AccueilAccueil  PortailPortail  RechercherRechercher  Dernières imagesDernières images  S'enregistrerS'enregistrer  ConnexionConnexion  



-28%
Le deal à ne pas rater :
-28% Machine à café avec broyeur à grain MELITTA Purista
229.99 € 318.99 €
Voir le deal

Partagez
 

 degats apres animation pour les sort

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
Shyno19
Va-nu-pieds Lv.4
Va-nu-pieds Lv.4
Shyno19


Inscrit le : 22/03/2011
Messages : 66

degats apres animation pour les sort Empty
MessageSujet: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitimeMar 29 Mar 2011 - 23:48

Bonjours

j'utilise actuellement le script RPG Tankentai SBS 3.3d Kaduki & ATB 1.1i

Et voici mon soucis.

j'ai créer une animation pour un sort qui dure environs une 60ene de frame mais le probleme c'est que les dégâts de mon sort arrive des le début de l'animation.

Ma question :

-Comment faire en sorte que les dégâts apparaissent a la fin de l'animation ?


Mon script

Code:
#==============================================================================
# ■ Sideview Battle System Configurations [3.3d] (English Translation v2.6)
#------------------------------------------------------------------------------
#  Original Script by:
#              Enu ( http://rpgex.sakura.ne.jp/home/ )
#  English Localization:
#              Kylock, Mr. Bubble, Shu
#  Contributors & Special Thanks:
#              Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
#              blackmorning, Mithran, Kaduki, Enu
#              (See [Credits] for more information)
#==============================================================================

#==============================================================================
# ■ module N01
#------------------------------------------------------------------------------
#  Sideview Battle System Config
#==============================================================================
module N01
 #--------------------------------------------------------------------------
 # ● Settings
 #--------------------------------------------------------------------------
  # Battle member starting positions
  #              Position 1,  Pos. 2,  Pos. 3,  Pos. 4
  #                  X  Y    X  Y    X  Y    X  Y
  ACTOR_POSITION = [[415,120],[435,150],[455,180],[475,210]]
  # 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 after a battler completes an action in frames.
  ACTION_WAIT = 12
  # Delay before enemy collapse (defeat of enemy) animation in frames.
  COLLAPSE_WAIT = 12
  # Delay before victory is processed in frames.
  WIN_WAIT = 70
 
  # Text that appears in Help Window when Guard is used.
  GUARD_HELP_TEXT = "Guards"
  # Text that appears in Help Window when escaping from battle.
  ESCAPED_HELP_TEXT = "Escaped"
 
  # BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity]
  FLOOR = [0,96,128]
  # BattleFloor image file in the System folder.  If "", none is used.
  BATTLEFLOOR_GRAPHIC = "BattleFloor"
 
  # Emotion Balloon graphics file in the System folder.  Balloons used in battle
  # can be different than those used in a game map.  Balloon file must be
  # 10x8 frames, similar to the RTP Balloons.
  BALLOON_GRAPHICS = "Balloon"
 
  # Animation ID for any unarmed attack.
  NO_WEAPON = 82
  # Damage modifications when using two weapons.  Values are percentages.
  # 2nd Wpn value will also directly affect skill damage caused by actors
  # while wielding two weapons. Be aware of this when adjusting 2nd Wpn value.
  #              1st Wpn, 2nd Wpn
  TWO_SWORDS_STYLE = [100,100]
  # Revivial Animation ID when revived by an Auto-Life State
  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-"
  # true: Use separate number graphics for MP recovery and damage.
  # false: Use original method which uses DAMAGE_GRAPHICS and RECOVER_GRAPHICS
  #        for MP recovery and damage.
  USE_MP_POP_GRAPHICS = true
  # Image file for MP damage numbers.
  MP_DAMAGE_GRAPHICS = "MP_Number+"
  # Image file for MP recovery numbers.
  MP_RECOVER_GRAPHICS = "MP_Number-"
  # Distance adjustment (in pixels) between POP Damage digits.  Can be negative.
  NUM_INTERBAL = -12
  # Duration (in frames) POP numbers are displayed.
  NUM_DURATION = 68
  # true: Disable Window skin behind the POP Window such as from state names.
  # false: POP Window skin is used.
  NON_DAMAGE_WINDOW = false
  # POP Window indicator text.  For no text results, use "".
  POP_DAMAGE0 = ""            # Attack results 0 damage
  POP_MISS    = "MISS"        # Attack missed 
  POP_EVA    = "EVADE"      # Attack avoided
  POP_CRI    = "CRITICAL"    # Attack scored a critical hit
  POP_MP_DAM  = "MP DAMAGE"  # Attack caused MP loss
  POP_MP_REC  = "MP RECOVER"  # Attack restored MP
 
  # Set to false to remove shadow under all battlers in all cases.
  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 graphic file
  # is not used. "_1" and subsequent files ("_2", "_3", etc.) must have
  # the same length and width as the "_1" file.
  WALK_ANIME = false
  # Number of vertical columns in an animated battler file.
  ANIME_PATTERN = 3
  # Number of horizontal rows in an animated battler file.
  ANIME_KIND = 4
 
  # 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
  # Defined equipment must be equipped to take 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 = []
  # Armor IDs
  NON_BACK_ATTACK_ARMOR3 = []
  # Accessory IDs
  NON_BACK_ATTACK_ARMOR4 = []
  # Skill IDs
  NON_BACK_ATTACK_SKILLS = []
  # Switch IDs (takes precedence over everything else) If switch is ON,
  # Back attack guaranteed.
  BACK_ATTACK_SWITCH = []
 
  # If another Game_Battler method can alter immortality put the name
  # here in quotes
  # Example: ["my_script_set_immortal"]
  # The method will then automatically assign 'non_dead' to the correct value.
  # This is unecessary unless another script can change the value of @immortal
  # through a nonstandard accessor.  Otherwise, ignore this.
  IMMORTALITY_CHANGING_METHODS = ["your_method_here"] # (untested)
 
#==============================================================================
# ■ ANIME Engine
#------------------------------------------------------------------------------
# ANIME hashes are utilized by ACTION sequences and have no utility alone.
#==============================================================================
 # An ANIME hash cannot be used by itself unless it is used as part of an
 # ACTION sequence.
  ANIME = {
 #--------------------------------------------------------------------------
 # ● Battler Frame 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 or Kaduki.
  #
  # 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 ...
  #          [1: "One-Way" Loop]      Example: 1 2 3 1 2 3 1 2 3 ...
  #          [2: One Loop, no repeat]  Example: 1 2 3 .
  # Wait  - Time, in frames, before animation loops again.
  #          Does not apply if Loop=2
  # Fixed  - Defines loop behavior or specific fixed frame display.
  #          -2: Reverse Loop Animation.  Also reverses weapon animation.
  #          -1: Normal Loop Animation
  #        0~2: Fixed frame display.  Refers to frame on character sprite
  #              sheet starting where 0 = left-most frame.
  # Z      - Set battler's Z priority.
  # Shadow - Set true to display battler shadow during animation; false to hide.
  # Weapon - Weapon Animation to play with battler frame animation.  For no
  #          weapon animation, use "".

  # ANIME Key            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)"    => [  0,  2,  10,  1,  2,  1,  0, true,  "" ],
  "DAMAGE"          => [  1,  1,  5,  2,  24,  -1,  0, true,  "" ],
  "ATTACK_FAIL"    => [  2,  3,  10,  1,  8,  0,  0, true,  "" ],
  "MOVE_TO"        => [  1,  3,  11,  2,  0,  -1,  0, true,  "" ],
  "MOVE_AWAY"      => [  1,  3,  11,  2,  0,  -1,  0, true,  "" ],
  "ABOVE_DISPLAY"  => [  0,  1,  2,  1,  0,  -1, 600, true,  "" ],
  "WPN_SWING_V"    => [  3,  0,  4,  2,  0,  -1,  0, 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"],
  "WAIT_CRITICAL"  => [  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"    => [  1,  3,  5,  0,  0,  -1,  0, true, "NO_SWING" ],
  "JUMP_ATTACK"    => [  3,  0,  5,  2,  0,  0,  0, true,  "" ],

 #--------------------------------------------------------------------------
 # ● Weapon Animations
 #--------------------------------------------------------------------------
  # Weapon Animations can only be used within Battler Frame Animation hashes
  # as defined above. 
  #
  # The amount of frames a Weapon Animation has is equal to ANIME_PATTERN.
  #
  # 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.
 
  # ANIME Key        Xa  Ya  Za    A1    A2  Or  Inv  Xs  Ys  Xp  Yp Weapon2
  "NO_SWING"    => [  0,  0, false, 260, 260,  4, false,  1,  1,  0,  0,false],
  "VERT_SWING"  => [  0,  0, false,-135,  45,  4, false,  1,  1,  0,  0,false],
  "VERT_SWINGL"  => [  0,  0, false,-135,  45,  4, false,  1,  1,  0,  0, true],
  "UNDER_SWING"  => [  6,  8, false, 270,  45,  4, false,  1,  1, -4, -6,false],
  "OVER_SWING"  => [  6,  8, false,  45,-100,  4, false,  1,  1, -4, -6,false],
  "RAISED"      => [  6, -4, false,  90, -45,  4, false,  1,  1, -4, -6,false],

 #--------------------------------------------------------------------------
 # ● Battler Movements
 #--------------------------------------------------------------------------
  # Battler Movement hashes control the movement of battlers in the battle
  # scene.
  #
  # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
  #            [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.  1 unit = 1 pixel
  # Y - Y-axis pixels from origin.  Please note that the Y-axis is
  #    inverted. This means negative values move up, positive values
  #    move down.  1 unit = 1 pixel
  # Time - Total travel time from starting to end point. 
  #        Larger numbers are slower.
  # Accel - Positive values accelerates frames.  Negative values decelerates.
  # Jump - Negative values produce a jumping arc.  Positive values produce
  #        a reverse arc.  [0: No jump]
  # Animation - Battler Frame Animation utilized during moving.
 
  # ANIME Key                  Origin  X  Y  Time  Accel Jump 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,  -2,  "VICTORY_POSE"],
  "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, 35,  0,  0,  "ATTACK_MOVE"],
  "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"],
  "JUMP_BACK"              => [  0, 32,  0,  16,  0,  -4,  "EVADING_POSE"],
  "FRONT_JUMP"              => [  0, -32,  0,  16,  0,  -3,  "JUMP_ATTACK"],
 
Revenir en haut Aller en bas
Shyno19
Va-nu-pieds Lv.4
Va-nu-pieds Lv.4
Shyno19


Inscrit le : 22/03/2011
Messages : 66

degats apres animation pour les sort Empty
MessageSujet: Re: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitimeMar 29 Mar 2011 - 23:48

suite
Code:
#--------------------------------------------------------------------------
 # ● Battler Position Reset
 #--------------------------------------------------------------------------
  # Battler Position Reset hashes define when a battler's turn is over and
  # will reset the battler back to its starting coordinates.  This type of
  # ANIME hash is required in all sequences.
  #
  # Please note that after a sequence has used a Battler Position Reset hash,
  # no more damage can be done by the battler because its turn is over.
  #
  # Type - Always "reset"
  # Time - Total travel time from current location to start coordinates.
  #        Distance from start coordinates determines visual movement speed.
  # Accel - Positive values accelerate.  Negative values decelerate.
  # Jump - Negative values produce a jumping arc.  Positive values produce
  #        a reverse arc.  [0: No jump]
  # Animation Key - Specifies the Battler Frame Animation hash to be used.
 
  # ANIME Key        Type  Time Accel Jump AnimationKey
  "COORD_RESET"  => ["reset", 16,  0,  0,  "MOVE_TO"],
  "FLEE_RESET"    => ["reset", 16,  0,  0,  "MOVE_AWAY"],
  "JUMP_RESET"    => ["reset", 16,  0,  -2,  "MOVE_TO"],
 
 #--------------------------------------------------------------------------
 # ● Forced Battler Actions
 #--------------------------------------------------------------------------
  # These types of ANIME hash allow forced control of other battler objects
  # that you define.  This is particuarly used to control battlers when
  # it is not their turn.
  #
  # Type - Specifies action type.  "SINGLE" or "SEQUENCE"
  #
  # Object -    The battler(s) that will execute the specific action defined under
  #          ANIME/ACTION Key. 0 is for selected target.  Any other positive
  #          number is a State ID number (1~999) that will force all battlers
  #          with that State on them to execute the ANIME/ACTION Key.
  #            By adding a - (minus sign) followed by a Skill ID number (1~999),
  #          the actors that know that Skill ID will execute the defined
  #          ANIME/ACTION Key except the active battler.
  #            If you want to define a specific actor as the Object,
  #          add 1000 to their index ID number. If the system cannot designate
  #          the index number(such as if actor is dead or ran away), it will
  #          select the nearest one starting from 0.  If a response fails,
  #          the action will be cancelled. (Example: Ylva's actor ID is 4.  A
  #          value of 1004 would define Ylva as the Object.)
  #
  # Reset Type - Specifies method of returning the battler to its original
  #                location.
  # ANIME/ACTION Key - Specifies action used.  If Type is SINGLE,
  #              must be an ANIME hash key.  If Type is SEQUENCE,
  #              must an ACTION sequence key.

  #  ANIME Key              Type  Object  Reset Type      ANIME/ACTION Key
  "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 cancelled. (Example: Ylva's actor ID is 4.  A
  #          value of 1004 would define Ylva as the Object.)
  #
  # Target - New Target. [0=Self]  [1=Self's Target]
  #                      [2=Self's Target After Modification]
  #                      [3=Reset to Previous Target (if 2 was used)]
 
  # ANIME Key                  Type  Object  Target
  "REAL_TARGET"          => ["target",    0,  0],
  "TWO_UNIFIED_TARGETS"  => ["target",  18,  1],
  "FOUR_UNIFIED_TARGETS"  => ["target",  19,  1],
  "ALLY_TO_THROW"        => ["target", 1000,  2],
  "THROW_TARGET"          => ["target", 1000,  3],
 
 #--------------------------------------------------------------------------
 # ● Link Skills (Derivating Skills)
 #--------------------------------------------------------------------------
  # Linking to the next skill will stop any current sequence.  Linking to the
  # next skill will also require and consume MP/HP cost of that skill.  If
  # the skill link is not successful, the link will be skipped and the
  # sequence will continue.
  #
  # Type - Always "der"
  # Chance - Chance, in percent, to link to the defined skill ID. (0~100)
  # Learned? - true: actor does not require Skill ID learned to link.
  #            false: actor requires Skill ID learned.
  # Skill ID - ID of the skill that will be linked to.
 
