RPG Tankentai Sideview(Kadukis Battler, ATB)
Version: SKS V. 3.3, ATB V. 1.1
Type: Kampfsystem
Einführung
Hallo, ich mache einen neuen Thread auf da der alte unübersichtlich ist und nicht mehr aktuell ist.
Dies ist ein Sideview Kampsystem von RPG Tankentei, welches den Angriff mit der Waffe durch die Icons animiert.
Es beinhaltet auch Special Skills, die haben die ID 84 - 105. Dieses Skript ist meiner Meinung nach das beste Sideview Skript,
welches für den VX bis jetzt erschienen ist.
Screenshots
Hab mal die von Kylock genommen.
(http://i184.photobucket.com/albums/x88/mrbubblewand/demo1a.png)(http://i184.photobucket.com/albums/x88/mrbubblewand/demo2copya.png)
(http://i184.photobucket.com/albums/x88/mrbubblewand/atb-1.png)(http://i184.photobucket.com/albums/x88/mrbubblewand/atboptions.png)
Demo
Original Demo V. 3.3 (http://www.megaupload.com/?d=54C491KT) New
Die Version mit Kadukis Battler (http://www.megaupload.com/?d=ONR30IFJ) New
SKS mit ATB (http://www.megaupload.com/?d=ZZXMCS4I) New
Instructions
1. Ihr fügt die 3 Teile des Skripts in euer Projekt über Main(Auch die Addons aus der Demo).
2. Ihr kopiert alle Grafiken in euer Projekt in euer Projekt(Die Actors sind nicht notwendig, der Rest schon).
3. Ihr macht 3 neue Statuse:
ID 18 = Doppelangriff
ID 19 = Quadro
ID 20 = Katzenangriff
Ihr dürft sie auch nach euren Bedürfnissen umbennen.
4. Ihr kopiert die Techniken von ID 84 bis ID 104 in euer Projekt(Wenn ihr diese Skills nich verwenden wollt müsst ihr
ID 84 bis ID 104 freilassen, denn es kommt sonst zu Problemen.
5. Ihr kopiert die Animationen ID 83 und ID 84 in euer Projekt.
6. Ihr gibt allen Waffen die passenden Icons.
7. Ihr macht bei Status unter ID 5 das Bogen Element und stellt es bei jedem Bogen so ein(Also jeder Bogen muss dieses Element haben
den sonst wirds nicht richtig angezeigt).
8. Ich denke ihr seit nun fertig^^
Minkoffs Animated Battler:
Ihr wollt es so haben wie auf dem 2 Pic?
Dann müsst ihr im Skript "SBS Config" einiges ändern:
1. Ihr sucht diese Stellen:
ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
WALK_ANIME = true
ANIME_PATTERN = 3
ANIME_KIND = 4
und ändert sie so um:
ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
WALK_ANIME = false
ANIME_PATTERN = 4
ANIME_KIND = 11
2. Ihr scrollt ein Stück runter bis ihr das hier seht:
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 1, 0, true,"" ],
"RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ],
"DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 0, 0, true,"" ],
"MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
"WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
"WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
"WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
Das ersetzt ihr mit dem:
"WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ],
"RIGHT(FIXED)" => [ 1, 5, 10, 1, 2, 1, 0, true,"" ],
"DAMAGE" => [ 1, 9, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 1, 1, 10, 1, 8, 0, 0, true,"" ],
"MOVE_TO" => [ 1, 4, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 1, 5, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 1, 0, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VL" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VS" => [ 1, 6, 6, 2, 0, -1, 2, true,""],
"WPN_SWING_UNDER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_SWING_OVER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_RAISED" => [ 1, 11, 2, 2, 28, -1, 2, true,""],
Dann müsstet ihr fertig sein. Ihr braucht dann nur die richtigen Grafiken.
