´Ù.) # # Æ÷Áö¼Ç ¸®¼ÂÀÌ ½ÇÇàµÇ¸é, ´õÀÌ»ó ij¸¯ÅÍ´Â µ¥¹ÌÁö¸¦ ÁÙ ¼ö ¾ø¾îÁý´Ï´Ù. # ÇØ´ç ¹èƲ·¯ÀÇ ÅÏÀÌ ³¡³µ±â ‹š¹®ÀÔ´Ï´Ù. # # ŸÀÔ - "reset" (ÀÌ ¿Ü ´Ù¸¥ °ªÀ» ³ÖÀ¸¸é ´Ù¸¥ ºÐ·ù°¡ µÇ¾î¹ö¸³´Ï´Ù.) # ½Ã°£ - ÃÑ À̵¿½Ã°£ÀÔ´Ï´Ù. À̵¿ ¼Óµµ¸¦ °áÁ¤ÇÕ´Ï´Ù. # °¡¼Ó - ¾ç¼ö°ªÀº °¡¼ÓÀÌ ¿Ã¶ó°©´Ï´Ù(Á¡Á¡»¡¶óÁü). À½¼ö°ªÀº ¿ª°¡¼ÓÀ̰ɸ³´Ï´Ù.(Á¡Á¡´À·ÁÁü) # Á¡ÇÁ - À½¼ö°ªÀº À§·Î ¼Ú´Â Á¡ÇÁ, ¾ç¼ö°ªÀº ¾Æ·¡·Î °¡¶ó¾É´Â ¿ªÁ¡ÇÁ, 0Àº Á¡ÇÁ¾ÈÇÔ # Æ÷Áî - µµ¸Á°¡¸é¼­ ÃëÇÏ´Â Æ÷ÁîÀÔ´Ï´Ù # ANIME Å° ŸÀÔ ½Ã°£ °¡¼Ó Á¡ÇÁ Æ÷Áî "RESET" => ["reset", 16, 0, 0, "MOVE_POSE"], "FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"], "JUMP_RESET" => ["reset", 16, 0, -2, "MOVE_TO"], #-------------------------------------------------------------------------- # ++ ±ëÁ¦ ¹èƲ·¯ ¾×¼Ç #-------------------------------------------------------------------------- # ÀÌ Å¸ÀÔÀÇ ANIME Çؽ¬¸¦ »ç¿ëÇØ ¹èƲ·¯ÀÇ °­Á¦ÇൿÀ» Á¤ÀÇÇÒ ¼ö ÀÖ½À´Ï´Ù. # ÀÚ½ÅÀÌ ÅÏÀÌ ¾Æ´Ò¶§¿¡µµ ¹èƲ·¯¸¦ ºÎºÐÀûÀ¸·Î Á¶ÀÛÇϴµ¥ »ç¿ëµË´Ï´Ù. # # ŸÀÔ - ƯÁ¤ ÇൿŸÀÔÀÔ´Ï´Ù. "SINGLE" °ú "SEQUENCE" ÀÔ´Ï´Ù. # # ´ë»ó - ¾Æ·¡ Á¤ÀÇµÈ Æ¯Á¤ÇÑ ÇൿÀ» ½ÇÇàÇÒ ¹èƲ·¯(µé) ANIME/ACTION Å°. # 1) 0 Àº ¼±ÅÃÇÑ Å¸°ÙÀÔ´Ï´Ù. # 2) ´Ù¸¥ ¾ç¼ö°ªµéÀº ANIME/ACTION Å°¸¦ ½ÇÇàÇϱâ À§ÇÑ # ¸ðµç ¹èƲ·¯ÀÇ ÇൿÀ» °­Á¦·Î Á¶ÀÛÇÒ State IDÀÇ °ª(1~999)ÀÌ µË´Ï´Ù. # 3) " - (¸¶À̳ʽº ºÎÈ£) " ´ÙÀ½¿¡ ½ºÅ³ ID ¼ýÀÚ (1~999)¸¦ Ãß°¡ÇÔÀ¸·Î½á, # ½ºÅ³À» »ç¿ëÇÏ´Â ¾×ÅÍ ÀÌ¿ÜÀÇ ¹èƲ·¯µéÀº Á¤ÀÇµÈ ANIME/ACTION Å°¸¦ ½ÇÇàÇÕ´Ï´Ù. # # 4) 1000ÀÌ ³Ñ´Â ¾ç¼ö °ª : # ¸¸¾à, ƯÁ¤ ¾×ÅÍ°¡ ´ë»óÀÌ µÇ´Â ±â¼úÀ» ¾µ ¶§, ¾×ÅÍÀÇ À妽º ID °ª¿¡ # 1000À» ´õÇÑ °ªÀ» ´ëÀÔÇÑ °ªÀ» ±× "¾×ÅÍÀÇ ´ë»ó°ª"À¸·Î¼­ »ç¿ëÇÕ´Ï´Ù. # ±× °æ¿ì, ÇØ´ç °ªÀÌ ¾ø´Ù¸é(Áװųª µµ¸Á°£ °æ¿ì) ½ºÅ³À» ½ÇÆÐÇÕ´Ï´Ù. # ±×·¯¸é ¾×¼ÇÀº ĵ½½µÉ°ÍÀÔ´Ï´Ù. (ÇÕü±â µî¿¡ »ç¿ëÇÕ´Ï´Ù) # ¿¹) ÀϹÙÀÇ ¾×ÅÍ ¾ÆÀ̵𰡠4¶ó°í Ĩ´Ï´Ù. ±×·¯¸é ÀϹÙÀÇ "¾×ÅÍ ´ë»ó°ª"Àº # 1004ÀÔ´Ï´Ù. # # ¸®¼Â - À§¿¡¼­ Á¤ÀÇÇÑ Ä³¸¯ÅÍÀÇ À§Ä¡ ¸®¼ÂÀÇ ¹æ½ÄÀÔ´Ï´Ù. # ANIME/ACTION Å° - ƯÁ¤ ¾×¼ÇÀÌ »ç¿ëµË´Ï´Ù. # 1) SINGLEÀÇ °æ¿ì : ¾Ö´Ï¸ÞÀÌ¼Ç Çؽà Ű°¡ µé¾î°¡¾ßÇÕ´Ï´Ù. # (¿¹ : ¼Ò_³Ë¹é, Á¡ÇÁ_ȸÇÇ µî) # 2) SEQUENCEÀÇ °æ¿ì Å°µéÀ» ÀÌ¿ëÇÑ ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» »ç¿ëÇؾßÇÕ´Ï´Ù. # (¿¹ : ¾Ö´Ï¸ÞÀÌ¼Ç Å°µéÀ» ÀÌ¿ëÇØ ÇϳªÀÇ ¿¬¼Óµ¿ÀÛÀ» ¸¸µç°Íµé) # # ANIME Å° ŸÀÔ ´ë»ó ¸®¼Â ANIME/ACTION Å° "FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"], # À§ Å°¸¦ Ãß°¡½Ã Ÿ°ÙÀ» ³Ë¹é "FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"], # À§ Å°¸¦ Ãß°¡½Ã Ÿ°ÙÀ» ȸÀü "FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"], # À§ Å°¸¦ Ãß°¡½Ã Ÿ°ÙÀÌ ¾Æ·¡·Î Âî±×·¯Áü "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"], #-------------------------------------------------------------------------- # ++ Ÿ°Ù ¼öÁ¤ #-------------------------------------------------------------------------- # ÀüÅõÁß¿¡ Ÿ°ÙÀ» ¼öÁ¤ÇÕ´Ï´Ù. ¿ø·¡ÀÇ Å¸°ÙÀº ½ºÅÿ¡ ÀúÀåµË´Ï´Ù. # ÇöÀçÀÇ ¹èƲ·¯´Â µ¥¹ÌÁö¸¦ ÀÔÀ» ¼ö ÀÖ´Â »óÅ¿©¾ß ÇÕ´Ï´Ù. # # ŸÀÔ - "target" (ÀÌ ÀÌ¿ÜÀÇ °ÍÀ¸·Î ¹Ù²Ù¸é ¾ÈµÊ) # # ´ë»ó - ¹èƲ·¯´Â ¼öÁ¤µÈ ´ë»óÀ» °¡Áú°ÍÀÔ´Ï´Ù. # 1) 0 Àº ¼±ÅÃµÈ Å¸°ÙÀÔ´Ï´Ù. # 2) 1000¹Ì¸¸ÀÇ ¾ç¼ö´Â µ¥ÀÌÅͺ£À̽º»óÀÇ »óź¯È­ ID (1~999)ÀÔ´Ï´Ù. # ÇØ´ç »óź¯È­¸¦ °¡Áø ¸ðµç ¹èƲ·¯°¡ Ÿ°ÙÀÌ µË´Ï´Ù # 3) ¸¸¾à 1000 °ªÀ» ÇØ´ç ¾×ÅÍÀÇ ID¿¡ ´õÇϸé, ÇØ´ç ¾×ÅÍ°¡ Ÿ°ÙÀÌ µË´Ï´Ù. # ¸¸¾à ÇØ´ç ¾×ÅÍ°¡ Á¸ÀçÇÏÁö ¾ÊÀ¸¸é ¾×¼ÇÀº Ãë¼ÒµË´Ï´Ù. # # Ÿ°Ù - »õ·Î¿î Ÿ°Ù. [0=ÀÚ½Å] [1=ÀÚ½ÅÀÇ Å¸°Ù] # [2=¼öÁ¤ ÈÄÀÇ ÀÚ½ÅÀÇ Å¸°Ù] # [3= 2 °¡ »ç¿ëµÈ ÈÄ, 2¿¡¼­ ¼öÁ¤µÇ±â ÀüÀÇ Å¸°Ù] "REAL_TARGET" => ["target", 0, 0], "TWO_UNIFIED_TARGETS" => ["target", 18, 1], "FOUR_UNIFIED_TARGETS" => ["target", 19, 1], # 18¹øÀÇ »óź¯È­¸¦ °¡Áø ´ë»óÀÌ ÀÚ½ÅÀÇ Å¸°Ù "ALLY_TO_THROW" => ["target", 1000, 2], "THROW_TARGET" => ["target", 1000, 3], #-------------------------------------------------------------------------- # ++ ½ºÅ³ ¸µÅ© (¿¬°è ½ºÅ³) #-------------------------------------------------------------------------- # ÇϳªÀÇ ¿¬¼Óµ¿ÀÛ(½ºÅ³)¿¡¼­ ´ÙÀ½ÀÇ ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÌ ÁøÇàµÇµµ·Ï ¹Ù·Î À̾îÁÝ´Ï´Ù. # # ½ºÅ³¸µÅ©°¡ µé¾î°¡¸é, ÇϳªÀÇ ¿¬¼Óµ¿ÀÛÀÌ Á¾·áµÇ¸é Áï½Ã ´ÙÀ½ÀÇ ¿¬¼Óµ¿ÀÛÀÌ ½ÇÇàµË´Ï´Ù. # ´ÙÀ½ÀÇ ½ºÅ³·Î ¿¬°áµÇ¸é¼­ ´ÙÀ½ ½ºÅ³ÀÇ HP³ª MP°¡ »ç¿ëµË´Ï´Ù. # # ½ºÅ³¸µÅ©ÀÇ ¼º°ø°¡´É¼ºµµ Á¶ÀÛÇÒ ¼ö ÀÖ½À´Ï´Ù.. # ½ºÅ³¸µÅ©°¡ ½ÇÆÐÇϸé, ¸µÅ©´Â ¹«½ÃµÈä·Î óÀ½ ¿¬¼Óµ¿ÀÛÀÌ ³¡³³´Ï´Ù. # # ŸÀÔ - "der" # ¼º°øÀ² - ¼º°ø°¡´É¼º% (0~100) # ¹è¿î ½ºÅ³? - true: ½ºÅ³À» ¿¬°èÇϴµ¥ ²À ¹è¿î ½ºÅ³À» ¿¬°áÇÒ ÇÊ¿ä°¡ ¾ø´Ù. # false: ¹è¿î ½ºÅ³¸¸ ¿¬°èÇÒ ¼ö ÀÖ´Ù. # ½ºÅ³ ID - ID ¿¬°èÇÒ ½ºÅ³ # ANIME Å° ŸÀÔ ¼º°øÀ² ¹è¿î½ºÅ³? ½ºÅ³ID "LINK_SKILL_91" => ["der", 100, true, 91], "LINK_SKILL_92" => ["der", 100, true, 92], #-------------------------------------------------------------------------- # ++ ¿¬¼Óµ¿ÀÛ(½ºÅ³) Á¶°Ç #-------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÇ »õ·Î¿î Á¶°Ç±¸¹®À» ¸¸µé¼ö ÀÖ½À´Ï´Ù. # # ¼³Á¤µÈ Á¶°ÇÀÌ ÃæÁ·µÇ¸é, ¾×¼Ç ¿¬¼Óµ¿ÀÛ(½ºÅ³)Àº Æò¼Ò¿Í °°Àº ¹æ½ÄÀ¸·Î ½ÇÇàµË´Ï´Ù. # ÇÏÁö¸¸ Á¶°ÇÀÌ ÃæÁ·µÇÁö ¾Ê´Â´Ù¸é °Å±â¼­ ¹èƲ·¯ÀÇ ÅÏÀÌ Áï°¢ Á¾·áµÇ¾î¹ö¸³´Ï´Ù. # # A: ŸÀÔ - "nece" # B: ´ë»ó - ´ë»ó(µé)Àº Á¶°ÇÀÌ ÂüÁ¶ÇÏ´Â ´ë»óÀÔ´Ï´Ù. # [0=ÀÚ½Å] [1=Ÿ°Ù ] [2=¸ðµçÀû] [3=¸ðµç ¾Æ±º] # C: Ç׸ñ - [0=½ºÅ×ÀÌÆ®] [1=ÆĶó¹ÌÅÍ] [2=½ºÀ§Ä¡] [3=º¯¼ö] [4=½ºÅ³] # # D: Á¶°Ç - Ç׸ñ¿¡ µû¸¥ Á¶°ÇÀÔ´Ï´Ù. # [0] »óź¯È­ : »óź¯È­ ID ¼ýÀÚ # [1] ÆĶó¹ÌÅÍ: [0=ÇöÀç HP] [1=ÇöÀç MP] [2=°ø°Ý·Â] [3=¹æ¾î·Â] [4=Á¤½Å·Â] [5=¹Îø¼º] # [2] ½ºÀ§Ä¡: °ÔÀÓ»ó ½ºÀ§Ä¡ÀÇ ¼ýÀÚ # [3] º¯¼ö: °ÔÀÓ»ó º¯¼öÀÇ ¼ýÀÚ # [4] ½ºÅ³: ½ºÅ³ IDÀÇ ¼ýÀÚ # # E: Á¶°Ç°ª - ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÌ ÃæÁ·µÇ±â À§Çؿ䱸µÇ´Â Á¶°ÇÀÇ °ªÀÔ´Ï´Ù. # [0] »óÅÂ: ½ºÅ×ÀÌÆ®°¡ ¿ä±¸µÇ´Â Á¤È®ÇÑ °ª. ¾ç¼ö¶ó¸é Á¶°ÇÀº ¸î °³ÀÇ »óŸ¦ °¡Áö°í ÀÖ³ÄÀÔ´Ï´Ù. # À½¼ö¶ó¸é »óŸ¦ °¡ÁöÁö ¾ÊÀº °ÍÀÔ´Ï´Ù. # [1] ÆĶó¹ÌÅÍ: ´ë»óÀÌ Çϳª ÀÌ»óÀ̶ó¸é Æò±Õ°ªÀÌ »ç¿ëµË´Ï´Ù. # ÆĶó¹ÌÅÍÀÇ °ªÀÌ ¾ç¼ö¶ó¸é Æò±Õº¸´Ù Å©¸é Á¶°ÇÀÌ ÃæÁ·µË´Ï´Ù. # À½¼ö¶ó¸é, ÆĶó¹ÌÅÍÀÇ °ªÀÌ Æò±Õº¸´Ù ÀÛÀ¸¸é Á¶°ÇÀÌ ÃæÁ·µË´Ï´Ù. # [2] ½ºÀ§Ä¡: Á¶°ÇÀÌ 2¶ó¸é, Á¶°ÇÀÇ °ªÀº ¹«Á¶°Ç trueÀ̳ª false°¡ µÇ¾î¾ßÇÕ´Ï´Ù. # [true: ½ºÀ§Ä¡°¡ ONÀÌ¸é ½ÇÇà] [false: ½ºÀ§Ä¡°¡ OFF ÀÌ¸é ½ÇÇà] # [3] º¯¼ö: °ÔÀÓ º¯¼ö´Â Á¶°Ç¿¡ ÀûÇÕÇÑÁöÀÇ ÆÇÁ¤¿¡ »ç¿ëµË´Ï´Ù. # ¾ç¼ö°ªÀ̸é ÁöÁ¤ º¯¼öÀÇ Á¶°Ç°ª ÀÌ»óÀÌ¸é ½ÇÇàµË´Ï´Ù. # À½¼ö¶ó¸é Á¶°Ç°ªº¸´Ù ÀÛÀ¸¸é ½ÇÇàµË´Ï´Ù. # (¿¹: -250 ´Â º¯¼ö°¡ 250º¸´Ù ÀÛ¾Æ¾ß ½ÇÇàµÈ´Ù´Â ¶æ) # [4] ½ºÅ³: ÇØ´ç ½ºÅ³À» ¹è¿î ¹èƲ·¯µéÀÇ ¼ö # # ANIME Å° ŸÀÔ ´ë»ó Ç׸ñ Á¶°Ç Á¶°Ç°ª "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], #-------------------------------------------------------------------------- # ++ ¹èƲ·¯ À̹ÌÁö ȸÀü #-------------------------------------------------------------------------- # ¹èƲ·¯ÀÇ ½ºÇÁ¶óÀÌÆ®¸¦ ȸÀü½Ãŵ´Ï´Ù. ¹«±â´Â ÀÚµ¿À¸·Î ȸÀüÇÏÁö ¾Ê½À´Ï´Ù. # ¹«±â À̹ÌÁö¸¦ ȸÀüÇÏ´Â Å°´Â ÈÄ¿¡ µû·Î ÀÖÀ¸¸ç, ¹«±â¿Í ij¸¯Å͸¦ °°ÀÌ È¸Àü½ÃÅ°±â # À§Çؼ± µÑÀ» ÇÔ²² »ç¿ëÇؾßÇÕ´Ï´Ù # # ŸÀÔ - "angle" # ½Ã°£ - ¿¡´Ï¸ÞÀ̼ÇÀÌ È¸Àü¿¡ °É¸®´Â ÇÁ·¹ÀÓ ¼ö # ½ÃÀÛ - ½ÃÀÛ °¢µµ. 0-360 µµ ±îÁö(½Ã°è¹æÇâ). À½¼ö°¡ µÉ¼öÀÖÀ½ (À½¼ö´Â ½Ã°è¹Ý´ë ¹æÇâ) # ³¡ - ³¡³ª´Â °¢µµ. 0-360 µµ ±îÁö. ¿ª½Ã À½¼ö°¡ µÉ¼öÀÖ½À´Ï´Ù # Á¾°áÁ¶°Ç - true: ³¡³ª´Â ÇÁ·¹ÀÓ¿¡ ¸ÂÃß¾î Á¾·á # false: ÁöÁ¤ÇÑ °¢µµ¿¡¼­ ¹«Á¶°Ç Á¾·á. # ANIME Å° Type ½Ã°£ ½ÃÀÛ ³¡ Á¾°áÁ¶°Ç "DEAD_ANGLE" => ["angle", 1, -90, -90,false], "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false], "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false], #-------------------------------------------------------------------------- # ++ ¹èƲ·¯ À̹ÌÁö È®´ë/¼öÃà #-------------------------------------------------------------------------- # º£Æ²·¯ÀÇ À̹ÌÁö¸¦ ¼öÃà½ÃÅ°°Å³ª È®´ë½Ãŵ´Ï´Ù. (ÀϽÃÀûÀ¸·Î) # # ŸÀÔ - "zoom" # ½Ã°£ - È®´ë°¡ ¿Ï·áµÇ±â±îÁöÀÇ ÇÁ·¹ÀÓ ¼ö # X - X Ãà È®´ë - XÃà ÀÎÀÚ¿¡ µû¶ó ¼öÆòÀûÀ¸·Î È®´ë. # 1.0 ´Â ÀÏ¹Ý »çÀÌÁî, 0.5 ´Â Àý¹Ý»çÀÌÁî # Y - Y Ãà È®´ë - YÃà ÀÎÀÚ¿¡ µû¶ó ¼öÁ÷ÀûÀ¸·Î È®´ë. # 1.0 ´Â ÀÏ¹Ý »çÀÌÁî, 0.5 ´Â Àý¹Ý»çÀÌÁî # Á¾°áÁ¶°Ç - true: È®´ë ½Ã°£ÀÌ ³¡³ª¸é Á¾·á # false: È®´ë Å©±â±îÁö Ä¿Áö¸é ³¡³² # ANIMEÅ° ¡¡ ŸÀÔ ½Ã°£ X Y Á¾°áÁ¶°Ç "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true], "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true], #-------------------------------------------------------------------------- # ++ º£Æ² ¾Ö´Ï¸ÞÀÌ¼Ç (µ¥¹ÌÁö) #-------------------------------------------------------------------------- # ÀÌ ¾Ö´Ï¸ÞÀ̼ǵéÀº Ç¥½Ã¿Í ÇÔ²² µ¥¹ÌÁö¸¦ ³Ö½À´Ï´Ù. # (µ¥ÀÌÅͺ£À̽º»óÀÇ ¹«±â³ª ½ºÅ³, ÇØ´ç ¾ÆÀÌÅÛÀÇ Á¤º¸¿¡ µû¶ó # ¾Ö´Ï¸ÞÀ̼ÇÀ» Ç¥½Ã ÈÄ µ¥¹ÌÁö³ª Èú, »óÅÂÀÌ»ó, ±âŸ¸¦ ÆÄ»ý½Ãŵ´Ï´Ù.). # # "anime" ¿Í "m_a"ÀÇ Â÷ÀÌÁ¡ : # "anime" ´Â Ç×»ó ¹èƲ·¯ ¿µ»óÀÇ À§¿¡¼­ µ¿ÀÛÇÕ´Ï´Ù. # # # "ID" °ª : -1, -2, -3 : ANIME ´Â µ¥¹ÌÁö¸¦ µ¿¹ÝÇϸç # ¹«±â, ½ºÅ³, ¾ÆÀÌÅÛ ÇØ´ç µ¥ÀÌÅͺ£À̽º »óÀÇ ½ºÅ×ÀÌÅͽº º¯È­¸¦ ´ë»ó¿¡°Ô ¹Ý¿µÇÕ´Ï´Ù. # # ¸¸¾à "ID" °ªÀÌ -3À̶ó¸é, µ¥¹ÌÁö¸¸ ÁÖ°í °ü·Ã ¾Ö´Ï¸ÞÀ̼ÇÀº º¸¿©ÁÖÁö¾Ê½À´Ï´Ù. # -4¶ó¸é, ¾Ö´Ï¸ÞÀ̼Ǹ¸ º¸¿©ÁÖ°í µ¥¹ÌÁö´Â ¾ÈÁÝ´Ï´Ù. # # ŸÀÔ - "anime"¸¸ ÇØ´ç # ID: [1~999: µ¥ÀÌÅͺ£À̽º ¾Ö´Ï¸ÞÀÌ¼Ç ID.] # [-1: µ¥¹ÌÁö¸¦ ÁÖ¸ç, µ¥ÀÌÅͺ£À̽º»óÀÇ ¾ÆÀÌÅÛ, ½ºÅ³, ¹«±âÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ë] # [-2: µ¥¹ÌÁö¸¦ ÁÖ¸ç ¹«±âÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç »ç¿ë.] # [-3: µ¥¹ÌÁö¸¦ ÁÖ¸ç ¾Ö´Ï¸ÞÀ̼ÇÀº ¹Ì»ç¿ë.] # [-4: µ¥¹ÌÁö´Â ÁÖÁö ¾ÊÀ¸¸ç ÇØ´ç ¾ÆÀÌÅÛ, ½ºÅ³, ¹«±âÀÇ ¾Ö´Ï¸ÞÀ̼Ǹ¸ »ç¿ë.] # ´ë»ó - [0=ÀÚ½Å] [1=´ë»ó] # ¹ÝÀü - true·Î ÁöÁ¤Çϸé Á¿찡 ¹ÝÀüÀÌ µË´Ï´Ù. # ´ë±â - true: µ¿ÀÛÀÌ ¿Ï·áµÉ¶§±îÁö ´ÙÀ½ µ¿ÀÛÀÌ ÁøÇàµÇÁö ¾ÊÀ½ # false: ¿¡´Ï¸ÞÀ̼ÇÀÇ ±æÀÌ¿¡ »ó°ü¾øÀÌ Á¤ÇÑ ½Ã°£ ÈÄ ´ÙÀ½ µ¿ÀÛÀÌ ÁøÇàµÊ # 2¹ø° ¹«±â - true: À̵µ·ù »ç¿ë½Ã ÇöÀç °¡Áö°í ÀÖÁö ¾ÊÀº ¹«±âÀÇ ÀÌÆåÆ® »ç¿ë # ANIME À̸§ ŸÀÔ ID ´ë»ó ¹ÝÀü ´ë±â 2¹ø°¹«±â "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], # ÀÌ ºÎºÐÀº ¸Å¿ì Áß¿äÇϹǷΠ°¢°¢¿¡ µû¸¥ Çؼ³À» Çص帮°Ú½À´Ï´Ù. # '´ë»ó animation' Àº »ç¿ëÀÚ µ¥ÀÌÅͺ£À̽º ¿¡ µû¸¥ ¾Ö´Ï¸ÞÀ̼ÇÀÔ´Ï´Ù. # (i.e. Item animation, Skill animation or Weapon animation) # # "µ¥¹ÌÁö(¾Ö´Ï)" # - µ¥¹ÌÁö¸¦ Áָ鼭 µ¥ÀÌÅͺ£À̽º ¾Ö´Ï¸ÞÀ̼ÇÀ» ½ÇÇàÇÕ´Ï´Ù. # "µ¥¹ÌÁö(¾Ö´Ï)_´ë±â" # - µ¥¹ÌÁö¸¦ Áָ鼭, µ¥ÀÌÅͺ£À̽º ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯‹š±îÁö ¿¬¼Óµ¿ÀÛ(½ºÅ³) # À» ÁßÁö½ÃÅ°°í ´ë±âÇϸç, ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³ª¸é Àç°³ÇÕ´Ï´Ù. # "¹«±âµ¥¹ÌÁö" # - µ¥¹ÌÁö¸¦ ÁÖ¸ç ÀåÂøÇÑ ¹«±âÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» µð½ºÇ÷¹ÀÌÇÕ´Ï´Ù. # (½ºÅ³À̳ª ¾ÆÀÌÅÛÀ» »ç¿ëÇÏ´õ¶óµµ ¹«±â ¾Ö´Ï¸ÞÀÌ¼Ç µð½ºÇ÷¹ÀÌ) # "¹«±âµ¥¹ÌÁö2" # - µ¥¹ÌÁö¸¦ ÁÖ¸ç, ÀåÂøÇÑ 2¹ø° ¹«±âÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» µð½ºÇ÷¹ÀÌÇÕ´Ï´Ù. # (½ºÅ³À̳ª ¾ÆÀÌÅÛÀ» »ç¿ëÇÏ´õ¶óµµ ¹«±â ¾Ö´Ï¸ÞÀÌ¼Ç µð½ºÇ÷¹ÀÌ) # "¹«±âµ¥¹ÌÁö_´ë±â" # - "¹«±âµ¥¹ÌÁö"¿Í °°À¸³ª, ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯¶§±îÁö ´ë±âÇÕ´Ï´Ù. # "¹«±âµ¥¹ÌÁö2_´ë±â" # - "¹«±âµ¥¹ÌÁö2"¿Í °°À¸³ª, ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯‹š±îÁö ´ë±âÇÕ´Ï´Ù. # "µ¥¹ÌÁö" # - ¾Ö´Ï¸ÞÀ̼ÇÀ» Ç÷¹ÀÌÇÏÁö ¾Ê°í µ¥¹ÌÁö¸¸ ÁÝ´Ï´Ù. # (ÀÌ¹Ì Ç÷¹ÀÌ µÇ°í ÀÖ´ø ¾Ö´Ï¸ÞÀ̼ÇÀÌ ²÷¾îÁöÁö¾Ê½À´Ï´Ù) # "¾Ö´Ï" # - µ¥¹ÌÁö ¾øÀÌ ¾Ö´Ï¸ÞÀ̼Ǹ¸ Ç÷¹ÀÌÇÕ´Ï´Ù. (µ¥ÀÌÅͺ£À̽º»óÀÇ ¾Ö´Ï) # "¾Ö´Ï_´ë±â" # - µ¥¹ÌÁö ¾øÀÌ ¾Ö´Ï¸ÞÀ̼Ǹ¸ Ç÷¹ÀÌÇÕ´Ï´Ù. # ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯¶§±îÁö ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» ¸ØÃß°í ´ë±â # "¾Ö´Ï_ÀÚ½Å_´ë±â" # - ÀÚ½ÅÀÇ À§¿¡ ¾Ö´Ï¸ÞÀ̼ÇÀ» Ç÷¹ÀÌÇÕ´Ï´Ù. (³¡³¯¶§±îÁö ´ë±â) # ID¿¡ Ç÷¯½º ¼ýÀÚ°¡ µé¾î°¥ °æ¿ì # - "anime" ¾ç¼öÀÏ °æ¿ì »ç¿ëÀÚ µ¥ÀÌÅͺ£À̽º »óÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» Ç÷¹ÀÌÇÕ´Ï´Ù. # ÇÏÁö¸¸ ÀÌ °æ¿ì¿¡´Â µ¥¹ÌÁö´Â ÁÙ ¼ö ¾ø½À´Ï´Ù. #-------------------------------------------------------------------------- # ++ ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀÌ¼Ç #-------------------------------------------------------------------------- # ÀüÅõ»ó¿¡¼­ ¾Ö´Ï¸ÞÀ̼ÇÀÇ È®ÀåÀûÀÎ ¹¦È­(¾Ö´Ï¸ÞÀ̼ÇÀ» È­¸é»ó¿¡ ±×¸²)¸¦ Á¦°øÇÕ´Ï´Ù. # ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀÌ¼Ç Å°´Â µ¥ÀÌÅͺ£À̽º»ó¿¡¼­ ¸¸µç ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¸ð¼Ç¿¡ ´ëÇÑ ¿É¼ÇÀ» # Á¦°øÇÕ´Ï´Ù. Àå°Å¸® °ø°ÝÀ̳ª Åõ»çüÀÇ ÀÌÆåÆ®¸¦ ¹¦»çÇÒ ¶§ È¿°úÀûÀÔ´Ï´Ù. # ¹«±â ¾Ö´Ï¸ÞÀÌ¼Ç ¶ÇÇÑ ÀÌ ¹æ½ÄÀ¸·Î Á¦ÀÛ °¡´ÉÇÕ´Ï´Ù. # # ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀ̼ǰú ÀüÅõ ¾Ö´Ï¸ÞÀ̼ÇÀÇ Â÷ÀÌ´Â # Ç÷¹ÀÌ µÇ´Â ¾Ö´Ï¸ÞÀ̼ÇÀ» À̵¿½Ãų¼ö Àִ°¡(¿òÁ÷ÀÌ´Â ¾Ö´Ï) ¾ø´Â°¡(ÀüÅõ ¾Ö´Ï) # ¿Í µ¥¹ÌÁö¸¦ ÁÙ ¼ö Àִ°¡(ÀüÅõ ¾Ö´Ï) ¾ø´Â°¡ (¿òÁ÷ÀÌ´Â ¾Ö´Ï) ¿¡ ÀÖ½À´Ï´Ù # # ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀ̼ÇÀº ½ºÅ³À̳ª ¾ÆÀÌÅÛ, ¹«±â°¡ ³¯¾Æ°¡´Â °ÍÀ» Ç¥ÇöÇϱâ À§Çؼ­µµ # ÀÀ¿ëµË´Ï´Ù. ³¯¾Æ°¡´Â ±×·¡ÇÈ °¢µµ¿¡ ¾Æ¹«°Íµµ ÀÔ·ÂÇÏÁö ¾ÊÀ¸¸é ("" »óÅ·ΠµÎ¸é) # ±×·¡ÇÈÀº À̵¿ÇÏÁö´Â ¾Ê½À´Ï´Ù. # # ŸÀÔ - ¹Ýµå½Ã "m_a" # ID - 1~999: µ¥ÀÌÅͺ£À̽º »ó ¾Ö´Ï¸ÞÀÌ¼Ç ID # 0: µ¥ÀÌÅͺ£À̽º»ó ¾Ö´Ï¸ÞÀÌ¼Ç »ç¿ë¾ÈÇÔ # ´ë»ó - ¾Ö´Ï¸ÞÀ̼ÇÀÇ Å¸°Ù. # [0=Ÿ°Ù] [1=ÀûµéÀÇ Áö¿ª] [2=¾Æ±ºÀÇ Áö¿ª] [4=ÀÚ½Å] # Åë°ú - [0: ¾Ö´Ï¸ÞÀ̼ÇÀÌ ´ë»ó¿¡ µµ´ÞÇÏ¸é ¸ØÃã.] # [1: ¾Ö´Ï¸ÞÀ̼ÇÀÌ ´ë»óÀ» Åë°úÇÏ¿© Èê·¯°¨.] # ½Ã°£ - ¾Ö´Ï¸ÞÀ̼ÇÀÌ ½ÃÀÛÇؼ­ ÃÖÁ¾Á¡¿¡ µµ´ÞÇÏ´Â ½Ã°£ÀÔ´Ï´Ù. # Å« °ªÀϼö·Ï ¼Óµµ°¡ ´À·ÁÁý´Ï´Ù. ÀÌ °ªÀº ¾Ö´Ï¸ÞÀ̼ÇÀÌ È­¸é¿¡ # ¾Ö´Ï¸ÞÀ̼ÇÀÌ µð½ºÇ÷¹À̵Ǵ ½Ã°£µµ °áÁ¤ÇÕ´Ï´Ù. # ±×¸®°í ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³ª³ª±âÀü¿¡ µµÁß¿¡ À߸®´Â »óȲÀÌ °¡´ÉÇÕ´Ï´Ù. # ÀÌ °ªÀ» ´Ã¸®¸é ¾Ö´Ï¸ÞÀ̼ÇÀÌ µµÁß¿¡ ²÷±â´Â °ÍÀ» ¹æÁöÇÒ¼öÀÖ½À´Ï´Ù. # ±Ëµµ - ¾ç¼ö°ªÀϼö·Ï ³·Àº Æ÷¹°¼± ±Ëµµ # À½¼ö°ªÀϼö·Ï ³ôÀº Æ÷¹°¼± ±Ëµµ [0: ±Ëµµ ¾øÀ½] # Xp - X ¹Ì¼¼Á¶Á¤ - ¾Ö´Ï¸ÞÀ̼ÇÀÇ X°ªÀ» Á¶Á¤ÇÕ´Ï´Ù. # ÀûÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ̶ó¸é ÀÚµ¿À¸·Î X°ªÀº ¹Ý´ë·Î Àû¿ëµË´Ï´Ù # Yp - Y ¹Ì¼¼Á¶Á¤ - ¾Ö´Ï¸ÞÀ̼ÇÀÇ Y°ªÀ» Á¶Á¤ÇÕ´Ï´Ù. # ½ÃÀÛ - ¾Ö´Ï¸ÞÀ̼ÇÀÇ À̵¿ÀÇ ¿øÁ¡À» ÁöÁ¤ÇÕ´Ï´Ù. # [0=ÀÚ½Å] [1=Ÿ°Ù] [2=À̵¿¾øÀ½] # Z-°ª - true: ¹èƲ·¯ À§¿¡ ¾Ö´Ï¸ÞÀ̼ÇÀÌ Ç¥½ÃµÊ # false: ¹èƲ·¯ ¾Æ·¡¿¡ ¾Ö´Ï¸ÞÀ̼ÇÀÌ ±ò¸² # ³¯¾Æ°¡´Â ±×·¡ÇÈ °¢µµ(ÁÙ¿©¼­ ³¯°¢) - ³¯°¢ Ŭ·¡½º¿¡ Ãß°¡ÇÑ°É ÀÌ¿ë. # ³¯¾Æ°¡´Â ±×·¡ÇÈ °¢µµ¿Í ³¯¾Æ°¡´Â ½ºÅ³ °¢µµ¿¡ ´ëÇÑ Å°ÀÔ´Ï´Ù. # »ç¿ëÇÏ°í½ÍÁö ¾ÊÀ¸¸é "" ·Î ºñ¿öµÎ¼¼¿ä. # ANIME Å° ŸÀÔ ID ´ë»ó Åë°ú ½Ã°£ ±Ëµµ Xp Yp ½ÃÀÛ Z ³¯°¢ "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,""], #-------------------------------------------------------------------------- # ++ ³¯¾Æ°¡´Â ±×·¡ÇÈ °¢µµ(ÁÙ¿©¼­ ³¯°¢) #-------------------------------------------------------------------------- # ¹«±â ½ºÇÁ¶óÀÌÆ®ÀÇ °¢µµ¸¦ ¼³Á¤ÇÏ¿© ¾Ö´Ï¸ÞÀÌ¼Ç Çؽ¬¿¡ ³¢¾î³Ö½À´Ï´Ù. # # ȯ°æ¼³Á¤ ½ºÅ©¸³Æ®ÀÇ ´øÁö´Â ¹«±â ±×·¡ÇÈ ¼¼ÆÃÀÇ È¯°æ¼³Á¤¿¡ µû¶ó¼­ # ´Ù¸¥ ¹«±â ±×·¡ÇÈÀ» Àû¿ë½Ãų¼öµµ ÀÖ´Ù. # # ½ÃÀÛ - ½ÃÀÛÇÏ´Â °¢µµ. (0-360) # ³¡ - ³¡³ª´Â °¢µµ (0-360) # ½Ã°£ - ±â°£. ÇÑ ¹øÀÇ È¸ÀüÀÇ ¼Óµµ. ȸÀüÀº ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯¶§±îÁö °è¼ÓµË´Ï´Ù. # ANIME Å° ½ÃÀÛ °¢µµ ½Ã°£ "WPN_ROTATION" => [ 0, 360, 8], #-------------------------------------------------------------------------- # ++ ³¯¾Æ°¡´Â ±×·¡ÇÈ °¢µµ - ½ºÅ³ (³¯°¢ ½ºÅ³) #-------------------------------------------------------------------------- # ´øÁö´Â ¹«±âÀÇ È¸Àü¿¡ µû¶ó ´Þ¶óÁý´Ï´Ù. ÀÌ ANIME Çؽ¬´Â ¹«±â ½ºÇÁ¶óÀÌÆ®¸¦ # ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀÌ¼Ç ANIME ¿ÀºêÁ§Æ®¿Í ÇÔ²² "´øÁ®Áý´Ï´Ù". # À̰͵éÀº ½ºÅ³¿¡¼­ Ư¼öÇÏ°Ô »ç¿ëµË´Ï´Ù. # ÀÌ ½ºÅ©¸³Æ® ³» ȯ°æ¼³Á¤ÀÇ ´øÁö´Â ¹«±â ±×·¡ÇÈ ¼³Á¤¿¡ µû¶ó ´øÁö´Â ¹«±âÀÇ ½ºÇÁ¶óÀÌÆ®¸¦ # º¯°æÇÒ ¼öµµ ÀÖ½À´Ï´Ù. # # ½ÃÀÛ - ½ÃÀÛÇÏ´Â °¢µµ (0-360) # ³¡ - ³¡³ª´Â °¢µµ. (0-360) # ½Ã°£ - ±â°£. ÇÑ ¹øÀÇ È¸ÀüÀÇ ¼Óµµ. ȸÀüÀº ¾Ö´Ï¸ÞÀ̼ÇÀÌ ³¡³¯¶§±îÁö °è¼ÓµË´Ï´Ù. # ŸÀÔ - "skill". # ANIME Å°¡¡ ¡¡ ½ÃÀÛ ³¡ ½Ã°£ ŸÀÔ "WPN_ROTATION(SKILL)" => [ 0, 360, 8, "skill"], #-------------------------------------------------------------------------- # ++ °¨Á¤ ¸»Ç³¼± ¾Ö´Ï¸ÞÀÌ¼Ç #-------------------------------------------------------------------------- # ½Ã½ºÅÛÆú´õÀÇ Balloon.png ÆÄÀÏÀ» »ç¿ëÇÕ´Ï´Ù. # # ŸÀÔ - "balloon" # ÁÙ - Balloon.png ÆÄÀÏ»ó (0~9)¹ø° ÁÙ Áß ¸î¹ø° ÁÙÀ̳ĸ¦ ¸»ÇÕ´Ï´Ù # ¹Ýº¹ - ÇØ´ç dz¼± ¾Ö´Ï¸ÞÀ̼ÇÀÇ ÁÙÀ» ¸î¹øÀ̳ª ¹Ýº¹½ÃųÁöÀÔ´Ï´Ù. # dz¼±Àº ¹Ýº¹ÀÌ ³¡³ª¸é »ç¶óÁ®¿ä [0="ÀϹæÅëÇà"¹Ýº¹] [1="¿Õº¹" ¹Ýº¹] # ANIME Å° ¡¡ ŸÀÔ ÁÙ ¹Ýº¹ "BALLOON-COBWEB" => ["balloon", 6, 1], "BALLOON-SWEAT" => ["balloon", 5, 1], "BALLOON-SLEEP" => ["balloon", 9, 1], #-------------------------------------------------------------------------- # ++ »ç¿îµå È¿°ú #-------------------------------------------------------------------------- # ¾×¼Ç »óÀÇ À½ÇâÈ¿°ú¸¦ Á¦°ø(bgm, se, bgs ¸ðµÎ Æ÷ÇÔ)ÇÕ´Ï´Ù. # # ŸÀÔ1 - ÀÌ°Ç ¹Ýµå½Ã "sound"¿©¾ß ÇÕ´Ï´Ù # ŸÀÔ2 - ["se","bgm","bgs"]Áß ÅÃÀÏ # ÇÇÄ¡ - 50¿¡¼­ 150 »çÀÌÀÇ ÇÇÄ¡¸¦ Á¶ÀýÇÕ´Ï´Ù. # º¼·ý - 0 ¿¡¼­ 100 »çÀÌÀÇ º¼·ýÀ» Á¶ÀýÇÕ´Ï´Ù. # ÆÄÀϸí - Ç÷¹ÀÌÇÒ »ç¿îµåÀÇ ÆÄÀϸíÀÔ´Ï´Ù. # ANIME Å° ŸÀÔ1 ŸÀÔ2 ÇÇÄ¡ º¼·ý ÆÄÀϸí "absorb1" => ["sound", "se", 80, 100, "absorb1"], #-------------------------------------------------------------------------- # ++ °ÔÀÓ ½ºÇÇµå ¼öÁ¤ #-------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÇ ÇÁ·¹ÀÓ ¼Óµµ¸¦ Á¶ÀýÇÕ´Ï´Ù.. Use with # FPS¸¦ Á÷Á¢ÀûÀ¸·Î ¼öÁ¤ÇÏ¿© ŸÀÓ ½Ã½ºÅÛÀÇ ¾×Ƽºê ŸÀ̸ӿ¡ # Á÷Á¢ÀûÀ¸·Î ¿µÇâÀ» ÁÝ´Ï´Ù. # # ŸÀÔ - "fps" # ¼Óµµ - ÃÊ´ç ÇÁ·¹ÀÓ ¼ÓµµÀÔ´Ï´Ù. 60 ÀÌ ÀϹÝÀûÀÎ ÇÁ·¹ÀÓÀÔ´Ï´Ù. # ANIME Å° ŸÀÔ ¼Óµµ "FPS_SLOW" => ["fps", 20], "FPS_NORMAL" => ["fps", 60], #-------------------------------------------------------------------------- # ++ »óź¯È­ µ¿¹Ý ½ºÅ³ #-------------------------------------------------------------------------- # ÇÑ ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» ÅëÇØ ¹èƲ·¯¿¡°Ô »óź¯È­ÀÇ ¿µÇâÀ» ÁÝ´Ï´Ù. # # ŸÀÔ - "sta+" # ´ë»ó - [0=ÀÚ½Å] [1=Ÿ°Ù] [2=¸ðµçÀû] [3=¸ðµç ¾Æ±º] # [4=¸ðµç ¾Æ±º (½ºÅ³ »ç¿ëÀÚ Á¦¿Ü)] # »óź¯È­ ID - µ¿¹ÝÇÒ »óÅÂÀÌ»óÀÇ µ¥ÀÌÅͺ£À̽º»ó ID # ANIME Å° ŸÀÔ ´ë»ó »óź¯È­ ID "APPLY_STATE_18" => ["sta+", 0, 18], "APPLY_STATE_19" => ["sta+", 0, 19], "APPLY_CAT_STATE" => ["sta+", 0, 20], #-------------------------------------------------------------------------- # ++ »óź¯È­ Á¦°Å ½ºÅ³ #-------------------------------------------------------------------------- # ÇÑ ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» ÅëÇØ ¹èƲ·¯ÀÇ »óź¯È­¸¦ Á¦°ÅÇÕ´Ï´Ù. # # ŸÀÔ - "sta+" # ´ë»ó - [0=ÀÚ½Å] [1=Ÿ°Ù] [2=¸ðµçÀû] [3=¸ðµç ¾Æ±º] # [4=¸ðµç ¾Æ±º (½ºÅ³ »ç¿ëÀÚ Á¦¿Ü)] # »óź¯È­ ID - Á¦°ÅÇÒ »óÅÂÀÌ»óÀÇ µ¥ÀÌÅͺ£À̽º»ó ID # ANIME Å° ŸÀÔ ´ë»ó »óź¯È­ ID "REMOVE_STATE_18" => ["sta-", 3, 18], "REMOVE_STATE_19" => ["sta-", 3, 19], #-------------------------------------------------------------------------- # ++ ¾×ÅÍ ±×·¡ÇÈÀÇ º¯°æ #-------------------------------------------------------------------------- # ŸÀÔ - "change" # ¸®¼Â - true: ÀüÅõ ÈÄ¿¡ ¹èƲ·¯ÀÇ ¿µ»óÀ» ½ºÅ³»ç¿ëÀüÀÇ »óÅ·Πµ¹¸³´Ï´Ù. # false: ¹èƲ ÈÄ¿¡µµ ±×·¡ÇÈ º¯°æÀÌ ¿µ±¸ÀûÀ̵˴ϴÙ. # ÆÄÀϸí - ¹èƲ·¯ÀÇ À̹ÌÁö¸¦ º¯°æ½Ãų ÆÄÀϸíÀÔ´Ï´Ù. # ANIME Å° ŸÀÔ ¸®¼Â ÆÄÀϸí "TRANSFORM_CAT" => ["change", true,"$cat"], "TRANSFORM_YLVA" => ["change", false,"$ylva"], #-------------------------------------------------------------------------- # ++ ÄÆÀÎ À̹ÌÁö #-------------------------------------------------------------------------- # ÄÆÀÎÀ̹ÌÁö´Â ÁöÁ¤½Ã°£¿¡ È­¸é¿¡ ³ªÅ¸³ª°Ô µÇ¸ç, À̹ÌÁö¸¦ »ç¶óÁö°Ô ÇÏ·Á¸é # CLEAR IMAGE ¸í·ÉÀÌ ÇÊ¿äÇÕ´Ï´Ù. # # X1 - À̹ÌÁö°¡ ½ÃÀ۵Ǵ X-ÁÂÇ¥ # Y1 - À̹ÌÁö°¡ ½ÃÀ۵Ǵ Y-ÁÂÇ¥ # X2 - À̹ÌÁö°¡ ³¡³ª´Â X-ÁÂÇ¥ # Y2 - À̹ÌÁö°¡ ³¡³ª´Â Y-ÁÂÇ¥ # ½Ã°£ - À̹ÌÁö°¡ À̵¿ÀÌ ¿Ï·áµÇ±â±îÁöÀÇ ½Ã°£. ³·À»¼ö·Ï ¼Óµµ°¡ ºü¸¨´Ï´Ù. # Z-¼Ó¼º - true: À̹ÌÁö°¡ ÀüÅõ»óÅ À©µµ¿ì ¹Ù±ù¿¡ ³ªÅ¸³³´Ï´Ù. # false: À̹ÌÁö°¡ ÀüÅõ»óÅ À©µµ¿ì ¾Æ·¡¿¡ ±ò¸®¸é¼­ ³ªÅ¸³³´Ï´Ù. # ÆÄÀϸí - Graphics/Pictures ³»ÀÇ ÆÄÀϸíÀ̾î¾ßÇÕ´Ï´Ù. # ANIME Å° ŸÀÔ¸í X1 Y1 X2 Y2 ½Ã°£ Z ÆÄÀϸí "CUT_IN_START" => ["pic", -280, 48, 0, 64, 12, false, "Actor2-3"], "CUT_IN_END" => ["pic", 0, 48, 550, 64, 12, false, "Actor2-3"], #-------------------------------------------------------------------------- # ++ °ÔÀÓ ½ºÀ§Ä¡ ÄÁÆ®·Ñ #-------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ³»¿¡¼­ °ÔÀÓ ³»ÀÇ ½ºÀ§Ä¡¸¦ Á¶ÀÛÇÒ ¼ö ÀÖ´Â ±â´É Á¦°ø. # # ŸÀÔ - "switch" # ½ºÀ§Ä¡ - °ÔÀÓ µ¥ÀÌÅͺ£À̽º »óÀÇ ½ºÀ§Ä¡ # ON/OFF - [true: ½ºÀ§Ä¡ ON] [false: ½ºÀ§Ä¡ OFF] # # ANIME Key ŸÀÔ ½ºÀ§Ä¡ ON/OFF "GAME_SWITCH_1_ON" => ["switch", 1, true], #-------------------------------------------------------------------------- # ++°ÔÀÓ º¯¼ö ÄÁÆ®·Ñ #-------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ³»¿¡¼­ °ÔÀÓ ³»ÀÇ º¯¼ö¸¦ Á¶ÀÛÇÒ ¼ö ÀÖ´Â ±â´É Á¦°ø. # # ŸÀÔ - "variable" # º¯¼ö - °ÔÀÓ µ¥ÀÌÅͺ£À̽º»óÀÇ º¯¼ö # ¿¬»êÀÚ - [0=´ëÀÔ] [1=´õÇÑ´Ù] [2=»«´Ù] [3=°öÇÑ´Ù] [4=³ª´«´Ù] [5=³ª´« ³ª¸ÓÁö] # °á°ú(X) - °è»ê ÈÄÀÇ °á°ú # # ANIME Å° ¡¡ ŸÀÔ º¯¼ö ¿¬»ê °á°ú "GAME_VAR_1_+1" => ["variable", 1, 1, 1], #-------------------------------------------------------------------------- # ++ ½ºÅ©¸³Æ® ÄÁÆ®·Ñ #-------------------------------------------------------------------------- # ŸÀÔ - "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 "], #-------------------------------------------------------------------------- # ++ ÀÌ¹Ì Á¤ÀÇµÈ Æ¯¼öÇÑ ±â´ÉÀÇ Å°µé - À̰͵éÀÇ À̸§À» ¹Ù²ÙÁö ¸¶¼¼¿ä #-------------------------------------------------------------------------- # "Clear image" - ÄÆÀÎ À̹ÌÁö ±×·¡ÇÈÀ» ¼Ò°ÅÇÕ´Ï´Ù. # "Afterimage ON" - ij¸¯ÅÍÀÇ È¯¿µÀ» ¸¸µì´Ï´Ù. # "Afterimage OFF" - ¸¸µç ij¸¯ÅÍÀÇ È¯¿µÀ» ¾ø¾Û´Ï´Ù. # "Invert" - ¾Ö´Ï¸ÞÀ̼ÇÀ» Á¿ì·Î µÚÁý½À´Ï´Ù. "¸®¼Â(RESET)"ÀÌ ¾Ö´Ï¸ÞÀ̼ÇÀ» # ´Ù½Ã ¹ÝÀü½ÃÅ°Áö ¸øÇϹǷΠ¿ø·¡ ¹æÇâÀ¸·Î ¸ÂÃß±â À§ÇØ ³¡³ª±âÀü # "Invert"¸¦ Çѹø ´õ ½ÃÄÑÁÝ´Ï´Ù. # "Don't Wait" - ´ë±â (WAIT)°¡ Àû¿ëµÈ ¿¬¼Óµ¿ÀÛ(½ºÅ³)µéÀº Don't Wait°¡ # "Can Collapse" - ÀûÀÇ Ã¼·ÂÀÌ 0ÀÌ µÇ¾îµµ ¾ø¾ÖÁö ¾Ê°í ÇØ´ç ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» # °è¼ÓÇÑ´Ù. (¿¬¼Óµ¿ÀÛÀÌ ³¡³ª¸é Á×Àº Àû ¼Ò°Å) # "Two Wpn Only" -¾×ÅÍ°¡ À̵µ·ùÀÏ°æ¿ì¿¡¸¸ Àû¿ëµË´Ï´Ù. ±×·¸Áö¾Ê´Ù¸é # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ³»ÀÇ ÀÌ ±¸¹® ºñ·Î ´ÙÀ½ÀÇ ³»¿ë ÇÑÁÙÀº ½ºÅµµË´Ï´Ù. # "One Wpn Only" - ¾×ÅÍ°¡ À̵µ·ù°¡ ¾Æ´Ò°æ¿ì¿¡¸¸ Àû¿ëµË´Ï´Ù. À̵µ·ù¶ó¸é # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ³»ÀÇ ÀÌ ±¸¹® ´ÙÀ½ÀÇ ³»¿ëÀº ½ºÅµµË´Ï´Ù. # "Process Skill" - °³º° ÁøÇàµÇ´Â ½ºÅ³¿¡ ¸¶Ä¿(Ç¥½Ã)¸¦ ºÎ°¡ÇÑ´Ù. # "Process Skill End" -°³º° ÁøÇàµÇ´Â ½ºÅ³¿¡ ¿£µå ¸¶Ä¿(³¡ Ç¥½Ã)¸¦ ºÎ°¡ÇÑ´Ù. # "Start Pos Change" - ¹èƲ·¯°¡ ¾îµð ÀÖµçÁö °£¿¡ ±× ÁöÁ¡À» ½ÃÀÛÁöÁ¡À¸·Î ¸¸µì´Ï´Ù. # "Start Pos Return" - ½ÃÀÛÁöÁ¡À» ¿ø·¡ ÀÚ¸®·Î µ¹¸³´Ï´Ù. # "Cancel Action" - ÇöÀçÀÇ º£Æ²·¯ÀÇ ÅÏÀ» Á¾·á½Ãŵ´Ï´Ù. # Can Collapse ¸í·É¾î¸¦ Æ÷ÇÔÇϸç, ÀÌ ¸í·É¾î ÈÄ¿¡´Â ÇØ´ç ¹èƲ·¯°¡ # Àû¿¡°Ô ´õÀÌ»óÀÇ µ¥¹ÌÁö¸¦ ÁÙ ¼ö ¾ø½À´Ï´Ù. # "End" - ÀÌ°ÍÀº ¾î¶² ¾×¼Çµµ ÀνĵÇÁö ¾ÊÀ»‹š ÀÚµ¿ÀûÀ¸·Î »ç¿ëµË´Ï´Ù. # # Note: Process Skill °ú Process Skill End ¸¦ ÀÌÇØÇÏ°í ½Í´Ù¸é, # demoÆÇÀÇ "SKILL_ALL" ¿¬¼Óµ¿ÀÛ(½ºÅ³)À̳ª Float All ½ºÅ³À» ½áº¸¸é ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. "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 = { # <- #Ç¥½Ã¸¦ Áö¿ìÁö ¸¶¼¼¿ä. #---------------------------------------------------------------------------- # * ¿¬¼Óµ¿ÀÛ(½ºÅ³)¿¡ ´ëÇؼ­ #---------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³)À̶õ À§¿¡¼­ Á¤ÀÇÇß´ø ¸ðµç Å° ¾Ö´Ï¸ÞÀ̼ÇÀÇ ¸®½ºÆ®¶ó°í º¸½Ã¸é µË´Ï´Ù. # º£Æ²·¯µéÀº ¾î¶°ÇÑ Çൿ½Ã, *Ç×»ó* ¿¬¼Óµ¿ÀÛ(½ºÅ³)À» »ç¿ëÇϰԵ˴ϴÙ. # ¹èƲ·¯´Â ÇÑ ¹øÀÇ ÀÚ½ÅÀÇ ÅÏ¿£ ÇϳªÀÇ ¿¬¼Óµ¿ÀÛ(½ºÅ³)¸¸ »ç¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. # (½ºÅ³¿¡¼­ ½ºÅ³ÀÌ ÆÄ»ýµÇ´Â °æ¿ì´Â »ý·«) # #---------------------------------------------------------------------------- # * ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÇ Á¤ÀÇ #---------------------------------------------------------------------------- # ¿¬¼Óµ¿ÀÛ(½ºÅ³)µéÀº ´ÙÀ½°ú °°Àº ¾ç½ÄÀ¸·Î ¸¸µé¾îÁý´Ï´Ù.: # # ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÇ À̸§ =>[ ¾Ö´Ï¸ÞÀ̼ÇÅ°1 ½°Ç¥ ¾Ö´Ï¸ÞÀ̼ÇÅ°2 ½°Ç¥ ....] "EXAMPLE_ACTION_SEQUENCE" => ["ANIME_KEY_1", "30", "ANIME_KEY_2"], # # ¿¬¼Óµ¿ÀÛ - "5"³ª "42". °°Àº Á¤ÀÇÇÏÁö ¾Ê´Â ¼ö¸¦ Æ÷ÇÔÇÒ ¼ö ÀÖ½À´Ï´Ù. # ÀÌ´Â ÇÑ µ¿ÀÛ°ú µ¿ÀÛÀÇ »çÀÌ°¡ ¿¬¼ÓµÇ±â ÀüÀÇ # ´ë±â½Ã°£(ÇÁ·¹ÀÓ ¼ö, 60ÇÁ·¹ÀÓ = 1ÃÊ)À» ÀǹÌÇÕ´Ï´Ù. # ¸¸¾à ¿¬¼Óµ¿ÀÛÀÇ ÇÑ ´ÜÀ§°¡ ¿ÀŸ°¡ ³µ´Ù¸é ÇØ´ç ºÎºÐÀº ½ÇÇàµÇÁö ¾Ê°í # ³Ñ¾î°©´Ï´Ù. (°æ¿ì¿¡ µû¶ó ½ÇÇà¿À·ù°¡ ¹ß»ýµÇ±âµµÇÕ´Ï´Ù) # # => - È­»ìÇ¥´Â ¿¬¼Óµ¿ÀÛ(½ºÅ³)ÀÇ À̸§°ú Á¤ÀÇ ¹è¿­ »çÀÌ¿¡ ¹Ýµå½Ã ³Ö½À´Ï´Ù. # # # ½°Ç¥ - ¹è¿­³»ÀÇ ¸ðµç ¾Ö´Ï¸ÞÀ̼ÇÀÇ Å°µéÀº ½°Ç¥·Î ±¸ºÐµÇ¾î¾ßÇÕ´Ï´Ù. #---------------------------------------------------------------------------- # TIP: À§ÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç Å°µéÀ» º¹»çÇؼ­ ºÙ¿© ¹è¿­À» ¸¸µé¾î ½ºÅ³ÀÌ ¾î¶»°Ô ±¸ÇöµÇ´ÂÁö # ¿¬½ÀÇغ¸¼¼¿ä #------------ ÀÌ ¶óÀÎ »çÀÌ¿¡ ÀڽŸ¸ÀÇ ½ºÅ³À» ¸¸µé¾î Ãß°¡Çϼ¼¿ä ------------ #------------ ÀÌ ¶óÀÎ »çÀÌ¿¡ ÀڽŸ¸ÀÇ ½ºÅ³À» ¸¸µé¾î Ãß°¡Çϼ¼¿ä ------------ #--------------------------- ±âº» ¿¬¼Óµ¿ÀÛ(½ºÅ³) ------------------------- # ±âº»ÀûÀÎ ¿¬¼Óµ¿ÀÛ(½ºÅ³)µéÀÔ´Ï´Ù. - ÀϹݰø°Ý, ºñ¹«Àå»óÅÂÀÇ °ø°Ý µî... #---------------------------------------------------------------------------- # "ENEMY_UNARMED_ATK(ºñ¹«Àå°ø°Ý)" Àº ÀÌÇØÇϱ⠻çÀå ½¬¿î # ±âº»¿¬¼Óµ¿ÀÛ(±âº»½ºÅ³)ÀÔ´Ï´Ù. # ÀÌ°ÍÀº ÀûÀÌ ¹«±â¸¦ °¡Áö°í ÀÖÁö ¾ÊÀ»¶§ ÀϹݰø°Ý½Ã ½ÇÇàµÇ´Â ¿¬¼Óµ¿ÀÛÀÔ´Ï´Ù. # ÀÌ ºÎºÐÀÇ ¿¬¼Óµ¿ÀÛÀÇ ¹è¿­Àº ¼öÁ÷ÀûÀ¸·Î ¹è¿­½ÃÄ×½À´Ï´Ù. # ÇÏÁö¸¸ ¿¬¼Óµ¿ÀÛÀÌ È­·ÁÇØÁú¼ö·Ï ¹è¿­ÀÇ ±æÀ̵µ ±æ¾îÁö´Ï, # ÀÚ½ÅÀÌ ¸¸µå´Â ¿¬¼Óµ¿ÀÛ(½ºÅ³)Àº ȾÀ¸·Î ¹è¿­ÇÏ´Â °ÍÀ» ÃßõÇÕ´Ï´Ù. # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ¸í "ENEMY_UNARMED_ATK" => [ # Anime Å° "MOVE_TO_TARGET", # Ÿ°ÙÀÇ Àü¹æÀ¸·Î À̵¿ "WPN_SWING_V", # ¹«±â¸¦ ¼öÁ÷À¸·Î ³»·Á±ß´Â µ¿ÀÛ(µ¥¹ÌÁö´Â ¾ÈÁÜ), °ø°ÝÆ÷Áî "DAMAGE_ANIM_WAIT", # ¾Ö´Ï¸ÞÀ̼ǰú ÇÔ²² µ¥¹ÌÁö¸¦ ÁÜ. (¾Ö´Ï°¡ Á¾·áµÇ±â±îÁö´ë±â) "Can Collapse", # Ÿ°ÙÀÌ 0HP°¡ µÇ¾î Á×´Â°Í Çã¿ë "FLEE_RESET" # ÀÚ½ÅÀÇ ½ÃÀÛÁ¡À¸·Î µ¹¾Æ°¨. ], # <-- ¸¶Áö¸·¿¡ ½°Ç¥¸¦ ºÙÀÌ´Â°É ÀØÀ¸¸é ¾ÈµË´Ï´Ù!!!!!! # "¹«±â°ø°Ý_V" ÀÇ »ç¿ëÀº ÀûÀÌ ¹«±â¸¦ °¡Áö°í ÀÖÁö ¾Ê´Âµ¥ ¿Ö ›§À»±î¿ä? # ÀÌ°ÍÀ» ¿Ö »ç¿ëÇß´À³Ä! Çϸé ÀûÀÌ ¹«±â°ø°Ý_V Ä¿¸Çµå°¡ Æ÷ÇԵȴٸé # '°ø°ÝÆ÷Áî' »óÅ·Π°ø°ÝÇØ¿À±â ¶§¹®ÀÔ´Ï´Ù. # '¹«±â°ø°Ý_V' Ä¿¸Çµå¸¦ ¸¸¾à Áö¿î´Ù¸é ÀûÀÌ ½ºÆçÀ» »ç¿ëÇÏ´Â Æ÷Á ÃëÇϸ鼭 # ÀûÀÇ ÀϹݰø°ÝÀÌ ½ÇÇàµÉ °ÍÀÔ´Ï´Ù. (Çغ¸¸é ¸Å¿ì ÀÌ»óÇÕ´Ï´Ù) # # #---------------------------------------------------------------------------- # "NORMAL_ATTACK" Àº ¾×ÅÍ°¡ »ç¿ëÇÏ´Â ÀϹݰø°ÝÀÔ´Ï´Ù. # À̵µ·ùÀÏ °æ¿ì¸¦ Á¦¿ÜÇϸé "ENEMY_UNARMED_ATK" ¿Í ¸Å¿ì Èí»çÇÕ´Ï´Ù. # ¿¬¼Óµ¿ÀÛ(½ºÅ³) ¸í "NORMAL_ATTACK" => [ # => ¿ä È­»ìÇ¥°¡ ¹Ýµå½Ã ¿Í¾ßµÈ´Ù´Â°É ¸í½ÉÇϱâ¹Ù¶÷ # Anime Å° "MOVE_TO_TARGET", # Ÿ°ÙÀÇ Àü¹æÀ¸·Î À̵¿ "WPN_SWING_V", # °ø°ÝÆ÷Áî, ¹«±â¸¦ ¼öÁ÷À¸·Î ³»·Á±×À½ "DAMAGE_ANIM_WAIT", # ¾Ö´Ï¸ÞÀ̼ǰú ÇÔ²² µ¥¹ÌÁö(¾Ö´Ï ³¡±îÁö ´ë±â) "12", # 12ÇÁ·¹ÀÓ ´ë±â "Two Wpn Only", # Ư¼ö ¿¬¼Óµ¿ÀÛ(½ºÅ³) "WPN_SWING_VL", #2¹ø° ¹«±â ½ºÀ®¸ð¼Ç(À̵µ·ù À϶§) "WEAPON2_DAMAGE", # 2¹ø° ¹«±âÀÇ µ¥¹ÌÁö¸¦ ÁÜ. "Two Wpn Only", # Ư¼ö ¿¬¼Óµ¿ÀÛ(½ºÅ³) "16", # 6ÇÁ·¹ÀÓ ´ë±â(À̵µ·ù À϶§) "Can Collapse", # ÀûÀÌ 0HP°¡ µÇ¾î Á×´Â °Í Çã¿ë "FLEE_RESET" #ÀÚ½ÅÀÇ ½ÃÀÛÁ¡À¸·Î µ¹¾Æ°¨ ], # <-- ½°Ç¥¸¦ ÀØÁö¸¶¼¼¿ä. # À̵µ·ùÀ϶§´Â 2¹ø° ¹«±â¸¦ Èֵθ£°Ô µË´Ï´Ù. #---------------------------------------------------------------------------- # "SKILL_USE"´Â ½ºÅ³ÀÌ »ç¿ëµÉ ¶§ÀÇ ÇൿÀ» ÀǹÌÇÕ´Ï´Ù. # ¿¬¼Óµ¿ÀÛ(½ºÅ³)¸í "SKILL_USE" => [ # => ¿ä È­»ìÇ¥°¡ ¹Ýµå½Ã ¿Í¾ßµÈ´Ù´Â°É ¸í½ÉÇϱâ¹Ù¶÷ # Anime Å° "STEP_FORWARD", # ÇÑ ¹ßÀÚ±¹ ÀüÁøÇÔ (ªÀº°Å¸® ÀüÁø) "SKILL_POSE", # ±â¼úÀ» »ç¿ëÇÏ´Â Æ÷Áî »ç¿ë ("STEP_FORWARD" ÀÌ ³¡³­ ÀÚ¸®) "24", # 24ÇÁ·¹ÀÓ ´ë±â "CAST_ANIMATION", # Àڽſ¡°Ô ½ÃÀü ¾Ö´Ï¸ÞÀ̼Ç(DEMO»ó¿¡¼± ¸¶¹ýÁø)À» ¶ç¿ò "ANIM_WAIT", # Ÿ°Ù¿¡°Ô ¾Ö´Ï¸ÞÀ̼ÇÀ» ¶ç¿ò. (µ¥¹ÌÁö´Â ¾ÈÁÝ´Ï´Ù) "4", # 4ÇÁ·¹ÀÓ ´ë±â "DAMAGE", # ÇØ´ç ½ºÅ³ÀÇ µ¥ÀÌÅͺ£À̽º»ó¿¡¼­ °è»êµÈ µ¥¹ÌÁö¸¦ ÁÜ "Can Collapse", # ´ë»óÀÇ »ç¸Á Çã¿ë "24", # 24ÇÁ·¹ÀÓ ´ë±â "RESET" # ÀÚ½ÅÀÇ ½ÃÀÛÁ¡À¸·Î µ¹¾Æ°¨ ], # <-- ½°Ç¥¸¦ ÀØÁö¸¶¼¼¿ä. #---------------------------------------------------------------------------- # "ITEM_USE" ´Â ¾ÆÀÌÅÛÀ» »ç¿ëÇÒ¶§ÀÇ ¸ð¼ÇÀÔ´Ï´Ù. # °£´ÜÇϹǷΠÀÚ¼¼ÇÑ ¼³¸í»ý·«ÇÏ°Ú½À´Ï´Ù. # ¿¬¼Óµ¿ÀÛ(½ºÅ³)¸í "ITEM_USE" => [ # => È­»ìÇ¥ ÀØÁö¸¶¼¼¿ä # ¾Ö´Ï¸ÞÀÌ¼Ç Å° "MOVE_TO_TARGET", # Ÿ°ÙÀÇ Àü¹æÀ¸·Î À̵¿ "STAND_POSE", # ÀϾ Æ÷Áî(Á¤ÁöµÊ) "24", # 24ÇÁ·¹ÀÓ ´ë±â "DAMAGE_ANIM_WAIT",# ¾Ö´Ï¸ÞÀÌ¼Ç Ç¥½ÃÇÏ¸ç µ¥¹ÌÁö °è»ê(¾Ö´Ï³¡±îÁö) "Can Collapse", # ´ë»óÀÇ »ç¸Á Çã¿ë "RESET" # ¿ø·¡ ÀÚ¸®·Î µ¹¾Æ°¨ ], # <-- ½°Ç¥ ÀØÁö¸¶¼¼¿ä #------------------------------- ±âº» µ¿ÀÛ -------------------------------- # ÀÌ ±âº»µ¿ÀÛµéÀº ´Ù¾çÇÑ »ç¾ç¿¡ »ç¿ëµË´Ï´Ù. # ÇÏÁö¸¸ ±×°Í ÀÚü·Î¼­´Â ½ºÅ³À̳ª ¾ÆÀÌÅÛ°°Àº °ÍµéÀ» ÀǹÌÇÏÁö´Â ¾Ê½À´Ï´Ù. # # À§ÀÇ ±âº»µ¿ÀÛµéÀÌ ¾î¶»°Ô ±¸ÇöµÇ´ÂÁö ÀÌÇØÇϽŴٸé # ÀڽŸ¸ÀÇ ¿¬¼Óµ¿ÀÛ(½ºÅ³)µéÀ» ±¸ÇöÇÏ½Ç ¼ö ÀÖÀ»°ÍÀÔ´Ï´Ù. # ÀÌ ¶§´Â À§ÀÇ °æ¿ìó·³ ÇÑ µ¿ÀÛ ÈÄ ¿£ÅÍ ÀÔ·Â ÀÌ·¸°Ô ÇϽÃÁö ¸¶½Ã°í # ÂÞ¿í ¼öÆòÀûÀ¸·Î Ç®¾î¼­ ¾²¼¼¿ä. #--------------------- ¹Ýº¹ÀûÀÎ ±âº»µ¿ÀÛ ------------------------- # ´ë±âÁßÀÎ ¾×¼ÇÀÔ´Ï´Ù. "WAIT" => ["STANDBY_POSE"], # 25%³ª, ±× ÀÌÇÏÀÇ Ã¼·ÂÀ» °¡Áú ¶§ »ç¿ëµË´Ï´Ù. "WAIT-CRITICAL" => ["CRITICAL_POSE"], # µð¹öÇÁ¿¡ °É·ÈÀ» ¶§ »ç¿ëµË´Ï´Ù. "WAIT-DEBUFF" => ["NO_MOVE","STAND_POSE","BALLOON-COBWEB","22"], # ¼ö¸é»óÅÂÀÇ ¸ð¼ÇÀÔ´Ï´Ù. "WAIT-SLEEP" => ["NO_MOVE","STAND_POSE","BALLOON-SLEEP","22"], # ¶°ÀÖ´Â ¸ð¼ÇÀÔ´Ï´Ù. "WAIT-FLOAT" => ["STAND_POSE","6","FLOAT_","4", "FLOAT_2","4","FLOAT_3","4", "FLOAT_4","4"], # ¹æ¾î Ä¿¸Çµå ÀԷ½à ¸ð¼Ç "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"], #------------------- ºñ¹Ýº¹Àû ±âº» ¿¬¼Óµ¿ÀÛ(½ºÅ³) ----------------------- # "ÀüÅõ Âü¿©" - º£Æ²·¯°¡ ÃÖÃÊ ÀüÅõÇʵ忡 ³ªÅ¸³¯¶§ »ç¿ëµË´Ï´Ù. # µÚ¿¡¼­ ´Þ·Á¿Í ÇØ´ç ÁöÁ¡ÀÇ ¾à°£ ¾Õ¿¡¼­ ¸ØÃä´Ï´Ù. # ÀÌ ¿¬¼Óµ¿ÀÛÀº ¹èƲ·¯µéÀÌ ÀüÅõ µµÁß¿¡ Âü¿©ÇÒ¶§µµ ¾²ÀÌ°Ô µË´Ï´Ù. "BATTLE_START" => ["BATTLE_ENTRANCE","RESET"], # ºÒ»ç½ÅÀÌ ¾Æ´Ñ ¹èƲ·¯°¡ Á×À¸¸é ÀÌ°ÍÀ» »ç¿ëÇÕ´Ï´Ù. "DEAD" => ["DEAD_POSE"], # º£Æ²·¯°¡ µ¥¹ÌÁö¸¦ ÀÔÀ¸¸é »ç¿ëµË´Ï´Ù. "HURT" => ["KNOCKBACK","RESET"], # ¹èƲ·¯°¡ µµ¸Á¿¡ ¼º°øÇßÀ» ¶§ »ç¿ëµË´Ï´Ù. "FLEE" => ["FLEE_SUCCESS"], # ÀûÀÌ µµ¸Á¿¡ ¼º°øÇßÀ»¶§ »ç¿ëµË´Ï´Ù. "ENEMY_FLEE" => ["FLEE_SUCCESS","RESET"], # µµ¸Á¿¡ ½ÇÆнà ¸ð¼ÇÀÔ´Ï´Ù. "FLEE_FAIL" => ["FLEE_FAIL","STAND_POSE","8","RESET"], # ¾×ÅÍ°¡ Ä¿¸Çµå¸¦ ¼±Åýÿ¡ ÃëÇÏ´Â ¸ð¼ÇÀÔ´Ï´Ù. "COMMAND_INPUT" => ["STEP_FORWARD"], # Ä¿¸Çµå ¼±Åà Á÷ÈÄÀÇ ¸ð¼ÇÀÔ´Ï´Ù. "COMMAND_SELECT" => ["RESET"], # ¾×ÅÍ°¡ µ¥¹ÌÁö¸¦ ÇÇÇÒ¶§ÀÇ ¸ð¼ÇÀÔ´Ï´Ù. (2´Ü±¸¸£±â) "EVADE_ATTACK" => ["EVADE_JUMP","EVADE_JUMP","STAND_POSE","16", "RESET"], # ÀûÀÌ µ¥¹ÌÁö ÇÇÇÒ¶§ÀÇ ¸ð¼ÇÀÔ´Ï´Ù. "ENEMY_EVADE_ATTACK" => ["EVADE_JUMP","STAND_POSE","16","RESET"], # ½Â¸®½Ã Á¡ÇÁ¸ð¼ÇÀÔ´Ï´Ù. "VICTORY" => ["VICTORY_JUMP", "Don't Wait","CAT_STATE","START_MAGIC_ANIM", "TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"], # ¹èƲ·¯°¡ ±×µéÀÇ ¿¬¼Óµ¿ÀÛÁß¿¡ ¹æÇظ¦ ¹Þ¾ÒÀ»¶§ ÃëÇÏ´Â ¸ð¼ÇÀÔ´Ï´Ù. "RESET_POSITION" => ["RESET"], #----------------------- ¹èƲ·¯ÀÇ ÀÀ¿ë ¿¬¼Óµ¿ÀÛ(½ºÅ³) ----------------------- # ANIME Å°µé·Î ±¸¼ºµÈ Á» ´õ °­È­µÈ µ¿ÀÛµéÀÔ´Ï´Ù. "THROW" => ["CLOCKWISE_TURN","4","MOVE_ON_TARGET_FAST","JUMP_BACK","4", "STAND_POSE","JUMP_BACK","STAND_POSE","32"], # ÀÀ¿ë ¿¬¼Óµ¿ÀÛÀÇ ¿¹ÀÔ´Ï´Ù.. ¾Æ·¡ ³»¿ëÀ» ÂüÁ¶Çؼ­ ÀÚ½ÅÀÇ ½ºÅ³À» ¸¸µå´Âµ¥ # µµ¿òÀÌ µÇ½Ã±æ ¹Ù¶ø´Ï´Ù. # # ¿¬¼Óµ¿ÀÛÀÌ ½ÇÇàµÇ´Â ¼ø¼­´Â ¿ÞÂÊ¿¡¼­ ¿À¸¥ÂÊÀÔ´Ï´Ù. # "SKILL_ALL" - "Process Skill" °ú "Process Skill End" ÀÇ »ç¿ë¿¹ÀÔ´Ï´Ù. # µ¥¸ðÆÇ¿¡¼­ ½ÇÇàÇغ¸½Ã±æ. "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" - ȯ¿µ°ú Á¡ÇÁ°¡ Àû¿ëµÈ ¿¹ÀÔ´Ï´Ù. "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" - µ¥ÀÌÅͺ£À̽º¿¡¼­ ¼³Á¤ÇÑ ¹«±âÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇÕ´Ï´Ù. # µ¥ÀÌÅͺ£À̽º»ó¿¡ ÀÌ ½ºÅ³ÀÇ Å¸°ÙÀ» Àû Àüü·Î ¼³Á¤ÇسõÀ¸¸é # °¢ °ø°Ý½Ã¸¶´Ù ¿©·¯ Àûµé Áß ·£´ýÇÏ°Ô ÇÑ Å¸°ÙÀ» ã¾Æ °ø°ÝÇÕ´Ï´Ù. "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" - ºü¸£°Ô °ø°ÝÇÏ´Â multi-hit ÀÔ´Ï´Ù. # "FORCE_KNOCKBACK"(°­Á¦ ³Ë¹é) ÀÌ »ç¿ëµÇ¾ú½À´Ï´Ù. "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" - Àû¿¡°Ô ȸÀüÇÏ´Â ¹«±â À̹ÌÁö¸¦ ´øÁö´Â °ø°ÝÀÔ´Ï´Ù. "THROW_WEAPON" => ["STEP_FORWARD","WPN_SWING_V","absorb1","STAND_POSE", "START_WEAPON_THROW","12","WEAPON_DAMAGE","Can Collapse", "END_WEAPON_THROW","RESET"], # "MULTI_SHOCK" - "Process Skill"°ú "Process Skill End". "REAL_TARGET" ÀÇ # »ç¿ë¿¹ÀÔ´Ï´Ù. "IMPACT_1" ÀÌ °ø°ÝÀ» ¸ÂÀº ´ë»ó¿¡°Ô Àû¿ëµË´Ï´Ù. "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" - À̵¿ÇÏ´Â ¸ð¼ÇÀ¸·Î Àû»çÀ̸¦ À̵¿Çϸ鼭 °ø°ÝÇÏ´Â ¿¹ÀÔ´Ï´Ù. # "MULTI_SHOCK"°ú ´Þ¸®, Ÿ°Ù »çÀÌ¿¡¼­ ³ªÅ¸³ª¸é¼­ À̵¿Çϸ鼭 °ø°ÝÇÕ´Ï´Ù. "SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20", "DAMAGE_ANIM_WAIT","Can Collapse"], # "SKILL_90_SEQUENCE" - ¸µÅ©µÈ ½ºÅ³ÀÇ ¿¹ÀÔ´Ï´Ù. # "91¹øÀÇ ½ºÅ³"°ú ¸µÅ©Çϱâ À§ÇØ, ¹Ì¸® Á¤ÀÇÇß´ø # "LINK_SKILL_91"ÀÌ »ç¿ëµÇ¾ú½À´Ï´Ù. "SKILL_90_SEQUENCE" => ["MOVE_TO_TARGET","DAMAGE_ANIM","WPN_SWING_V", "16","Can Collapse","LINK_SKILL_91","RESET"], # "SKILL_91_SEQUENCE" - ¸µÅ©µÈ ½ºÅ³ÀÇ ¶Ç´Ù¸¥ ¿¡ÀÔ´Ï´Ù. # 90¹øÀ» »ç¿ëÇÏ¿© 91¹ø¿¡ ¸µÅ©µÈ ÈÄ ¶Ç´Ù½Ã "LINK_SKILL_92"¿¡ ÀÇÇØ # 92¹ø ½ºÅ³±îÁö ¿¬°áÀÌ ¼º°øµÇ¸é 3°³ÀÇ ½ºÅ³À» Çѹø¿¡ »ç¿ëÇÏ´Â °ÍÀÌ µË´Ï´Ù. "SKILL_91_SEQUENCE" => ["FLEE_FAIL","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED", "8","DAMAGE_ANIM","Can Collapse","LINK_SKILL_92","RESET"], # "CUT_IN" - ÄÆÀÎ À̹ÌÁö »ç¿ëÀÇ ¿¹ÀÔ´Ï´Ù. "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" - "ANIMATION_1"ÀÇ »ç¿ë ¿¹ÀÔ´Ï´Ù. ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀ̼ÇÀÇ »ç¿ë¿¹À̸ç, # µ¥¹ÌÁö¸¦ ÁÖÁö ¾Ê½À´Ï´Ù. #ÀÌ ¿¬¼Óµ¿ÀÛ¿¡¼­ÀÇ µ¥¹ÌÁö´Â "DAMAGE_ANIM"¿¡ µµ´ÞÇؼ­¾ß °è»êµË´Ï´Ù. "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" - À§¿¡¼­ Á¤ÀÇµÈ "PLAY_AREA_ANIM"ÀÇ »ç¿ë¿¹ÀÔ´Ï´Ù. "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" - ¾×ÅÍÀÇ ±×·¡ÇÈÀ» º¯È­½ÃÅ°´Â ¿¹ÀÔ´Ï´Ù. "TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32", "TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"], # "THROW_FRIEND" - ¹èƲ·¯ °­Á¦ÇൿÀÇ ¿¹ÀÔ´Ï´Ù. # ÀÌ ½ºÅ³¿¡¼­ ´øÁ®Áö´Â ´ë»óÀÌ µÈ ¹èƲ·¯´Â Çൿ¿¡ ¹æÇظ¦ ¹Þ½À´Ï´Ù. "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"], #------------------------- ÇÕµ¿ ½ºÅ³ (ATB) ------------------------ # ÇÕµ¿½ºÅ³Àº ATB¸¦ ÀÌ¿ëÇÑ °Í°ú ÀÌ¿ëÇÏÁö ¾ÊÀº °ÍÀÇ Â÷ÀÌÁ¡ÀÌ ÀÖ½À´Ï´Ù. # ATB ÇÕµ¿½ºÅ³Àº Ư¼ö »óź¯È­¸¦ ¿ä±¸ÇÏÁö ¾Ê½À´Ï´Ù. # ¹èƲ·¯ °­Á¦Çൿ ¶ÇÇÑ ÇÊ¿ä¾ø½À´Ï´Ù. ATB¸¦ ÀÌ¿ëÇÑ ÇÕµ¿½ºÅ³ÀÇ »ç¿ëÀ» À§Çؼ± # ATBÀÇ È¯°æ¼³Á¤¿¡¼­ ATB UNION SKILLS SETTING¿¡ Ãß°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. # (À§¿Í´Â ¹Ý´ë·Î ATB¸¦ ÀÌ¿ëÇÏÁö ¾ÊÀº ÇÕµ¿½ºÅ³À» »ç¿ëÇϱâ À§Çؼ± # 18¹ø, 19¹ø »óź¯È­¿Í °°Àº Ư¼öÇÑ »óź¯È­°¡ ÇÊ¿äÇϸç, # ¹èƲ·¯ °­Á¦Çൿ¿ª½Ã ÇÊ¿äÇÕ´Ï´Ù. Á»´õ º¹ÀâÇÏÁÒ) "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" - ÀÌ ¾ÀÀÇ ¸¶Áö¸·À» ¾Ë¸®´Â Áß¿äÇÑ ºÎºÐÀÔ´Ï´Ù. # ÆíÁý ½Ã ¾Æ·¡ÀÇ END¸¦ Áö¿ìÁö ¾Êµµ·Ï À¯ÀÇÇϼ¼¿ä. "End" => ["End"]} end #============================================================================== # * Game_Actor #------------------------------------------------------------------------------ #¡¡¾×ÅÍÀÇ ±âº» Çൿ ¼³Á¤ #------------------------------------------------------------------------------ # ÀÌ ÆäÀÌÁö´Â ¾×ÅÍ°¡ ƯÁ¤ÇÑ Á¶°Ç¿¡ ºÎµúÇûÀ» ½Ã¿¡ ÇൿÀÇ ¼³Á¤À» ÇÏ´Â ÆäÀÌÁöÀÔ´Ï´Ù. # °¢ ¾×ÅÍ´Â ÀÌ°÷¿¡¼­ÀÇ ¼³Á¤À» Å뤾 °¢°¢ÀÇ Æ¯¼öÇÑ ¾×¼ÇÀ» ÃëÇÒ ¼ö ÀÖ½À´Ï´Ù. # ¿¹¸¦ µé¸é °¢ ¾×Å͵éÀº ÀüÅõ¿¡¼­ ÀÌ°åÀ»¶§ ±×µé¸¸ÀÇ ¾×¼ÇÀ» ÃëÇÒ ¼öµµ ÀÖ½À´Ï´Ù. # # DATABASEÀÇ ³ëÆ® ¸Þ¸ð°¡ ¾øÀ¸¸é ·çºñ ½ÅÅýº¿¡ Ãß°¡ÇØÁÖ¾î¾ßÇÕ´Ï´Ù. #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ºñ¹«Àå »óÅÂÀÇ °ø°Ý ¼³Á¤ #-------------------------------------------------------------------------- # ¹«±â°¡ ¾øÀ» ¶§ÀÇ °ø°Ý ¹æ¹ý ¼³Á¤ÀÔ´Ï´Ù. # ¹«±â°¡ ¾øÀ¸¸é ÇØ´ç ¾×Å͵éÀº ¾Æ·¡ÀÇ ¹æ½ÄÀ¸·Î °ø°ÝÇÕ´Ï´Ù. # def non_weapon case @actor_id when 1 # ¾×ÅÍÀÇ ID return "NORMAL_ATTACK" # ¾×ÅÍÀÇ ¿¬¼Óµ¿ÀÛ # when 2 #Ãß°¡½Ã¿£ # return "ENEMY_UNARMED_ATTACK" #ÀÌ·± ¹æ½ÄÀ¸·Î Ãß°¡ÇϽøéµË´Ï´Ù. end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ °ø°Ý ¹æ½ÄÀÇ ÃʱⰪ return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ´ë±â ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # ÀüÅõÀÇ ´ë±â ¸ð¼Ç ȤÀº Áö¿¬ ½ÃÀÇ ¸ð¼ÇÀÔ´Ï´Ù. def normal case @actor_id when 1 return "WAIT" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "WAIT" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ À§±â½Ã (1/4 hpÀÌÇÏ)ÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def pinch case @actor_id when 1 return "WAIT-CRITICAL" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "WAIT-CRITICAL" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ¹æ¾î¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def defence case @actor_id when 1 return "GUARDING" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "GUARDING" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ µ¥¹ÌÁö¸¦ ÀÔÀ»½ÃÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def damage_hit case @actor_id when 1 return "HURT" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "HURT" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ °ø°ÝÀ» ÇÇÇÒ‹šÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def evasion case @actor_id when 1 return "EVADE_ATTACK" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "EVADE_ATTACK" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ ¸í·ÉÀ» ÀԷ¹ÞÀ»¶§ÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # ¾×ÅÍ°¡ Ç÷¹À̾°Ô ¸í·ÉÀ» ÀԷ¹ްí ÀÖÀ» ¶§ÀÇ ¸ð¼ÇÀÔ´Ï´Ù. # ÇÏÁö¸¸ ¸í·ÉÀ» ¾ÆÁ÷ ¹Þ±âº¸´Ù´Â ÀüÀÇ ¸ð¼ÇÀÔ´Ï´Ù. def command_b case @actor_id when 1 return "COMMAND_INPUT" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "COMMAND_INPUT" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ ¼±ÅõǾúÀ»‹šÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def command_a case @actor_id when 1 return "COMMAND_SELECT" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "COMMAND_SELECT" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ µµ¸Á¿¡ ¼º°øÇßÀ»¶§ÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def run_success case @actor_id when 1 return "FLEE" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "FLEE" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ µµ¸Á¿¡ ½ÇÆÐÇßÀ»¶§ÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def run_ng case @actor_id when 1 return "FLEE_FAIL" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "FLEE_FAIL" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ½Â¸® ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- def win case @actor_id when 1 return "VICTORY" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "VICTORY" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ÀüÅõ ½ÃÀÛ ¸ð¼Ç #-------------------------------------------------------------------------- def first_action case @actor_id when 1 return "BATTLE_START" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "BATTLE_START" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ¹æÇØ ¸®¼Â ¸ð¼Ç #-------------------------------------------------------------------------- # ±âŸ ¿¬¼Óµ¿ÀÛ µî¿¡ ÀÇÇØ ÇൿÀÌ ¹æÇصǾúÀ»¶§ µÇµ¹¾Æ°¡´Â ¸ð¼Ç def recover_action case @actor_id when 1 return "RESET_POSITION" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "RESET_POSITION" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍ°¡ ÇൿºÒ´ÉÀÌ ÁøÇàµÉ¶§ÀÇ ¸ð¼Ç #-------------------------------------------------------------------------- def incapacitated case @actor_id when 1 # ¾×ÅÍÀÇ ID return "DEAD" # ¿¬¼Óµ¿ÀÛ Å° end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "DEAD" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ±×¸²ÀÚ #-------------------------------------------------------------------------- # »ç¿ëÇÏ·Á¸é ±×¸²ÀÚ ±×·¡ÇÈÀÇ ÆÄÀÏÀ̸§À» ÁöÁ¤ÇؾßÇÕ´Ï´Ù. # # return "shadow01" <- shadow01À̶ó´Â ÆÄÀÏÀ» ±×¸²ÀÚ·Î »ç¿ëÇÕ´Ï´Ù. # return "" <- ±×¸²ÀÚ´Â ¾ø½À´Ï´Ù. (±âº»°ª) def shadow case @actor_id when 1 return "shadow00" end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return "shadow00" end #-------------------------------------------------------------------------- # ++ ¾×ÅÍÀÇ ±×¸²ÀÚ º¸Á¤ #-------------------------------------------------------------------------- # ±×¸²ÀÚÀÇ x.y ÁÂÇ¥°ªÀ» Á¶Á¤ÇÕ´Ï´Ù. # return [ X-ÁÂÇ¥, Y-ÁÂÇ¥] def shadow_plus case @actor_id when 1 return [ 0, 4] # [ X, Y] end # ÁöÁ¤µÇÁö ¾ÊÀº ¾×Å͵éÀÇ ÃʱⰪ return [ 0, 4] end end #============================================================================== # * Game_Enemy #------------------------------------------------------------------------------ # ¡¡ÀûÀÇ ±âº»µ¿ÀÛ ¼³Á¤ #------------------------------------------------------------------------------ # ÀûµéÀÇ Æ¯¼öÇÑ Á¶°Ç¿¡ µû¸¥ ±âº»ÀûÀÎ µ¿ÀÛ¿¡ ´ëÇÑ ¼³Á¤ÀÔ´Ï´Ù. # ¾Æ·¡ÀÇ ¼³Á¤À» ÅëÇØ °¢ ÀûµéÀº °¢°¢ »óȲ¿¡ µû¸¥ Ư¼öÇÑ ÇൿÀ» ÃëÇÒ ¼ö ÀÖ½À´Ï´Ù. # # Tankentai Add-on ±â´É¿¡ Æ÷ÇÔµÈ, µ¥ÀÌÅͺ£À̽º Àû ij¸¯ÅÍÀÇ ³ëÆ® ÆíÁýÀ¸·Îµµ # ¼³Á¤ÀÌ °¡´ÉÇÕ´Ï´Ù. # # ¹æ½Ä: # key - ¿¬¼Óµ¿ÀÛÀÇ À̸§. À̸§¿¡ ³ëƮű׿¡ »ç¿ëµÇ´Â < ³ª >¸¦ »ç¿ëÇÏÁø ¸»¾Æ¾ßÇÔ # value - »ó¼ö°ª # value% - %°ª # id - ID µ¥ÀÌÅͺ£À̽º·ÎºÎÅÍÀÇ id # type - ¸Þ¸ðtag¿¡ µû¶ó Â÷ÀÌ°¡ ÀÖÀ½ (°¢°¢ÀÇ ¸Þ¸ð tag¿¡ µû¸¥ Á¤º¸¸¦ º¸¼¼¿ä) # filename - Graphics/Characters folder »óÀÇ ÆÄÀÏÀ̸§ #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ++ ÀûÀÇ ºñ¹«Àå°ø°Ý #-------------------------------------------------------------------------- # ¹«±â°¡ ¾ø´Â ÀûµéÀÇ °ø°ÝÀ» ÁöÁ¤ÇÕ´Ï´Ù. # # ¸Þ¸ðtag: def base_action case @enemy_id when 1 # Àû ID return "ENEMY_UNARMED_ATK" # Action Sequence Key # À§ÀÇ °æ¿ì, µ¥ÀÌÅͺ£À̽º»óÀÇ Àû ij¸¯ÅÍ 1¹øÀÇ ³ëÆ®¿¡ # ¸¦ Àû´Â°ÍÀ¸·Îµµ °¡´É end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "ENEMY_UNARMED_ATK" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÇ ´ë±â¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # # ¸Þ¸ðtag: def normal case @enemy_id when 1 return "WAIT" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "WAIT" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÇ ºó»ç¸ð¼Ç (1/4th HP) ¼³Á¤ #-------------------------------------------------------------------------- # # ¸Þ¸ðtag: def pinch case @enemy_id when 1 return "WAIT" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "WAIT" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÇ ¹æ¾î¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # # ¸Þ¸ðtag: def defence case @enemy_id when 1 return "GUARDING" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "GUARDING" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÇ µ¥¹ÌÁö ÀÔÀ» ½ÃÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # # ¸Å¸ðtag: def damage_hit case @enemy_id when 1 return "HURT" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "HURT" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÇ È¸ÇÇ ½ÃÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # ¸Þ¸ðtag: def evasion case @enemy_id when 1 return "ENEMY_EVADE_ATTACK" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "ENEMY_EVADE_ATTACK" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÌ ÀüÅõ¿¡¼­ µµ¸Á ½ÃÀÇ ¸ð¼Ç ¼³Á¤ #-------------------------------------------------------------------------- # ¸Þ¸ðtag: def run_success case @enemy_id when 1 return "ENEMY_FLEE" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "ENEMY_FLEE" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÌ ÇൿÀ» ½ÃÀÛÇÒ¶§ÀÇ ¸ð¼Ç #-------------------------------------------------------------------------- # ¸Þ¸ðtag: def first_action case @enemy_id when 1 return "BATTLE_START" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "BATTLE_START" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÌ ÇൿÀ» ¹æÇØ¹Þ¾Æ µÇµ¹¾Æ°¥¶§ÀÇ ¸ð¼Ç #-------------------------------------------------------------------------- # # ¸Þ¸ðtag: def recover_action case @enemy_id when 1 return "RESET_POSITION" end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "RESET_POSITION" end #-------------------------------------------------------------------------- # ++ ÀûµéÀÌ Á×À»¶§ÀÇ ¸ð¼Ç #-------------------------------------------------------------------------- # # ¸Þ¸ðtag: def incapacitated case @enemy_id when 1 # Àû ID return "DEAD" # ¿¬¼Óµ¿ÀÛ Å° end # Á¤ÀǵÇÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return "DEAD" end #-------------------------------------------------------------------------- # ++ ÀûÀÇ ±×¸²ÀÚ #-------------------------------------------------------------------------- # ÀûÀÌ »ç¿ëÇÒ ±×¸²ÀÚÀÇ ±×·¡ÇÈÀÇ ¼³Á¤ÀÔ´Ï´Ù. # # ÆÄÀÏ À̸§ÀÌ ¹Ýµå½Ã µû¿ÈÇ¥ ¾È¿¡ µé¾î°¡¾ßÇÕ´Ï´Ù. (È®ÀåÀÚ ºÒÇÊ¿ä...) # # ³ëÆ®¿¡ ű׸¦ ºÙÀ̴°͵µ °¡´É : def shadow case @enemy_id when 1 return "shadow01" when 30 return "" end # Á¤ÀÇÇÏÁö ¾ÊÀº ÀûÀÇ IDÀÇ ÃʱâÈ­°ªÀÔ´Ï´Ù. return "shadow01" end #-------------------------------------------------------------------------- # ++ ÀûÀÇ ±×¸²ÀÚ ÁÂÇ¥ Á¶Á¤ #-------------------------------------------------------------------------- # return [ X-ÁÂÇ¥, Y-ÁÂÇ¥] # # ³ëƮű×: def shadow_plus case @enemy_id when 1 return [ 0, -8] end # Ç¥±âÇÏÁö ¾ÊÀº ÀûµéÀÇ ±âº» ±×¸²ÀÚ ÁÂÇ¥ return [ 0, 0] end #-------------------------------------------------------------------------- # ++ ¹«±â¸¦ Âù Àû #-------------------------------------------------------------------------- # ¹«±â¸¦ Âø¿ëÇÑ ÀûÀÔ´Ï´Ù. ÀûÀº ¹«±âÀÇ ½ºÅÈ¿¡ µû¶ó ÀÚ½ÅÀÇ ´É·ÂÀÌ Áõ°¡ÇÕ´Ï´Ù. # ¶ÇÇÑ ¹«±â¿¡ Àû¿ëµÈ ¾×¼Ç ¸ð¼ÇÀ» °¡Áö°Ô µË´Ï´Ù. # ÀûÀº ´Ü ÇϳªÀÇ ¹«±â¸¸ Âø¿ë°¡´ÉÇÕ´Ï´Ù. # # ¸¸¾à 0À¸·Î ¼³Á¤µÇ¾îÀÖ´Ù¸é ÀûÀº ºñ¹«Àå »óÅ°¡ µË´Ï´Ù. # # ³ëÆ® ű×: def weapon case @enemy_id when 1 # Àû ID return 0 # ¹«±â ID end # ¼³Á¤µÇÁö ¾ÊÀº ÀûµéÀÇ Ãʱ⠹«±â Âø¿ë°ª return 0 end #-------------------------------------------------------------------------- # ++ ÀûÀÇ È­¸é»ó À§Ä¡ ¹Ì¼¼Á¶Àý #-------------------------------------------------------------------------- # ÀûÀÌ ÀüÅõ¿¡¼­ È­¸é»ó ³ªÅ¸³¯ À§Ä¡¸¦ ¹Ì¼¼Á¶Á¤ÇÕ´Ï´Ù. # YÀÇ ¾ç¼ö°ªÀº ÀûÀ» ¾Æ·¡·Î ³»¸®¸ç, YÀÇ À½¼ö °ªÀº À§·Î ¿Ã¸³´Ï´Ù. # # return [ 0, 0] <- [X ÁÂÇ¥, Y ÁÂÇ¥] # # Notetag: def position_plus case @enemy_id when 1 return [0, 0] end # ¾Æ¹« ¼³Á¤µµ ÇÏÁö ¾ÊÀº ÃʱⰪ return [ 0, 0] end #-------------------------------------------------------------------------- # ++ ÀûÀÇ »ç¸Á ÈÄ »ç¶óÁü¿¡ ´ëÇÑ ¼³Á¤ #-------------------------------------------------------------------------- # Á×ÀÎ ÈÄ¿¡ »ç¶óÁö´Â ¾Ö´Ï¸ÞÀ̼ÇÀ» ¼³Á¤ÇÕ´Ï´Ù. # ºÐ·ù´Â ´ÙÀ½°ú °°Àº ¼ýÀÚ °ªÀ¸·Î ÁöÁ¤µÇ¾îÀÖ½À´Ï´Ù. # # 1 - Àû ij¸¯ÅÍ°¡ Á×Àº ÈÄ¿¡ Á×Àº µ¿ÀÛÀ¸·Î °è¼Ó ³²¾ÆÀÖ´Ù. # 2 - Àû ij¸¯ÅÍ°¡ Á×Àº ÈÄ¿¡ ÀϹÝÀûÀÎ µ¿ÀÛÀ¸·Î »ç¶óÁø´Ù. # 3 - º¸½º¿¡ ÁÁÀº Ư¼ö È¿°ú. # # Notetag: def collapse_type case @enemy_id when 1 return 2 when 30 return 3 end # »ç¶óÁüÀÇ ÃʱⰪ : 2 return 2 end #-------------------------------------------------------------------------- # ++ ÀûÀÇ Çѹø¿¡ °ø°ÝȽ¼öÀÇ ¼¼Æà #-------------------------------------------------------------------------- # ÇÑ ÅÏ¿¡ ÀûÀÌ ¸î¹øÀ̳ª °ø°ÝÇϴ°¡¸¦ ¼³Á¤ÇÒ ¼ö ÀÖ½À´Ï´Ù. # # ÃÖ´ë ¾×¼Ç ¼ö, °¡´É¼º, ¼Óµµº¸Á¤ # return [ 2, 100, 100] # # ÃÖ´ë ¾×¼Ç ¼ö - ÀûÀÌ ÇÑ ÅÏ¿¡ µ¿ÀÛÀ» ¼öÇàÇϴ Ƚ¼ö # °¡´É¼º - % °ª. ÀûÀÌ ÇÑ ¹ø ÀÌ»óÀÇ È½¼öÀÇ ÇൿÀ» ÇÒ ¼ö ÀÖ´Â È®·ü # ¼Óµµº¸Á¤ - %°ª. ÀûÀÇ ÇÑ µ¿ÀÛ ÈÄ ¿¬¼Óµ¿ÀÛ±îÁöÀÇ ¼ÓµµÀÇ º¸Á¤ # # ³ëÆ®ÅÂ±× : def action_time case @enemy_id when 1 return [ 1, 100, 100] end # ¼³Á¤ÇÏÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return [ 1, 100, 100] end #-------------------------------------------------------------------------- # ++ Enemy Animated Battler Settings #-------------------------------------------------------------------------- # true: ¾×Å͵é°ú °°Àº ij¸¯ÅÍĨ »ç¿ë. (¿òÁ÷ÀÓ) # false: battlers Æú´õÀÇ À̹ÌÁö¸¸ »ç¿ë. (Á¤Áö) # [ÆÄÀÏ ¼¼ÆÃ] # 1.Graphics/Characters Æú´õ¿¡ ¿òÁ÷ÀÌ´Â Àû¿¡ ´ëÇÑ Ä¨ ÆÄÀÏÀÌ ÀÖ¾î¾ß ÇÕ´Ï´Ù. # 2. ÇÑ Àû ij¸¯ÅÍ¿¡ ´ëÇÑ Graphics/Characters Æú´õ¿Í Graphics/Battlers Æú´õÀÇ # ÆÄÀÏ À̸§ÀÌ ¹Ýµå½Ã °°¾Æ¾ßÇÕ´Ï´Ù. # # Notetag: OR <-animate> OR <+animate> # Prefixing animate with a minus sign will return false. def anime_on case @enemy_id when 1 return false end # ¼³Á¤ÇÏÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return false end #-------------------------------------------------------------------------- # ++ÀûÀÇ 180µµ ȸÀü ¼³Á¤ #-------------------------------------------------------------------------- # ÀûÀÇ ¹èƲ·¯±×·¡ÇÈÀ» 180µµ ȸÀü½ÃŲ´Ù. # # false: ¼öÁ¤¾øÀ½ # true: À̹ÌÁö¿Í ±×¸²ÀÚ¸¦ 180µµ ȸÀü½ÃŲ´Ù. # # Notetag: OR <-mirror> OR <+mirror> # Prefixing mirror with a minus sign will return false. def action_mirror case @enemy_id when 1 return false end # ¼³Á¤ÇÏÁö ¾ÊÀº ÀûµéÀÇ ÃʱⰪ return false end end module RPG #============================================================================== # ¡á module RPG #------------------------------------------------------------------------------ # »óź¯È­ ÇൿÀÇ ¼³Á¤ # # Tankentai Add-on ±â´É¿¡ Æ÷ÇÔµÈ, µ¥ÀÌÅͺ£À̽º Àû ij¸¯ÅÍÀÇ ³ëÆ® ÆíÁýÀ¸·Îµµ # ¼³Á¤ÀÌ °¡´ÉÇÕ´Ï´Ù. # # ¹æ½Ä: # key - ¿¬¼Óµ¿ÀÛÀÇ À̸§. À̸§¿¡ ³ëƮű׿¡ »ç¿ëµÇ´Â < ³ª >¸¦ »ç¿ëÇÏÁø ¸»¾Æ¾ßÇÔ # value - »ó¼ö°ª # value% - %°ª # id - ID µ¥ÀÌÅͺ£À̽º·ÎºÎÅÍÀÇ id # type - ¸Þ¸ðtag¿¡ µû¶ó Â÷ÀÌ°¡ ÀÖÀ½ (°¢°¢ÀÇ ¸Þ¸ð tag¿¡ µû¸¥ Á¤º¸¸¦ º¸¼¼¿ä) # filename - Graphics/Characters folder »óÀÇ ÆÄÀÏÀ̸§ #============================================================================== class State #-------------------------------------------------------------------------- # ++ »óź¯È­°¡ ´ë±â»óÅ¿¡ ¿µÇâÀ» ÁÖ´Â Çൿ ¼³Á¤ #-------------------------------------------------------------------------- # »óź¯È­°¡ »ý±â¸é ´ë±â³ª Áö¿¬ ¸ð¼Ç°ú ´ëüµÇ´Â »óź¯È­ÀÇ ID¸¦ ¾Æ·¡¿¡ # Ç¥½ÃÇϼ¼¿ä. # ´Ü ÇϳªÀÇ »óÅ¿µÇâ ´ë±â ¾Ö´Ï¸ÞÀ̼Ǹ¸À» Çѹø¿¡ ¼³Á¤°¡´ÉÇÕ´Ï´Ù. # # ¿¹½Ã) # when 1 <- »óź¯È­ ID # return "DEAD" <- À§ÀÇ »óź¯È­ ½Ã, ¾×ÅÍ°¡ ´ë±â¸ð¼Ç ´ë½Å ÃëÇÏ°Ô µÉ ¸ð¼Ç # # Notetag: def base_action case @id when 1 # (HP0)ÀÎ »óÅÂ. °¡Àå ³ôÀº ¿ì¼±¼øÀ§ return "DEAD" end # Á¤ÀÇÇÏÁö ¾ÊÀº »óź¯È­ return "WAIT" end #-------------------------------------------------------------------------- # ++ »óź¯È­ÀÇ °­È­ ¼³Á¤µé #-------------------------------------------------------------------------- # ¹Ý»ç³ª ¹«È¿È­ µîÀÇ ¼³Á¤ÀÔ´Ï´Ù. # ÀÌ ¶§ ¹Ý»ç ¼³Á¤ ½Ã, µ¥ÀÌÅͺ£À̽º»ó¿¡¼­ ¾ÆÀÌÅÛÀ̳ª ½ºÅ³ ¿¡¼­ # "Physical Attack" ·Î ¼±ÅÃµÈ °ÍÀº PHYREFLECT(¹°¸®¹Ý»ç) # ³ª¸ÓÁö´Â MAGREFLECT(¸¶¹ý¹Ý»ç)·Î ¹Ý»ç°¡´ÉÇÕ´Ï´Ù. # ¹«È¿È­(NULL) ½Ãµµ ¸¶Âù°¡Áö. # # "AUTOLIFE/50" - ÀÚµ¿À¸·Î ȸº¹½Ãŵ´Ï´Ù. # "/" µÚÀÇ °ªÀº ȸº¹ÇÒ ÃÖ´ë HPÀÇ %°ªÀÔ´Ï´Ù. # "MAGREFLECT/39" - ij½ºÅÍ¿¡°Ô ¸¶¹ý µ¥¹ÌÁö¸¦ ¹Ý»çÇÕ´Ï´Ù. # "/" µÚÀÇ °ªÀº ÀÛµ¿ÇÒ¶§ Ç¥½ÃÇÒ µ¥ÀÌÅͺ£À̽º»ó ¾Ö´Ï¸ÞÀÌ¼Ç IDÀÔ´Ï´Ù. # "MAGNULL/39" - ¸¶¹ý ½ºÅ³À» ¹«È¿È­ÇÕ´Ï´Ù. # "/" µÚÀÇ °ªÀº ÀÛµ¿ÇÒ¶§ Ç¥½ÃÇÒ µ¥ÀÌÅͺ£À̽º»ó ¾Ö´Ï¸ÞÀÌ¼Ç IDÀÔ´Ï´Ù. # "PHYREFLECT/39" - ¹°¸® °ø°Ý µ¥¹ÌÁö¸¦ »ç¿ëÀÚ¿¡°Ô ¹Ý»çÇÕ´Ï´Ù. # "/" µÚÀÇ °ªÀº ÀÛµ¿ÇÒ¶§ Ç¥½ÃÇÒ µ¥ÀÌÅͺ£À̽º»ó ¾Ö´Ï¸ÞÀÌ¼Ç IDÀÔ´Ï´Ù. # "PHYNULL/39" - ¹°¸® µ¥¹ÌÁö¸¦ ¹«È¿È­ÇÕ´Ï´Ù. # "/" µÚÀÇ °ªÀº ÀÛµ¿ÇÒ¶§ Ç¥½ÃÇÒ µ¥ÀÌÅͺ£À̽º»ó ¾Ö´Ï¸ÞÀÌ¼Ç IDÀÔ´Ï´Ù. # "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" - »óź¯È­°¡ ÅÏÀÌ ³¡³ª¸é »ó°ü¾øÀÌ ÇØÁöµË´Ï´Ù. # "EXCEPTENEMY" - ÇØ´ç »óź¯È­ÀÇ È¿°ú¿¡ ÀûµéÀº ¿µÇâÀ» ¹ÞÁö ¾Ê½À´Ï´Ù. #(¾×Å͵鸸 ¹Þ°ÔµË´Ï´Ù.) # "NOPOP" - »óź¯È­¿¡ ´ëÇؼ­ ÆË À©µµ¿ì¿¡ ¶ç¿ìÁö ¾Ê½À´Ï´Ù. # "NOSTATEANIME" - »óź¯È­¿¡ ´ëÇÑ ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇÏÁö ¾Ê½À´Ï´Ù. # "SLIPDAMAGE" - ½½¸³µ¥¹ÌÁö ¼³Á¤¿¡ µû¸¥ ½½¸³µ¥¹ÌÁö°¡ Àû¿ëµË´Ï´Ù. # "NONE" - ±âº»°ªÀÔ´Ï´Ù. ¾Æ¹«·± È®Àåµµ ¾ø½À´Ï´Ù. def extension case @id when 1 # Á×À½ÀÇ »óź¯È­. °¡Àå ¿ì¼±¼øÀ§°¡ ³ôÀ½ return ["NOPOP","EXCEPTENEMY"] when 18 # 2-Man Tech (2ÀÎ °ø°Ý) return ["ZEROTURNLIFT"] when 19 # 4-Man Tech (4Àΰø°Ý) return ["ZEROTURNLIFT"] when 20 # Cat Transformation (°í¾çÀÌ º¯½Å) return ["NOSTATEANIME"] end # ÁöÁ¤µÇÁö ¾ÊÀº »óÅÂÀÌ»ó ID¿¡ ´ëÇÑ ÃʱⰪ return ["NONE"] end #-------------------------------------------------------------------------- # ++ ½½¸³µ¥¹ÌÁö ¼¼Æà #-------------------------------------------------------------------------- # ÀÚµ¿È¸º¹ ¿É¼Çµµ Æ÷ÇԵ˴ϴÙ. # # when 1 <- »óź¯È­ ID. ½½¸³µ¥¹ÌÁö´Â "SLIPDAMAGE" ¶ó°í À§¿¡ Ç¥±âµÇ¾î¾ß Àû¿ë # ¡¡¡¡¡¡¡¡º¹¼öÀÇ ¼¼Æõµ Àû¿ë°¡´ÉÇÕ´Ï´Ù. # ¿¹)[["hp",0,5,true],["mp",0,5,true]] - HP 0.5%¿Í MP0.5%ÀÇ µ¥¹ÌÁö ÀÔÀ½ # # ¡¡ ŸÀÔ, »ó¼ö, %, ÆËÀ©µµ?, Á×À½ Çã¿ë # return [["hp", 0, 10, true, true]] # # ŸÀÔ ? "hp" or "mp". # »ó¼ö ? °¢ Åϸ¶´Ù Àû¿ëµÉ »ó¼öÀÇ µ¥¹ÌÁö. À½¼ö´Â ȸº¹À» ¶æÇÔ´Ï´Ù # % - °¢ Åϸ¶´Ù Àû¿ëµÉ ÃÖ´ë HP/MP¿¡ ´ëÇÑ % ÀÇ µ¥¹ÌÁö. # ¿ª½Ã À½¼ö´Â ȸº¹. # ÆËÀ©µµ? - µ¥¹ÌÁö ÀÔÀº ¾çÀ» ÆË À©µµ¿ì¿¡ µï¿ï °ÍÀÎÁö. # Á×À½ Çã¿ë - true: ½½¸³µ¥¹ÌÁö·Î »ç¸ÁÇÒ¼öÀÖÀ½ # false: ½½¸³µ¥¹ÌÁö·Î Á×Áö ¾ÊÀ½. (1 HP·Î ÃÖÈÄ¿¡ »ì¾Æ³²½À´Ï´Ù) # # Notetags: # (Optional) # (Optional) def slip_extension case @id when 2 # Poison return [["hp", 0, 10, true, true]] end return [] end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # ¹«±â ¾×¼Ç ¼³Á¤ # # Tankentai Add-on ±â´É¿¡ Æ÷ÇÔµÈ, µ¥ÀÌÅͺ£À̽º Àû ij¸¯ÅÍÀÇ ³ëÆ® ÆíÁýÀ¸·Îµµ # ¼³Á¤ÀÌ °¡´ÉÇÕ´Ï´Ù. # # ¹æ½Ä: # key - ¿¬¼Óµ¿ÀÛÀÇ À̸§. À̸§¿¡ ³ëƮű׿¡ »ç¿ëµÇ´Â < ³ª >¸¦ »ç¿ëÇÏÁø ¸»¾Æ¾ßÇÔ # value - »ó¼ö°ª # value% - %°ª # id - ID µ¥ÀÌÅͺ£À̽º·ÎºÎÅÍÀÇ id # type - ¸Þ¸ðtag¿¡ µû¶ó Â÷ÀÌ°¡ ÀÖÀ½ (°¢°¢ÀÇ ¸Þ¸ð tag¿¡ µû¸¥ Á¤º¸¸¦ º¸¼¼¿ä) # filename - Graphics/Characters folder »óÀÇ ÆÄÀÏÀ̸§ #============================================================================== class Weapon #-------------------------------------------------------------------------- # ++ ¹«±â ¿¬¼Óµ¿ÀÛÀÇ ¼³Á¤ #-------------------------------------------------------------------------- # ¹«±â¸¦ »ç¿ëÇÒ¶§ÀÇ ¿¬¼Ó µ¿ÀÛ Ç¥½ÃÀÇ ¼³Á¤ÀÔ´Ï´Ù. # # when 1 <- ¹«±âÀÇ ID (µ¥ÀÌÅͺ£À̽º»ó) # return "NORMAL_ATTACK" <- À§¿¡¼­ Á¤ÀÇÇÑ ¿¬¼Óµ¿ÀÛÀÇ Å° ¸í # # Notetag: def base_action case @id when 1 return "NORMAL_ATTACK" end # Á¤ÀÇÇÏÁö ¾ÊÀº ±âº»°ª return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ++ ¹«±âÀÇ ±×·¡ÇÈ ¼³Á¤ #-------------------------------------------------------------------------- # Iconset.png ÀÌ¿ÜÀÇ ±×·¡ÇÈÀ¸·Î ¹«±âÀÇ ±×·¡ÇÈÀ» ¼³Á¤°¡´ÉÇÕ´Ï´Ù. # # return "001-Weapon01" <- ¹«±â À̹ÌÁöÀÇ ÆÄÀϸíÀÔ´Ï´Ù. # "" ÀÏ °æ¿ì ÀÌ ±â´ÉÀ» »ç¿ë¾Ê½À´Ï´Ù. # »ç¿ë½Ã¿£ Graphics/Characters Æú´õ¿¡ ÆÄÀÏÀÌ ÀÖ¾î¾ßÇÕ´Ï´Ù. # # Notetag: def graphic case @id when 1 return "" end # Á¤ÀÇÇÏÁö ¾ÊÀº ±âº»°ª return "" end #-------------------------------------------------------------------------- # ++ ´øÁö´Â ¹«±â ±×·¡ÇÈ #-------------------------------------------------------------------------- # Iconset.png ÀÌ¿ÜÀÇ ±×·¡ÇÈÀ¸·Î ´øÁ®Áø ¹«±âÀÇ ±×·¡ÇÈÀ» ¼³Á¤°¡´ÉÇÕ´Ï´Ù. # # return "001-Weapon01" <- ´øÁ®Áø ¹«±â À̹ÌÁöÀÇ ÆÄÀϸíÀÔ´Ï´Ù. # "" ÀÏ °æ¿ì ÀÌ ±â´ÉÀ» »ç¿ë¾Ê½À´Ï´Ù. # »ç¿ë½Ã¿£ Graphics/Characters Æú´õ¿¡ ÆÄÀÏÀÌ ÀÖ¾î¾ßÇÕ´Ï´Ù. # # Notetags: def flying_graphic case @id when 1 return "" end # Á¤ÀÇÇÏÁö ¾ÊÀº °Í¿¡ ´ëÇÑ ±âº»°ª return "" end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # ½ºÅ³ ¼³Á¤ # # Tankentai Add-on ±â´É¿¡ Æ÷ÇÔµÈ, µ¥ÀÌÅͺ£À̽º Àû ij¸¯ÅÍÀÇ ³ëÆ® ÆíÁýÀ¸·Îµµ # ¼³Á¤ÀÌ °¡´ÉÇÕ´Ï´Ù. # # ¹æ½Ä: # key - ¿¬¼Óµ¿ÀÛÀÇ À̸§. À̸§¿¡ ³ëƮű׿¡ »ç¿ëµÇ´Â < ³ª >¸¦ »ç¿ëÇÏÁø ¸»¾Æ¾ßÇÔ # value - »ó¼ö°ª # value% - %°ª # id - ID µ¥ÀÌÅͺ£À̽º·ÎºÎÅÍÀÇ id # type - ¸Þ¸ðtag¿¡ µû¶ó Â÷ÀÌ°¡ ÀÖÀ½ (°¢°¢ÀÇ ¸Þ¸ð tag¿¡ µû¸¥ Á¤º¸¸¦ º¸¼¼¿ä) # filename - Graphics/Characters folder »óÀÇ ÆÄÀÏÀ̸§ #============================================================================== class Skill #-------------------------------------------------------------------------- # ++ ½ºÅ³ÀÇ ¿¬¼Óµ¿ÀÛ ¼³Á¤ #-------------------------------------------------------------------------- # µ¥ÀÌÅͺ£À̽º»óÀÇ ½ºÅ³À» »ç¿ë ½Ã # sbs¿¡¼­ ÀçÁ¤ÀÇÇÑ ¹æ½ÄÀ¸·Î »ç¿ëµÇ°Ô ¸¸µå·Á¸é # ¿©±â¼­ ÀçÁ¤ÀÇ ÇØÁÖ¾î¾ßÇÕ´Ï´Ù. # ÀÌ °÷¿¡¼­ ÀçÁ¤ÀǵÇÁö ¾ÊÀº ½ºÅ³Àº µ¥ÀÌÅͺ£À̽º»óÀÇ # ¹æ½Ä´ë·Î¸¸ »ç¿ëµÇ°Ô µË´Ï´Ù. # # ¸Þ¸ð¿¡ Ãß°¡ : 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 # Á¤ÀǵÇÁö ¾ÊÀº ½ºÅ³µéÀÇ ÃʱⰪ return "SKILL_USE" end #-------------------------------------------------------------------------- # ++ ½ºÅ³ È®Àå ¼³Á¤ #-------------------------------------------------------------------------- # °¢ ½ºÅ³µé¿¡ µû¸£´Â Ư¼öÇÑ ºÎ°¡È¿°ú¸¦ ºÎ¿©ÇÕ´Ï´Ù. º¹¼ö °¡´É. # # "PERFECTHIT" -½ºÅ³Àº ÇÇÇÒ ¼ö ¾ø½À´Ï´Ù # "IGNOREREFLECT" -½ºÅ³Àº µ¥¹ÌÁö ¹Ý»ç¸¦ ¹«½ÃÇÕ´Ï´Ù # "HELPHIDE" -»ç¿ë ½Ã ÇïÇÁ À©µµ¿ì¸¦ °¨Ãä´Ï´Ù # "TARGETALL" -¸ðµç Àû°ú ¾Æ±º¿¡°Ô ¸ðµÎ ¿µÇâÀ» ¹ÌĨ´Ï´Ù # "RANDOMTARGET" -µ¥ÀÌÅͺ£À̽º¿¡¼­ ÁöÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ ·£´ý Ÿ°ÙÀ» Àâ¾Æ »ç¿ë # "OTHERS" -½ºÅ³Àº ij½ºÅÍ ÀÌ¿ÜÀÇ ¸ðµç ¹èƲ·¯¿¡°Ô ¿µÇâÀ» ÁÝ´Ï´Ù # "NOOVERKILL" -Ÿ°ÙÀÇ HP°¡ 0¿¡ µµ´ÞÇÏ´Â ÃÖÈÄÀÇ µ¥¹ÌÁö¸¦ ÁÖÁö ¸øÇԹ̴٠# "NOFLASH" - Ç÷¡½Ã È¿°ú¸¦ ¹«È¿·Î ÇÕ´Ï´Ù # "NONE" - ±âº»°ªÀÔ´Ï´Ù. def extension case @id when 86 # ½ºÅ³ ID return ["NOOVERKILL"] # È®Àå when 94 return ["NOOVERKILL"] when 98 return ["NOOVERKILL"] when 100 return ["NOOVERKILL"] end # Á¤ÀǵÇÁö ¾ÊÀº ½ºÅ³µéÀÇ ±âº»°ª return ["NONE"] end #-------------------------------------------------------------------------- # ++ ³¯¾Æ°¡´Â ½ºÅ³ÀÇ ±×·¡ÇÈ ¼³Á¤ #-------------------------------------------------------------------------- # Iconset.png.ÀÌ¿ÜÀÇ ±×·¡ÇÈ »ç¿ëÀÌ °¡´ÉÇÕ´Ï´Ù. # # return "001-Weapon01" <- PNG À̹ÌÁö ÆÄÀÏÀÇ À̸§À» ³ÖÀ¸¼¼¿ä. ÀÌ ¶§, ÀÌ ÆÄÀÏÀº # GRAPHIC/CHARACTER Æú´õ¿¡ ÀÖ¾î¾ß¸¸ÇÕ´Ï´Ù # # Notetag: def flying_graphic case @id when 1 return "" end # ±âº»°ª return "" end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # ¾ÆÀÌÅÛ ¾×¼Ç ¼³Á¤ # # Tankentai Add-on ±â´É¿¡ Æ÷ÇÔµÈ, µ¥ÀÌÅͺ£À̽º Àû ij¸¯ÅÍÀÇ ³ëÆ® ÆíÁýÀ¸·Îµµ # ¼³Á¤ÀÌ °¡´ÉÇÕ´Ï´Ù. # # ¹æ½Ä: # key - ¿¬¼Óµ¿ÀÛÀÇ À̸§. À̸§¿¡ ³ëƮű׿¡ »ç¿ëµÇ´Â < ³ª >¸¦ »ç¿ëÇÏÁø ¸»¾Æ¾ßÇÔ # value - »ó¼ö°ª # value% - %°ª # id - ID µ¥ÀÌÅͺ£À̽º·ÎºÎÅÍÀÇ id # type - ¸Þ¸ðtag¿¡ µû¶ó Â÷ÀÌ°¡ ÀÖÀ½ (°¢°¢ÀÇ ¸Þ¸ð tag¿¡ µû¸¥ Á¤º¸¸¦ º¸¼¼¿ä) # filename - Graphics/Characters folder »óÀÇ ÆÄÀÏÀ̸§ #============================================================================== class Item #-------------------------------------------------------------------------- # ++ Item ID ¿¬¼Óµ¿ÀÛ ¼³Á¤ #-------------------------------------------------------------------------- # # Notetag: def base_action case @id when 1 # ¾ÆÀÌÅÛ ID return ["IGNOREREFLECT"] # ¼³Á¤ÇÑ ¿¬¼Óµ¿ÀÛ end # ¼³Á¤ÇÏÁö ¾ÊÀº ¾ÆÀÌÅ۵鿡 ´ëÇÑ ÃʱâÈ­ ¼³Á¤ return "ITEM_USE" end #-------------------------------------------------------------------------- # ++¾ÆÀÌÅÛ °­È­ È®ÀåÈ¿°ú ¼³Á¤ #-------------------------------------------------------------------------- # ½ºÅ³¿¡ Ãß°¡ÀûÀÎ È¿°ú¸¦ ÁÙ ¼ö ÀÖ½À´Ï´Ù.. # ½ºÅ³ ID¿¡ Àû¿ëµË´Ï´Ù. # # "PERFECTHIT" -¾ÆÀÌÅÛÀº ȸÇÇ°¡ ºÒ°¡´É # "IGNOREREFLECT" - ¹Ý»ç¸¦ ¹«½Ã # "HELPHIDE" -»ç¿ëÁß ÇïÇÁÀ©µµ¿ì ¼û±è # "TARGETALL" -¸ðµç Àû°ú ¾Æ±º¿¡ µ¿½Ã¿¡ Àû¿ëµÊ # "RANDOMTARGET" -Ÿ°ÙÀº µ¥ÀÌÅͺ£À̽º»ó Àû, ¾Æ±º ÁöÁ¤µÈ »óÅ¿¡¼­ ·£´ý ´ë»ó # "OTHERS" -¾ÆÀÌÅÛÀº »ç¿ëÀÚ¿¡°Õ ¿µÇâÀ» ¹ÌÄ¡Áö¸øÇÔ. # "NOOVERKILL" -ÀûÀÌ ÁװԵǴ °æ¿ì µ¥¹ÌÁö¸¦ ÁÖÁö ¾ÊÀ½ # "NOFLASH" -¹èƲ·¯°¡ ÇൿÇÒ¶§ Ç÷¡½Ã°¡ ÀϾÁö ¾ÊÀ½. def extension case @id when 1 # Item ID return ["IGNOREREFLECT"] # Extensions end # Default extensions for unassigned Item IDs. return ["IGNOREREFLECT"] end #-------------------------------------------------------------------------- # ++ ¾ÆÀÌÅÛÀÇ ³ª´Â ±×·¡ÇÈ ¼³Á¤ #-------------------------------------------------------------------------- # ´øÁö´Â ¹«±â ±×·¡ÇÈÀº Iconset.png ÀÌ¿Ü¿¡¼­µµ °¡Á®¿Ã ¼ö ÀÖ½À´Ï´Ù. # # ³ª´Â ±×·¡ÇÈÀº ¿òÁ÷ÀÌ´Â ¾Ö´Ï¸ÞÀÌ¼Ç Çؽ¬¿¡¼­ »ç¿ë°¡´ÉÇÕ´Ï´Ù. # # return "001-Weapon01" <- ¹«±â À̹ÌÁöÆÄÀÏÀ̸§ÀÔ´Ï´Ù. "" ÀÏ °æ¿ì, »ç¿ëÇÏÁö ¾Ê½À´Ï´Ù. # ÆÄÀÏÀº ¹Ýµå½Ã Graphics/Characters Æú´õ¿¡ Á¸ÀçÇØ¾ß ÇÕ´Ï´Ù. # # ³ëƮű×: def flying_graphic case @id when 1 return "" end # ÁöÁ¤ÇÏÁö ¾ÊÀº ¹«±â IDÀÇ ±×·¡ÇÈ ±âº»¼³Á¤ÀÔ´Ï´Ù. return "" end end end