  # ANIME Key            Type  Chance  Learn?  Skill ID
  "LINK_SKILL_91"    => ["der", 100,  true,  91],
  "LINK_SKILL_92"    => ["der", 100,  true,  92],
 


 #--------------------------------------------------------------------------
 # ● Action Conditions
 #--------------------------------------------------------------------------
  # If the condition is met, the ACTION sequence will continue processing
  # normally.  If the condition is not met, the battler's turn will immediately
  # be ended and will reset to its start coordinate.
  #
  # A: Type - always "nece"
  # B: Object - Object(s) that Condition refers to. [0=Self] [1=Target]
  #                                          [2=All Enemies] [3=All Allies]
  # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
  #
  # D: Condition - Condition is determined by the value you set for Content.
  # [0] State: State ID Number
  # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEF] [4=SPI] [5=AGI]
  # [2] Switch: Game Switch Number
  # [3] Variable: Game Variable Number
  # [4] Skill: Skill ID Number
  #
  # E: Condition Value - Value required for the Condition as defined above.
  # [0] State: Exact amount of states required.  If number is positive, the
  #            condition is how many have the state, while a negative number
  #            are those who don't have the state.
  # [1] Parameter: If Object is more than one battler, average is used.
  #                Success if Parameter is greater than value.  If Value
  #                is negative, then success if lower than value.
  # [2] Switch: If Condition is 2, Condition Value must be true or false.
  #            [true: Switch ON succeeds] [false: Switch OFF succeeds]
  # [3] Variable: Game Variable value used to determine if condition is met. If
  #              Condition Value is positive, Game Variable must have more
  #              than the defined amount to succeed.  If Condition Value has a
  #              minus symbol (-) attached, Game Variable must have less than
  #              the defined amount to succeed.  (Ex: -250 means the Game
  #              Variable must have a value less than 250 to succeed.)
  # [4] Skill: Required amount of battlers that have the specified Skill
  #            ID learned.
 
  # ANIME Key            Type  Obj  Cont  Cond  Cond Value
  #                        A    B  C    D    E
  "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 Sprite Rotation
 #--------------------------------------------------------------------------
  # Rotates battler sprite image.  Weapon Animations do not automatically
  # rotate when used in conjunction with Battler Sprite Rotation ANIME hashes.
  #
  # Type - always "angle"
  # Time - Duration duration of rotation animation in frames.
  # Start - Starting angle. 0-360 degrees.  Can be negative.
  # End - Ending Angle. 0-360 degress.  Can be negative.
  # Return - true: End of rotation is the same as end of duration.
  #          false: Rotation animation as defined.
 
  # ANIME Key                Type  Time Start  End  Return
  "FALLEN"                => ["angle",  1, -90, -90,false],
  "CLOCKWISE_TURN"        => ["angle", 48,  0,-360,false],
  "COUNTERCLOCKWISE_TURN" => ["angle",  6,  0, 360,false],

 #--------------------------------------------------------------------------
 # ● Battler Sprite Zoom
 #--------------------------------------------------------------------------
  # Stretch and shrink battler sprites.  Battler zoom is always temporary.
  #
  # Type - always "zoom"
  # Time - Duration of zoom animation in frames.
  # X - X scale - Stretches battler sprite horizontally by a factor of X.
  #              1.0 is normal size, 0.5 is half size.
  # Y - Y scale - Stretches battler sprite vertically by a factor of Y.
  #              1.0 would be normal size, 0.5 would be half size.
  # Return - true: End of rotation is the same as end of duration.
  #          false: Zoom animation as defined.
 
  # ANIME Key           Type  Time  X    Y  Return
  "X_SHRINK"        => ["zoom", 16, 0.5, 1.0, true],
  "Y_SHRINK"        => ["zoom", 16, 1.0, 0.5, true],
 
 #--------------------------------------------------------------------------
 # ● Damage and Database-Assigned Animations
 #--------------------------------------------------------------------------
  # These ANIME hashes deal with animations, particularly with those assigned
  # in the Database for Weapons, Skills and Items.  These are what causes
  # any damage/healing/state/etc. application from Weapons, Skills and Items.
  #
  # A difference between "anime" and "m_a" ANIME hashes is that
  # "anime" triggered animations will move with the Object on the screen.  The
  # Z-axis of animations will always be over battler sprites. 
  #
  # If the "ID" variable is -1 or -2, the ANIME hash will cause damage, etc.
  #
  # Type - always "anime"
  # ID - (-1): Uses assigned animation from game Database.
  #      (-2): Uses equipped Weapon animation as assigned in the Database.
  #  (1~999): Database Animation ID.
  # Object - [0=Self] [1=Target]
  # Invert - If set to true, the animation is inverted horizontally.
  # Wait - true: Sequence will not continue until animation is completed.
  #        false: Sequence will continue regardless of animation length.
  # Weapon2 - true: If wielding two weapons, damage and animation will be
  #                based off Weapon 2.
 
  # ANIME Key              Type  ID  Object Invert  Wait  Weapon2
  "OBJ_ANIM"          => ["anime",  -1,  1,  false,  false, false],
  "OBJ_ANIM_WEIGHT"  => ["anime",  -1,  1,  false,  true, false],
  "OBJ_ANIM_WEAPON"  => ["anime",  -2,  1,  false,  false, false],
  "OBJ_ANIM_L"        => ["anime",  -1,  1,  false,  false,  true],
  "HIT_ANIM"          => ["anime",  1,  1,  false,  false, false],
  "KILL_HIT_ANIM"    => ["anime",  11,  1,  false,  false, false],
  "ANIM_WAIT"    => ["anime",  107,  1,  false,  true, false],
 #--------------------------------------------------------------------------
 # ● Movement and Display of Animations
 #--------------------------------------------------------------------------
  # Movement and Display of Animations hashes provide motion options for
  # animations used for effects such as long-ranged attacks and projectiles. 
  # Weapon sprites can also substitute animations.
  #
  # A difference between "m_a" and "anime" ANIME hashes is that "m_a"
  # animations will stay where the Object was even if the Object moves while
  # the animation plays.
  #
  # Type - always "m_a"
  # ID - 1~999: Database Animation ID
  #          0: No database animation used.
  # Object - Animation's target. [0=Target] [1=Enemy's Area]
  #                              [2=Party's Area] [4=Self]
  # Pass -  [0: Animation stops when it reaches the Object.]
  #        [1: Animation passes through the Object and continues.]
  # Time - Total travel time of animation from starting to end point.  Larger
  #        values slow down travel speed.  This value also determines the length
  #        of time the animation will display on screen.  It is possible for
  #        animations to get cut short before it completes.  Increase this value
  #        to ensure that animations don't get cut short.
  # Arc - Trajectory - Positive values produce a low arc.
  #                    Negative values produce a high arc.
  #                    [0: No Arc]
  # Xp - X Pitch - Adjusts the initial X coordinate of the animation.
  #                Enemy calculation will be automatically inverted.
  # Yp - Y Pitch - Adjusts the initial Y coordinate of the animation.
  # Start - Defines origin of animation movement.
  #              [0=Self] [1=Target] [2=No Movement]
  # Z-axis - true: Animation will be over the battler sprite.
  #          false: Animation will be behind battler sprite.
  # Weapon - Insert only "Throwing Weapon Rotation" and
  #          "Throwing Skill Rotation" ANIME keys.
  #          For no weapon sprite, use "".
 