Hier noch 3 Seiten die ich kenne für solche Grafiken, den Rest müsst ihr schon selber finden..
http://www.rmxp.org/forums/index.php?topic=47329.0 (http://www.rmxp.org/forums/index.php?topic=47329.0)
http://www.rmxp.org/forums/index.php?topic=24730.0 (http://www.rmxp.org/forums/index.php?topic=24730.0)
http://rmrk.net/index.php?topic=18613.0 (http://rmrk.net/index.php?topic=18613.0)
FAQ
Warum sehen meine Battler so aus? (http://i184.photobucket.com/albums/x88/mrbubblewand/why.png)
Du musst eine Charackter Datei machen, die nur 1 Charackter besitzt, wie hier:
(http://i184.photobucket.com/albums/x88/mrbubblewand/ralph.png)
Vergiss nicht vor der Datei ein $ zu schreiben (z.B $ralph.png)
Und auserdem musst du in der Datenbank, bei Heroes, den Helden die
neue Grafik zuweisen.
Wo befinden sich die Skripts?
Alle Skripts befinden sich im Skripteditor(Auf dem Bild). Drücke F10 oder den Button auf dem Bild.
(http://i184.photobucket.com/albums/x88/mrbubblewand/readme.png)
Ich bekomme diesen Fehler, was bedeutet das?:
[Script 'Sideview1' line 480: NoMethodError occurred
undefined method '' for nil:NilClass" ]
Das bedeutet du hast von einem altem Savegame geladen. Benutze immer neues Spiel, vorallem wenn du neue Skripts hinzufügst.
F: Kann ich das ATB System im Normalen Kampfsystem benutzen?
A: Nein. Das ATB Skript wurde extra für das SKS geschrieben.
[Script 'Sideview 2' line 208: NoMethodError occured.
undefined method `action' for nil:NilClass]
A: Installiere nicht "Enemy Gauge Addon" mit diesem ATB Skript! In diesem ATB Skript sind die Enemy Gauge schon eingebaut.
Credits and Thanks
Enu - Tankentai SBS
Kylock - Original SBS translation
Mr. Bubble - Continued SBS translation and STR33_ATB translation.
Shu - SBS translation help
Night'Walker - Configuration für Kaduki Battler
und auserdem müsst ihr in jedem Addon gucken, von wem das ist, und dem auch
Credits geben.
Wenn du diesen Skript benutzen möchtest, vergiss nicht diesen Personen ein Crediteintrag zu geben
Author's Notes
Hier (http://rpgex.sakura.ne.jp/home/) gehts zur Originalen Seite vom KS
Quelle (http://www.rpgrevolution.com/forums/index.php?showtopic=18304)
Kadukis Ressourcen (http://usui.moo.jp/rpg_tukuru.html)
Kadukus Templates (http://www.rpgrevolution.com/forums/index.php?showtopic=23578)
Ok, da sich eugene sich nicht zurückmeldet, poste ich mein sript mal allgemein hier rein. (Ich habe die Positonen vertauscht, aber sonst habe ich mich an die Instructionen (Minkhoffs animated Battler) von Seite 1 gehalten.
#==============================================================================
# ¦ Sideview Battle System Configurations (English Translation v2.1)
#------------------------------------------------------------------------------
# Original Script by:
# Enu (http://rpgex.sakura.ne.jp/home/)
# Original translation versions by:
# Kylock
# Translation continued by:
# Mr. Bubble
# Special thanks:
# Shu (for translation help)
# Moonlight (for her passionate bug support for this script)
# NightWalker (for his community support for this script)
#==============================================================================
#==============================================================================
# ¦ module N01
#------------------------------------------------------------------------------
# Sideview Battle System Config
#==============================================================================
module N01
#--------------------------------------------------------------------------
# ? Settings
#--------------------------------------------------------------------------
# Battle member starting positions
# X Y X Y X Y X Y
ACTOR_POSITION = [[430,150],[460,200],[490,250],[400,100]]
# Maximum party members that can fight at the same time.
# Remember to add/remove coordinates in ACTOR_POSITION if you adjust
# the MAX_MEMBER value.
MAX_MEMBER = 4
# Delay time after a battler completes an action in frames.
ACTION_WAIT = 12
# Delay time before enemy collapse (defeat of enemy) animation in frames.
COLLAPSE_WAIT = 12
# Delay before victory is processed in frames.
WIN_WAIT = 70
# BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity]
FLOOR = [0,96,128]