  # ANIME Key              Type  ID Object Pass Time Arc  Xp Yp Start Z Weapon
  "START_MAGIC_ANIM"    => ["m_a", 86,  4,  1,  50,  0,  0,  0,  0,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"],
  "STAND_CAST"          => ["m_a", 80,  1,  0,  64,  0,  0,  0,  2, true,""],

 #--------------------------------------------------------------------------
 # ● Throwing Weapon Sprite Rotation
 #--------------------------------------------------------------------------
  # These are used to rotate weapon sprites that are "thrown" with Movement of
  # Animation ANIME hashes.
  # You may assign a different weapon graphic to be thrown in this
  # configuration script under Throwing Weapon Graphic Settings.
  #
  # Start - Starting angle in degrees (0-360)
  # End - Ending angle in degrees. (0-360)
  # Time - Duration, in frames, of a single rotation.  Rotation will continue
  #        until the animation is complete.
 
  # ANIME Key          Start  Angle  Time
  "WPN_ROTATION"    => [  0, 360,  8],
 
 #--------------------------------------------------------------------------
 # ● Throwing Skill Rotation
 #--------------------------------------------------------------------------
  # Different from Throwing Weapon Rotation. These ANIME hashes are used to
  # rotate weapon sprites that are "thrown" with Movement of Animation ANIME
  # objects. These are specifically used with skills. You may assign a different
  # weapon graphic to be thrown in this configuration script under
  # Throwing Weapon Graphic Settings. 
  #
  # Start - Starting angle in degrees (0-360)
  # End - Ending angle in degrees. (0-360)
  # Time - Duration, in frames, of a single rotation.  Rotation will continue
  #        until the animation is complete.
  # Type - Always "skill".
 
  # ANIME Key            Start  End Time  Type
  "WPN_THROW"          => [  0, 360,  8, "skill"],
 
 #--------------------------------------------------------------------------
 # ● Emotion Balloon Animation
 #--------------------------------------------------------------------------
  # Uses Balloon.png in the System folder.
  #
  # Type - Always "balloon"
  # Row - Determines row from the Balloon.png (0~9)
  # Loop - Balloon loop behavior.  Balloon disappears when loop is
  #        complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
 
  # ANIME Key         Type        Row  Loop
  "STATUS-NORMAL"  => ["balloon",  6,  1],
  "STATUS-CRITICAL" => ["balloon",  5,  1],
  "STATUS-SLEEP"    => ["balloon",  9,  1],
 
 #--------------------------------------------------------------------------
 # ● Sound Effects
 #--------------------------------------------------------------------------
  # Provides use of sound effects, background music, and background
  # sounds directly through an ACTION sequence.
  #
  # Type1 - always "sound"
  # Type2 - ["se","bgm","bgs"]
  # Pitch - Value between 50 and 150.
  # Vol - Volume - Value between 0 and 100.
  # Filename - Name of the sound to be played.
 
  # ANIME Key        Type1  Type2  Pitch Vol  Filename
  "absorb1"      => ["sound", "se",  80, 100, "absorb1"],
 
 #--------------------------------------------------------------------------
 # ● Game Speed Modifier
 #--------------------------------------------------------------------------
  # Change the frame rate of the game through an ACTION sequence.  Use with
  # care as this function modifies FPS directly and will conversly affect
  # any active timers or time systems.
  #
  # Type - always "fps"
  # Speed - Speed in Frames Per Second.  60 is normal frame rate.
 
  # ANIME Key      Type  Speed
  "FPS_SLOW"    => ["fps",  20],
  "FPS_NORMAL"  => ["fps",  60],
 
 #--------------------------------------------------------------------------
 # ● State Granting Effects
 #--------------------------------------------------------------------------
  # Provides application of states on battlers directly through
  # an ACTION sequence.
  #
  # Type - always "sta+"
  # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  #          [4=All Allies (excluding user)]
  # State ID - State ID to be granted.
 
  # ANIME Key            Type  Object  State ID
  "2_MAN_TECH_GRANT" => ["sta+",  0,  18],
  "4_MAN_TECH_GRANT" => ["sta+",  0,  19],
  "CATFORM_GRANT"    => ["sta+",  0,  20],
 
 #--------------------------------------------------------------------------
 # ● State Removal Effects
 #--------------------------------------------------------------------------
  # Provides direct removal of states on battlers directly through
  # an ACTION sequence.
  #
  # Type - always "sta-"
  # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies]
  #          [4=All Allies (excluding user)]
  # State ID - State ID to be removed.
 
  # ANIME Key            Type  Object  State ID
  "2_MAN_TECH_REVOKE" => ["sta-",  3,  18],
  "4_MAN_TECH_REVOKE" => ["sta-",  3,  19],

 #--------------------------------------------------------------------------
 # ● Battler Sprite Transformation
 #--------------------------------------------------------------------------
  # Type - always "change"
  # Reset - true: Battler sprite reverts back to previously used file after
  #              battle.
  #        false: Transformation is permanent after battle.
  # Filename - Battler graphics file that will be transformed to.
 
  # ANIME Key              Type  Reset  Filename
  "TRANSFORM_CAT"    => ["change", true,"$cat"],
  "TRANSFORM_CANCEL"  => ["change", false,"$ylva"],
 
 #--------------------------------------------------------------------------
 # ● Cut-In Image Effects
 #--------------------------------------------------------------------------
  # Only one image can be displayed at a time.  Image can be removed by using
  # "Clear image" within a sequence.
  #
  # X1 - Image's starting X-coordinate.
  # Y1 - Starting Y-coordinate.
  # X2 - Ending X-coordinate.
  # Y2 - Ending Y-coordinate.
  # Time - Total duration of image movement from start to end point.
  #        Higher values are slower.
  # Z-axis - true: Image appears over BattleStatus Window.
  #          false: Image appears behind BattleStatus Window.
  # Filename - Filename from .Graphics/Pictures folder.
 
  # ANIME Key          Type    X1  Y1  X2  Y2 Time Z-axis  Filename
  "CUT_IN_START"  => ["pic", -280, 48,  0,  64, 14, false, "Actor2-3"],
  "CUT_IN_END"    => ["pic",  0,  48, 550,  64, 12, false, "Actor2-3"],
 
 #--------------------------------------------------------------------------
 # ● Game Switch Settings
 #--------------------------------------------------------------------------
  # Provides direct control of Game Switches directly through
  # an ACTION sequence.
  #
  # Type - Always "switch"
  # Switch - Switch number from the game database.
  # ON/OFF - [true:Switch ON] [false:Switch OFF]
  #
  # ANIME Key              Type    Switch  ON/OFF
  "GAME_SWITCH_1_ON"    => ["switch",  1,  true],
 
 #--------------------------------------------------------------------------
 # ● Game Variable Settings
 #--------------------------------------------------------------------------
  # Provides direct control of Game Variables directly through
  # an ACTION sequence.
  #
  # Type - Always "variable"
  # Var - Variable Number from the game database.
  # Operand - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod]
  # X - value of the operation.
  #
  # ANIME Key               Type      Var  Oper  X
  "GAME_VAR_1_+1"      => ["variable",  1,  1,    1],
 
 #--------------------------------------------------------------------------
 # ● Script Operation Settings
 #--------------------------------------------------------------------------
  # Type - Always "script"
  #
  # Inserts a simple script code into the ACTION sequence. The sample,
  # where it says p=1, can be replaced with any script. Character strings can
  # work if the .to_s method is used rather than quotes.  Anything else beyond
  # functions will not work.
 