# Animation ID for any unarmed attack.
NO_WEAPON = 82
# Damage modifications when using two weapons. Values are percentages.
# 1st Wpn, 2nd Wpn
TWO_SWORDS_STYLE = [100,50]
# Auto-Life State, Revivial Animation ID
RESURRECTION = 41
# Damage POP image file name located in the System folder. Numbers are
# arranged 0 to 9.
DAMAGE_GRAPHICS = "Number+"
# Image file for recovery numbers.
RECOVER_GRAPHICS = "Number-"
# Distance between Damage POP display numbers.
NUM_INTERBAL = -3
# Duration (in frames) numbers are displayed.
NUM_DURATION = 68
# true: Disable Window graphic behind state names.
NON_DAMAGE_WINDOW = false
# POP Window indicator words. For no word results, use "".
POP_DAMAGE0 = "" # Attack results 0 damage
POP_MISS = "DANEBEN" # Attack missed
POP_EVA = "AUSGEWICHEN" # Attack avoided
POP_CRI = "KRITISCH" # Attack scored a critical hit
POP_MP_DAM = "MP VERLOREN" # Attack caused MP loss
POP_MP_REC = "MP BEKOMMEN" # Attack restored MP
# Set to false to remove shadow under actors
SHADOW = true
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = false
# Number of frames in a battler animation file. (horizontal frames)
ANIME_PATTERN = 4
# Number of types of battler animation file. (vertical frames)
ANIME_KIND = 11
# Set true to enable back attacks.
BACK_ATTACK = true
# Set true to reverse actors in event of back attack. Not functional.
BACK_ATTACK_NON_BACK_MIRROR = true
# Set equipment and skills to protect against back attacks
# Equipment must be equipped for effect, skills must be aquired
# and switches must be ON.
# For a single weapon: = [1] or Multiple Weapons: = [1,2]
# WEAPON IDs
NON_BACK_ATTACK_WEAPONS = []
# SHIELD IDs
NON_BACK_ATTACK_ARMOR1 = []
# HELMET IDs
NON_BACK_ATTACK_ARMOR2 = []
# BODY ARMOR IDs
NON_BACK_ATTACK_ARMOR3 = []
# ACCESSORY IDs
NON_BACK_ATTACK_ARMOR4 = []
# SKILL IDs
NON_BACK_ATTACK_SKILLS = []
# SWITCH Number (takes precedence) If switch is ON, Back attack ensured.
BACK_ATTACK_SWITCH = []
#==============================================================================
# ¦ Single Action Engine
#------------------------------------------------------------------------------
# These are utilized by sequenced actions and have no utility alone.
#==============================================================================
# A single-action cannot be used by itself unless it is used as part of a
# sequence.
ANIME = {
#--------------------------------------------------------------------------
# ? Battler Animations
#--------------------------------------------------------------------------
# No. - Battler graphic file used.
# 0: Normal Battler Graphic. In the case of Actors, 0 refers to
# default walking graphic.
# n: "Character Name + _n", where n refers to the file number
# extension. An example file would be "$Ralph_1". These
# files are placed in the Characters folder.
# Use "1" for non-standard battler, like Minkoff's.
#
# Row - Vertical position (row) of cells in battler graphic file. (0~3)
# Speed - Refresh rate of animation. Lower numbers are faster.
# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 ...
# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 ...
# [2: One Loop, no repeat] Example: 1 2 3 .
# Wait - Time, in frames, before animation loops again.
# Does not apply if Loop=2
# Fixed - Defines loop behavior or specific fixed cell display.
# -2: Reverse Loop Animation
# -1: Normal Loop Animation
# 0: No Loop Animation
# 1~3: Refers to cell on character sprite sheet starting
# where 1 = left-most cell.
# Z - Set battler's Z priority.
# Shadow - Set true to display battler shadow during animation; false to hide.
# Weapon - Weapon animation to play with battler animation. For no weapon
# animation, use "".
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ],
"RIGHT(FIXED)" => [ 1, 5, 10, 1, 2, 1, 0, true,"" ],
"DAMAGE" => [ 1, 9, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 1, 1, 10, 1, 8, 0, 0, true,"" ],
"MOVE_TO" => [ 1, 4, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 1, 5, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 1, 0, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VL" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VS" => [ 1, 6, 6, 2, 0, -1, 2, true,""],
"WPN_SWING_UNDER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_SWING_OVER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_RAISED" => [ 1, 11, 2, 2, 28, -1, 2, true,""],