  # ANIME Key          Type   
  "TEST_SCRIPT"  => ["script", "
 
  p = 1
 
  "],
 
 #--------------------------------------------------------------------------
 # ● Special Modifiers - DO NOT CHANGE THESE NAMES
 #--------------------------------------------------------------------------
  # Clear image - Clears images such as Cut-in graphics.
  # Afterimage ON - Activates Afterimage of battler.
  # Afterimage OFF - Deactivates Afterimage.
  # Invert - Invert animation. Use Invert again in a sequence to cancel
  #          because "COORD_RESET" does not reset Invert.
  # Don't Wait - Any actions after Don't Wait is applied are done instantly. 
  #              Apply "Don't Wait" again in a sequence to trigger off.
  # Can Collapse - Triggers collapse of battler when HP is 0.
  #                Required in every damage sequence.
  # Two Wpn Only - The ANIME key following Two Wpn Only will only execute
  #                if the actor is wielding two weapons.  If the actor is not,
  #                the ANIME key will be skipped and will move on to the next.
  # One Wpn Only - The ANIME key following One Wpn Only will only execute
  #                if the actor is wielding one weapon.  If the actor is not,
  #                the ANIME key will be skipped and will move on to the next.
  # Process Skill - The Return marker for individual processing of a skill.
  # Process Skill End - The End marker for individual processing of a skill.
  # Start Pos Change - Changes the Start Position to wherever the battler
  #                    currently is on screen.
  # Start Pos Return - Returns battler to original Start Position.
  # Cancel Action - Trigger the "end" of battler's turn which will cause the
  #                the next battler's turn to execute.
  #                This includes the function of Can Collapse, and no
  #                additional damage can be dealt by the battler after this.
  # End - This is used when no action is automatically recognized.
  #
  # Note: If you wish to understand the Process Skill and Process Skill End
  #      functions, please examine the "SKILL_ALL" sequence in this Config
  #      and use the Float All skill provided in the demo to see how it works.
 
  "Clear image"    => ["Clear image"],
  "Afterimage ON"          => ["Afterimage ON"],
  "Afterimage OFF"        => ["Afterimage OFF"],
  "Invert"            => ["Invert"],
  "Don't Wait"=> ["Don't Wait"],
  "Can Collapse"    => ["Can Collapse"],
  "Two Wpn Only"        => ["Two Wpn Only"],
  "One Wpn Only"      => ["One Wpn Only"],
  "Process Skill"    => ["Process Skill"],
  "Process Skill End"    => ["Process Skill End"],
  "Start Pos Change"    => ["Start Pos Change"],
  "Start Pos Return"=> ["Start Pos Return"],
  "Cancel Action"  => ["Cancel Action"],
  "End"            => ["End"]
 
 #--------------------------------------------------------------------------
 # ● About Sequence Delay
 #--------------------------------------------------------------------------
  # 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.
  }
#==============================================================================
# ■ ACTION Sequences
#------------------------------------------------------------------------------
# ACTION sequences are made of the ANIME keys defined above.
#==============================================================================
  # ACTION Sequences defined here can be used for Actor/Enemy actions below
  # this section.  ACTION sequences consist of ANIME keys which are defined
  # in the section above.
  # ACTION sequences are processed from left to right in order.
  ACTION = {
Revenir en haut Aller en bas
Shyno19
Va-nu-pieds Lv.4
Va-nu-pieds Lv.4
Shyno19


Inscrit le : 22/03/2011
Messages : 66

degats apres animation pour les sort Empty
MessageSujet: Re: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitimeMar 29 Mar 2011 - 23:49

fin
Code:

#------------------------------- Basic Actions --------------------------------

  "BATTLE_START"          => ["START_POSITION","COORD_RESET"],
                         
  "WAIT"              => ["WAIT"],
                         
  "WAIT-CRITICAL" => ["WAIT_CRITICAL"],
                         
  "WAIT-NORMAL"      => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],
                         
  "WAIT-SLEEP"          => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],
                         
  "WAIT-FLOAT"          => ["WAIT(FIXED)","6","FLOAT_","4",
                          "FLOAT_2","4","FLOAT_3","4",
                          "FLOAT_4","4"],
                         
  "DEAD"              => ["DEATH_POSE"],
                         
  "DAMAGE"          => ["DEAL_DAMAGE","COORD_RESET"],
                         
  "FLEE"              => ["FLEE_SUCCESS"],
                         
  "ENEMY_FLEE"      => ["FLEE_SUCCESS","COORD_RESET"],
                         
  "FLEE_FAIL"          => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],
                         
  "COMMAND_INPUT"      => ["BEFORE_MOVE"],
                         
  "COMMAND_SELECT"    => ["COORD_RESET"],
                         
  "GUARD_ATTACK"              => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",
                          "2","FLOAT_2","2","FLOAT_3","2",
                          "FLOAT_4","2"],
                         
  "EVADE_ATTACK"              => ["JUMP_BACK","15","JUMP_RESET"],
                         
  "ENEMY_EVADE_ATTACK"      => ["JUMP_BACK","15","JUMP_RESET"],
                         
  "VICTORY" => ["VICTORY_JUMP", "Don't Wait","CAT_STATE",
            "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],
                         
  "RESET_POSITION"          => ["COORD_RESET"],
                         
#------------------------- "Forced Action" Sequences -----------------------------
                         
  "ULRIKA_ATTACK_1" => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",
                          "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
                         
  "4_MAN_ATTACK_1"    => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90",
                          "LEFT_DASH_ATTACK","96","FLEE_RESET"],
                         
  "4_MAN_ATTACK_2"    => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","128","FLEE_RESET"],
                         
  "4_MAN_ATTACK_3"    => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","144","FLEE_RESET"],
                         
  "THROW"    => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",
                          "WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],
                         
#---------------------- Basic Action Oriented ------------------------------
 
  "NORMAL_ATTACK"          => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
                          "12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16",
                          "Can Collapse","FLEE_RESET"],
                         
  "ENEMY_UNARMED_ATK"    => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",
                          "Can Collapse","FLEE_RESET"],
                         

  "SKILL_USE"    => ["BEFORE_MOVE","START_MAGIC_ANIM","SKILL_POSE","ANIM_WAIT","DAMAGE","4",
                                        "Can Collapse","24","COORD_RESET"],
                     
  "SKILL_ALL"=> ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "Process Skill","WPN_SWING_V","OBJ_ANIM","24",
                          "Process Skill End","Can Collapse","COORD_RESET"],
                         
  "ITEM_USE"      => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",
                  "Can Collapse","COORD_RESET"],
                         
#------------------------------ Skill Sequences -------------------------------
 
  "MULTI_ATTACK"          => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                          "WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",
                          "WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",
                          "OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",
                          "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",
                          "JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                          "JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",
                          "OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",
                          "Afterimage OFF","16","FLEE_RESET"],
                         
  "MULTI_ATTACK_RAND"=> ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],
                         
  "RAPID_MULTI_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",
                    "Can Collapse","12","COORD_RESET"],
                                                   
  "THROW_WEAPON"          => ["BEFORE_MOVE","WPN_SWING_V","absorb1","WAIT(FIXED)",
                          "START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",
                          "END_WEAPON_THROW","COORD_RESET"],
                         
  "MULTI_SHOCK"=> ["JUMP_TO","JUMP_STOP","Process Skill",
                          "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",
                          "OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",
                          "JUMP_LAND","COORD_RESET"],
                         
  "SHOCK_WAVE"    => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",
                          "OBJ_ANIM_WEIGHT","Can Collapse"],
                       
  "SKILL_90_SEQUENCE"  => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",
                          "16","Can Collapse","LINK_SKILL_91","COORD_RESET"],
                         
  "SKILL_91_SEQUENCE"  => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",
                          "8","OBJ_ANIM","Can Collapse","LINK_SKILL_92","COORD_RESET"],                                         
                         
  "CUT_IN"        => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",
                          "75","CUT_IN_END","8","PREV_MOVING_TARGET",
                          "WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",
                          "Clear image","FLEE_RESET"],
                         
  "STOMP"          => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
                          "TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",
                          "TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",
                          "JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],
                         
  "ALL_ATTACK_1"        => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",
                          "WPN_RAISED","STAND_CAST","WPN_SWING_V","48",
                          "OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],
                         
  "TRANSFORM_CAT"        => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",
                          "TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],                   
                         
  "THROW_FRIEND"      => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",
                          "absorb1","THROW_TARGET","ALLY_FLING",
                          "THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",
                          "WAIT(FIXED)","32"],
                         
#------------------------- Union Skill Sequences (ATB) ------------------------
# There is a difference between how union skill sequences are made with the
# ATB compared to without the ATB.  ATB Union sequences do not require special
# states or "Action Conditions" hashes such as "4_MAN_ATK_COND".  "Forced
# Battler Actions", such as "4_MAN_ATK_1", are also not required.  You must
# also go in your ATB Configurations script and define your union skills
# under "ATB Union Skills Settings".

  "2-MAN_UNION_RALPH"    => ["MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","48","KILL_HIT_ANIM",
                          "LEFT_DASH_ATTACK","64","OBJ_ANIM",
                          "Can Collapse","FLEE_RESET"],
                         
  "2-MAN_UNION_ULRIKA"  => ["MOVING_TARGET_LEFT","WAIT(FIXED)","START_MAGIC_ANIM",
                        "WPN_SWING_UNDER","WPN_RAISED","48",
                        "RIGHT_DASH_ATTACK","64","FLEE_RESET"], 

  "4-MAN_UNION_RALPH"    => ["4_MAN_ATTACK_1","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90","KILL_HIT_ANIM",
                          "RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT","20",
                          "Can Collapse","FLEE_RESET"],
                         
  "4-MAN_UNION_ULRIKA"  => ["4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","90",
                          "LEFT_DASH_ATTACK","96","FLEE_RESET"],
                         
  "4-MAN_UNION_BENNETT"  => ["4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","128","FLEE_RESET"],
                         
  "4-MAN_UNION_YLVA"  => ["4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",
                          "OBJ_ANIM","144","FLEE_RESET"],