#--------------------------------------------------------------------------
# ? Weapon Animations
#--------------------------------------------------------------------------
# Weapon Animations can only be used with Battler Animations as seen
# and defined above.
#
# 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 - If true, weapon sprite is displayed over battler sprite.
# If 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. 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.
# Action Name Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, 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 Movements
#--------------------------------------------------------------------------
# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
# 1 unit = 1 pixel
# [0: Battler's Current Position]
# [1: Battler's Selected Target]
# [2: Screen; (0,0) is at upper-left of screen]
# [3: Battle Start Position]
# X - X-axis pixels from origin.
# Y - Y-axis pixels from origin. Please note that the Y-axis is
# inverted. This means negative values move up, positive values move down.
# Time - Travel time. Larger numbers are slower. The distance is
# divided by one frame of movement.
# 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 Animation utilized during moving.
# Origin X Y Time Accel Jump Animation
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "WAIT(FIXED)"],
"START_POSITION" => [ 0, 54, 0, 1, 0, 0, "MOVE_TO"],
"BEFORE_MOVE" => [ 3, -32, 0, 18, -1, 0, "MOVE_TO"],
"AFTER_MOVE" => [ 0, 32, 0, 8, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_1" => [ 2, 444, 96, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_2" => [ 2, 444, 212, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_3" => [ 2, 384, 64, 18, -1, 0, "MOVE_TO"],
"4_MAN_ATTACK_4" => [ 2, 384, 244, 18, -1, 0, "MOVE_TO"],
"DEAL_DAMAGE" => [ 0, 32, 0, 4, -1, 0, "DAMAGE"],
"EXTRUDE" => [ 0, 12, 0, 1, 1, 0, "DAMAGE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_TO"],
"MOVING_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_TO"],
"MOVING_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_TO"],
"PREV_MOVING_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_TO"],
"PREV_MOVING_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_TO"],
"MOVING_TARGET_RIGHT" => [ 1, 96, 32, 16, -1, 0, "MOVE_TO"],
"MOVING_TARGET_LEFT" => [ 1, 96, -32, 16, -1, 0, "MOVE_TO"],
"JUMP_TO" => [ 0, -32, 0, 8, -1, -4, "MOVE_TO"],
"JUMP_AWAY" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_TO"],
"THROW_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_TO"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "ABOVE_DISPLAY"],
"PREV_JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"PREV_STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"JUMP_FIELD_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"],
#--------------------------------------------------------------------------
# ? Battler Float Animations
#--------------------------------------------------------------------------
# These types of single-actions defines the movement of battlers from their
# own shadows.
#
# 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.
# Time - Duration of movement from point A to point B
# Animation - Specifies the Battler Animation to be used.
# Type A B Time Animation
"FLOAT_" => ["float", -22, -20, 2, "WAIT(FIXED)"],
"FLOAT_2" => ["float", -20, -18, 2, "WAIT(FIXED)"],
"FLOAT_3" => ["float", -18, -20, 2, "WAIT(FIXED)"],
"FLOAT_4" => ["float", -20, -22, 2, "WAIT(FIXED)"],
"JUMP_STOP" => ["float", 0, -80, 4, "WAIT(FIXED)"],
"JUMP_LAND" => ["float", -80, 0, 4, "WAIT(FIXED)"],
"LIFT" => ["float", 0, -30, 4, "WAIT(FIXED)"],
#--------------------------------------------------------------------------
# ? Battler Position Reset
#--------------------------------------------------------------------------
# These types of single-actions define when a battler's turn is over and
# will reset the battler back to its starting coordinates. This type of
# single-action is required in all sequences.
#
# Please note that after a sequence has used this type of single-action,
# no more damage can be done by the battler since its turn is over.
#
# Type - Always "reset"
# Time - Time it takes to return to starting coordinates. Movement speed
# fluctuates depending on distance from start coordinates.
# Accel - Positive values accelerate. Negative values decelerate.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Specifies the Battler Animation to be used.