                         
#-------------------------------------------------------------------------------
  "End"              => ["End"]}
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
#  Actor Basic Action Settings
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● Actor Unarmed Attack Action Sequence
  #--------------------------------------------------------------------------
  # when 1 <- Actor ID number
  #  return "NORMAL_ATTACK" <- Corresponding ACTION sequence name.
  def non_weapon
    case @actor_id
    when 1 # Actor ID
      return "NORMAL_ATTACK"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "NORMAL_ATTACK"
  end
  #--------------------------------------------------------------------------
  # ● Actor Wait/Idle Animation
  #--------------------------------------------------------------------------
  def normal
    case @actor_id
    when 1
      return "WAIT"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "WAIT"
  end
  #--------------------------------------------------------------------------
  # ● Actor Critical (1/4th HP) Animation
  #--------------------------------------------------------------------------
  def pinch
    case @actor_id
    when 1
      return "WAIT-CRITICAL"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "WAIT-CRITICAL"
  end
  #--------------------------------------------------------------------------
  # ● Actor Guarding Animation
  #--------------------------------------------------------------------------
  def defence
    case @actor_id
    when 1
      return "GUARD_ATTACK"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "GUARD_ATTACK"
  end
  #--------------------------------------------------------------------------
  # ● Actor Damage Taken Animation
  #--------------------------------------------------------------------------
  def damage_hit
    case @actor_id
    when 1
      return "DAMAGE"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "DAMAGE"
  end 
  #--------------------------------------------------------------------------
  # ● Actor Evasion Animation
  #--------------------------------------------------------------------------
  def evasion
    case @actor_id
    when 1
      return "EVADE_ATTACK"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "EVADE_ATTACK"
  end 
  #--------------------------------------------------------------------------
  # ● Actor Command Input Animation
  #--------------------------------------------------------------------------
  def command_b
    case @actor_id
    when 1
      return "COMMAND_INPUT"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "COMMAND_INPUT"
  end
  #--------------------------------------------------------------------------
  # ● Actor Command Selected Animation
  #--------------------------------------------------------------------------
  def command_a
    case @actor_id
    when 1
      return "COMMAND_SELECT"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "COMMAND_SELECT"
  end
  #--------------------------------------------------------------------------
  # ● Actor Flee Success Animation
  #--------------------------------------------------------------------------
  def run_success
    case @actor_id
    when 1
      return "FLEE"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "FLEE"
  end
  #--------------------------------------------------------------------------
  # ● Actor Flee Failure Animation
  #--------------------------------------------------------------------------
  def run_ng
    case @actor_id
    when 1
      return "FLEE_FAIL"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "FLEE_FAIL"
  end
  #--------------------------------------------------------------------------
  # ● Actor Victory Animation
  #--------------------------------------------------------------------------
  def win
    case @actor_id
    when 1
      return "VICTORY"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "VICTORY"
  end
  #--------------------------------------------------------------------------
  # ● Actor Battle Start Animation
  #-------------------------------------------------------------------------- 
  def first_action
    case @actor_id
    when 1
      return "BATTLE_START"
    end
    # Default ACTION sequence for all unassigned Actor IDs.
    return "BATTLE_START"
  end
  #--------------------------------------------------------------------------
  # ● Actor Return ACTION when actions are interuptted/cancelled
  #-------------------------------------------------------------------------- 
  def recover_action
    case @actor_id
    when 1
      return "RESET_POSITION"
    end
  # Default ACTION sequence for all unassigned Actor IDs.
    return "RESET_POSITION"
  end
  #--------------------------------------------------------------------------
  # ● Actor Shadow
  #--------------------------------------------------------------------------
  # return "shadow01" <- Image file name in .Graphics/Characters
  # return "" <- No shadow used.
  def shadow
    case @actor_id
    when 1
      return "shadow00"
    end
    # Default shadow for all unassigned Actor IDs.
    return "shadow00"
  end
  #--------------------------------------------------------------------------
  # ● Actor Shadow Adjustment
  #--------------------------------------------------------------------------
  # return [ X-Coordinate, Y-Coordinate]
  def shadow_plus
    case @actor_id
    when 1
      return [ 0, 4]
    end
    # Default shadow positioning for all unassigned Actor IDs.
    return [ 0, 4]
  end
end
#==============================================================================
# ■ Game_Enemy
#------------------------------------------------------------------------------
#  Enemy Basic Action Settings
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Enemy Unarmed Attack Action Sequence
  #--------------------------------------------------------------------------
  # when 1 <- EnemyID#
  #  return "ENEMY_UNARMED_ATK" <- Corresponding ACTION sequence name.
  def base_action
    case @enemy_id
    when 1
      return "ENEMY_UNARMED_ATK"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "ENEMY_UNARMED_ATK"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Wait/Idle Animation
  #--------------------------------------------------------------------------
  def normal
    case @enemy_id
    when 1
      return "WAIT"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "WAIT"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Critical (1/4th HP) Animation
  #--------------------------------------------------------------------------
  def pinch
    case @enemy_id
    when 1
      return "WAIT"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "WAIT"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Guarding Animation
  #-------------------------------------------------------------------------- 
  def defence
    case @enemy_id
    when 1
      return "GUARD_ATTACK"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "GUARD_ATTACK"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Damage Taken Animation
  #--------------------------------------------------------------------------
  def damage_hit
    case @enemy_id
    when 1
      return "DAMAGE"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "DAMAGE"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Evasion Animation
  #--------------------------------------------------------------------------
  def evasion
    case @enemy_id
    when 1
      return "ENEMY_EVADE_ATTACK"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "ENEMY_EVADE_ATTACK"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Flee Animation
  #--------------------------------------------------------------------------
  def run_success
    case @enemy_id
    when 1
      return "ENEMY_FLEE"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "ENEMY_FLEE"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Battle Start Animation
  #-------------------------------------------------------------------------- 
  def first_action
    case @enemy_id
    when 1
      return "BATTLE_START"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "BATTLE_START"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Return ACTION when action is interuptted/discontinued
  #-------------------------------------------------------------------------- 
  def recover_action
    case @enemy_id
    when 1
      return "RESET_POSITION"
    end
    # Default ACTION sequence for all unassigned Enemy IDs.
    return "RESET_POSITION"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Shadow
  #--------------------------------------------------------------------------
  # return "shadow01" <- Image file name in .Graphics/Characters
  # return "" <- No shadow used.
  def shadow
    case @enemy_id
    when 1
      return "shadow01"
    when 30
      return ""
    end
    # Default shadow for all unassigned Enemy IDs.
    return "shadow01"
  end
  #--------------------------------------------------------------------------
  # ● Enemy Shadow Adjustment
  #--------------------------------------------------------------------------
  # return [ X-Coordinate, Y-Coordinate]
  def shadow_plus
    case @enemy_id
    when 1
      return [ 0, -8]
    end
    # Default shadow positioning for all unassigned Enemy IDs.
    return [ 0, 0]
  end
  #--------------------------------------------------------------------------
  # ● Enemy Equipped Weapon
  #--------------------------------------------------------------------------
  # return 0  (Unarmed/No weapon equipped.)
  # return 1  (Weapon ID number. (1~999))
  def weapon
    case @enemy_id
    when 1 # Enemy ID
      return 0 # Weapon ID
    end
    # Default weapon for all unassigned Enemy IDs.
    return 0
  end
  #--------------------------------------------------------------------------
  # ● Enemy Screen Positioning Adjustment
  #--------------------------------------------------------------------------
  # return [ 0, 0]  <- [X-coordinate、Y-coordinate]
  def position_plus
    case @enemy_id
    when 1
      return [0, 0]
    end
    # Default positioning for all unassigned Enemy IDs.
    return [ 0, 0]
  end
  #--------------------------------------------------------------------------
  # ● Enemy Collapse Animation Settings
  #--------------------------------------------------------------------------
  # return 1  (Enemy sprite stays on screen after death.)
  # return 2  (Enemy disappears from the battle like normal.)
  # return 3  (Special collapse animation.) <- Good for bosses.
  def collapse_type
    case @enemy_id
    when 1
      return 2
    when 30
      return 3
    end
    # Default collapse for all unassigned Enemy IDs.
    return 2
  end
  #--------------------------------------------------------------------------
  # ● Enemy Multiple Actions Settings
  #--------------------------------------------------------------------------
  # Maximum Actions, Probability, Speed Adjustment
  # return [ 2, 100, 100]
  #
  # Maximum Actions - Maximum number of actions enemy may execute in a turn.
  # Probability - % value. Chance for a successive action.
  # Speed Adjustment - % value that decreases enemy's speed after
  #                      each successive action.
  def action_time
    case @enemy_id
    when 1
      return [ 1, 100, 100]
    end
    # Default multi-action setting for all unassigned Enemy IDs.
    return [ 1, 100, 100]
  end
  #--------------------------------------------------------------------------
  # ● Enemy Animated Battler Settings
  #--------------------------------------------------------------------------
  # return true - Enemy battler uses same animation frames as actor graphics.
  # return false - Default enemy battler.
  # [Settings]
  # 1.Enemy animated battler file must be in .Graphics/Characters folder.
  # 2.Enemy battler file names must match between .Graphics/Characters and
  #  .Graphics/Battlers folders.
  def anime_on
    case @enemy_id
    when 1
      return false
    end
    # Default animation setting for all unassigned Enemy IDs.
    return false
  end
  #--------------------------------------------------------------------------