# Type Time Accel Jump Animation
"COORD_RESET" => ["reset", 16, 0, 0, "MOVE_TO"],
"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY"],
#--------------------------------------------------------------------------
# ? Forced Battler Actions
#--------------------------------------------------------------------------
# These types of single-actions allow forced control of other battlers
# that you define.
#
# Type - Specifies action type. "SINGLE" or "SEQUENCE"
#
# Object - The battler that will execute the action defined under Action
# Name. 0 is for selected target, and any other number is a State
# number (1~999), and affects all battlers with the State on them.
# By adding a - (minus sign) followed by a Skill ID number (1~999),
# it will target the actors that know the specified skill, besides
# the original actor.
# 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 canceled. (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.
# Action Name - Specifies action used. If Type is SINGLE, then Action Name
# must be a single-action function. If Type is SEQUENCE,
# the Action Name must an action sequence name.
# Type Object Reset Type Action Name
"LIGHT_BLOWBACK" => ["SINGLE", 0, "COORD_RESET", "EXTRUDE"],
"RIGHT_TURN" => ["SINGLE", 0, "COORD_RESET", "CLOCKWISE_TURN"],
"DROP_DOWN" => ["SINGLE", 0, "COORD_RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "COORD_RESET", "OBJ_TO_SELF"],
"LIFT_ALLY" => ["SINGLE", 0, "", "LIFT"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "COORD_RESET", "ULRIKA_ATTACK_1"],
"4_MAN_ATK_1" => ["SEQUENCE", -101, "COORD_RESET", "4_MAN_ATTACK_1"],
"4_MAN_ATK_2" => ["SEQUENCE", -102, "COORD_RESET", "4_MAN_ATTACK_2"],
"4_MAN_ATK_3" => ["SEQUENCE", -103, "COORD_RESET", "4_MAN_ATTACK_3"],
"ALLY_FLING" => ["SEQUENCE", 1000, "COORD_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 canceled. (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)]
# Target Mod name 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 Linking
#--------------------------------------------------------------------------
# Linking to the next skill will stop any current action. Linking to the
# next skill will also require and consume MP/HP cost of that skill.
#
# Type - Always "der"
# Chance - Chance, in percent, to link to the defined skill ID. (0~100)
# Link - 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.
# Action Name Type Chance Link Skill ID
"LINK_SKILL_91" => ["der", 100, true, 91],
"LINK_SKILL_92" => ["der", 100, true, 92],
#--------------------------------------------------------------------------
# ? Action Conditions
#--------------------------------------------------------------------------
# If the condition is not met, all current actions are canceled.
#
# A: Type - always "nece"
# B: Object - Object 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 - This value is determined by the value you set for Content.
#
* State: State ID
# [1] Parameter: [0=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility]
# [2] Switch: Game Switch Number
# [3] Variable: Game Variable Number
# [4] Skill: Skill ID
#
# E: Supplement - Supplement for the Condition as defined above.
#
* State: Amount 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.
# [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
# [3] Variable: Game variable value used to determine if condition is met. If
# supplement value is positive, Game Variable must have more
# than the defined amount to succeed. If supplement 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.
# Type Obj Cont Cond Supplement
# A B C D E
"2_MAN_ATK_COND" => ["nece", 3, 0, 18, 1],
"4_MAN_ATK_COND" => ["nece", 3, 0, 19, 3],
"FLOAT_STATE" => ["nece", 0, 0, 17, 1],
"CAT_STATE" => ["nece", 0, 0, 20, 1],
#--------------------------------------------------------------------------
# ? Battler Rotation
#--------------------------------------------------------------------------
# Rotates battler image. Weapon Animations are not automatically adjusted
# for Battler Rotation like with Invert settings.
#
# Type - always "angle"
# Time - Duration duration of rotation animation in frames.
# Start - Starting angle. 0-360 degrees. Negative values = counter clockwise.
# End - Ending Angle. 0-360 degress. Negative values = counter clockwise.
# Return - true: End of rotation is the same as end of duration.
# false: Rotation animation as defined.
# Type Time Start End Return
"FALLEN" => ["angle", 1, -90, -90,false],
"CLOCKWISE_TURN" => ["angle", 48, 0,-360,false],
"COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
#--------------------------------------------------------------------------
# ? Battler Zoom
#--------------------------------------------------------------------------
# Stretch and shrink battler sprites with these single-actions.
Ich hoffe, jemand findet den Fehler.
Mfg,
Seth