  # ● Enemy Invert Settings
  #--------------------------------------------------------------------------
  # return false  <- Normal
  # return true  <- Inverts enemy image
  def action_mirror
    case @enemy_id
    when 1
      return false
    end
    # Default invert setting for all unassigned Enemy IDs.
    return false
  end
end
module RPG
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  State Action Settings
#==============================================================================
class State
 #--------------------------------------------------------------------------
 # ● State Affliction Wait Sequence Settings
 #--------------------------------------------------------------------------
 # When a battler is affected by a state, their Wait/Idle sequence will be
 # replaced by the ACTION sequence defined for the State IDs below.  Only one
 # State Affliction Wait Animation can be active at a time.  The state with the
 # highest Priority rating will take precedence if affected by multiple states.
 #
 # when 1  <- State ID number
 #  return "DEAD"  <- ACTION sequence when afflicted by specified state.
  def base_action
    case @id
    when 1  # Incapacitated(HP0). Has the highest priority.
      return "DEAD"
    when 2,3,4,5,7 
      return "WAIT-NORMAL"
    when 6 
      return "WAIT-SLEEP"
    when 17 
      return "WAIT-FLOAT"
    end
    # Default ACTION sequence for all unassigned State IDs.
    return "WAIT"
  end
 #--------------------------------------------------------------------------
 # ● State Enhancement Extension Settings
 #--------------------------------------------------------------------------
 # Note about REFLECT and NULL states:
 #      An item/skill is considered physical if "Physical Attack" is
 #      checked under "Options" in your Database.  Otherwise, it is magical.
 #
 # "AUTOLIFE/50"      - Automatically revives when Incapacitated.
 #                      Value after "/" is % of MAXHP restored when revived.
 # "MAGREFLECT/39"    - Reflects magical skills to the original caster.
 #                      Value after "/" is Animation ID when triggered.
 # "MAGNULL/39"      - Nullify magical skills and effects.
 #                      Value after "/" is Animation ID when triggered.
 # "PHYREFLECT/39"    - Reflects physical skills to the original caster.
 #                      Value after "/" is Animation ID when triggered.
 # "PHYNULL/39"      - Nullify physical skills and effects.
 #                      Value after "/" is Animation ID when triggered.
 # "COSTABSORB"      - Absorbs the MP (or HP) cost of an incoming skill when
 #                      affected.  This will not appear as POP Damage.  This
 #                      function is similar to Celes' "Runic" from FF6.
 # "ZEROTURNLIFT"    - State is lifted at the end of turn regardless.
 # "EXCEPTENEMY"      - Enemies will not use ACTION sequence assigned
 #                      under State Affliction Wait Animation Settings when
 #                      afflicted. (Actors still will.)
 # "NOPOP"            - State name will not appear as POP Window.
 # "HIDEICON"        - State icon will not appear in the BattleStatus Window.
 # "NOSTATEANIME"    - State's caster and enemies will not use animation
 #                      sequence assigned under State Affliction Wait Sequence
 #                      Settings when afflicted.
 # "SLIPDAMAGE"      - Apply slip damage.  Assign values under Slip Damage Settings.
 # "NONE"            - No extension. Used as a default.
  def extension
    case @id
    when 1  # Incapacitated State.  Has highest priority.
      return ["NOPOP","EXCEPTENEMY"]
    when 2  # Poison
      return ["SLIPDAMAGE"]
    when 18 # 2-Man Tech
      return ["ZEROTURNLIFT","HIDEICON"]
    when 19 # 4-Man Tech
      return ["ZEROTURNLIFT","HIDEICON"]
    when 20 # Cat Transformation
      return ["HIDEICON","NOSTATEANIME"]
    end
    # Default extensions for all unassigned State IDs.
    return ["NONE"]
  end
 #--------------------------------------------------------------------------
 # ● Slip Damage Settings
 #--------------------------------------------------------------------------
 # Also includes regeneration options.
 #
 # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above.
 #      Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]]
 #                         
 #       Type, Constant, %, POP?, Allow Death
 # return [["hp",    0,  10, true,  true]]
 #
 # Type      – "hp" or "mp".
 # Constant  – Set a constant value to apply each turn.
 #              Positive values are damage.  Negative values are recovery.
 # %          - Set a percentage value to apply each turn based on MAX HP/MP.
 #              Positive values are damage. Negative values are recovery.
 # POP?      - Determines whether or not you want slip damage value to
 #              appear as POP Damage.
 # Allow Death - This function is not working - true: Slip damage can kill.
 #              false: Slip damage will not kill. (Battler will be left at 1 HP)
  def slip_extension
    case @id
    when 2  # Poison
      return [["hp", 0, 10, true, true]]
    end
    return []
  end
end
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Weapon Action Settings
#==============================================================================
class Weapon
 #--------------------------------------------------------------------------
 # ● Weapon Action Sequence Settings
 #--------------------------------------------------------------------------
 # Assigns a specific ACTION sequence when using a weapon.
 #
 # when 1 <- Weapon ID number
 # return "NORMAL_ATTACK" <- ACTION sequence for assigned Weapon ID.
  def base_action
    case @id
    when 1
      return "NORMAL_ATTACK"
    end
    # Default ACTION sequence for unassigned Weapon IDs.
    return "NORMAL_ATTACK"
  end
 #--------------------------------------------------------------------------
 # ● Weapon Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate weapon graphic besides the one assigned
 # from Iconset.png
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
  def graphic
    case @id
    when 1
      return ""
    end
    # Default weapon graphic for unassigned Weapon IDs.
    return ""
  end
 #--------------------------------------------------------------------------
 # ● Throwing Weapon Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate throwing weapon graphic besides the one assigned
 # from Iconset.png.  This is useful for arrows when you don't want the bow
 # to be thrown.
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
  def flying_graphic
    case @id
    when 1
      return ""
    end
    # Default throwing weapon graphic for unassigned Weapon IDs.
    return ""
  end
end 
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Skill Settings
#==============================================================================
class Skill
 #--------------------------------------------------------------------------
 # ● Skill ID Sequence Assignments
 #--------------------------------------------------------------------------
  # Assign a Skill ID from the Database to execute a defined ACTION sequence.
  # Only ACTION sequence keys can be assigned.  ANIME keys cannot
  # be directly assigned here.
  def base_action
    case @id
    when 84 # Skill ID
      return "THROW_WEAPON" # ACTION Sequence
    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"
    when 108
      return "SKILL_108_SEQUENCE" 
      end
    # Default ACTION sequence for unassigned Skill IDs.
    return "SKILL_USE"
  end
 #--------------------------------------------------------------------------
 # ● Skill Enhancement Extension Settings
 #--------------------------------------------------------------------------
 # Multiple extensions may be applied to a skill ID.
 # If "CONSUMEHP" is applied along with any other extensions that deal with
 # MP Cost, it will be HP instead.
 # This script WILL have compatibility issues with KGC_MPCostAlter.
 #
 # "NOEVADE"          -Skill cannot miss or be evaded.
 # "CONSUMEHP"        -Skill cost consumes HP instead of MP.
 # "%COSTMAX"        -Skill cost consumes % of MAXMP. % value is defined under
 #                    MP Cost of the skill in the Skills tab.
 # "%COSTNOW"        -Skill cost consumes % of current MP. % value is defined
 #                    under MP Cost of the skill in the Skills tab.
 # "IGNOREREFLECT"    -Ignores damage reflection states.
 # "%DAMAGEMAX/30"    -Changes damage formula of skill to:
 #                    damage = TARGET MAX HP * [Integer] / 100
 #                    [Integer] is the number you apply after "/" and negative
 #                    numbers will result in healing.
 # "%DAMAGENOW/30"    -Changes damage formula of skill to:
 #                    damage = TARGET CURRENT HP * [Integer] / 100
 #                    [Integer] is the number you apply after "/" and negative
 #                    numbers will result in healing.
 # "COSTPOWER"        -Changes damage formula of skill to:
 #                    damage = base damage * cost / MAX MP
 #                    The more the skill costs, the more damage it will do.
 # "HPNOWPOWER"      -Changes damage formula of skill to:
 #                    damage = base damage * CURRENT HP / MAX HP
 #                    The less current HP you have, the less damage.
 # "MPNOWPOWER"      -Changes damage formula of skill to:
 #                    damage = base damage * CURRENT MP / MAX MP
 #                    The less current MP you have, the less damage.
 # "NOHALFMPCOST"    -"Half MP Cost" from armor options will not apply.
 # "HELPHIDE"        -Help window when casting will not appear.
 # "TARGETALL"        -Will affect all enemies and allies simultaneously.
 # "RANDOMTARGET"    -Target is chosen at random. Set "Scope" to All Enemies
 #                    or All Allies for this to work correctly.
 # "OTHERS"          -Skill will not affect caster.
 # "NOOVERKILL"      -Damage will not be applied after the target reaches zero HP.
 # "NOFLASH"          -Battler will not flash when taking action.
 # "NONE"            -No extension. Used as a default.
  def extension
    case @id
    when 86 # Skill ID
      return ["NOOVERKILL"] # Extensions
    when 89
      return ["RANDOMTARGET"]
    when 94
      return ["NOOVERKILL"]
    when 96
      return ["TARGETALL"]
    when 98
      return ["NOOVERKILL"]
    when 99
      return ["HELPHIDE","NOFLASH"]
    when 100
      return ["NOOVERKILL"]
    when 101
      return ["HELPHIDE","NOFLASH"]
    when 102
      return ["HELPHIDE","NOFLASH"]
    when 103
      return ["HELPHIDE","NOFLASH"]
    end
    # Default extensions for unassigned Skill IDs.
    return ["NONE"]
  end
 #--------------------------------------------------------------------------
 # ● Skill Throwing Weapon Graphic Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate throwing weapon graphic besides the one assigned
 # from Iconset.png.  This section is specifically for skills.
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used.
 #                          File must be in the .Graphics/Characters folder
 #                          of your project.
  def flying_graphic
    case @id
    when 1
      return ""
    end
    # Default throwing skill graphic for unassigned Weapon IDs.
    return ""
  end
end 
#==============================================================================
# ■ module RPG
#------------------------------------------------------------------------------
#  Item Action Settings
#==============================================================================
class Item
 #--------------------------------------------------------------------------
 # ● Item ID Sequence Assignment
 #--------------------------------------------------------------------------
  # Assign an Item ID from the Database to execute a defined ACTION sequence.
  # Only ACTION sequence keys can be assigned.  ANIME keys cannot
  # be directly assigned here.
  def base_action
    case @id
    when 1
      return "ITEM_USE"
    end
    # Default ACTION sequence for unassigned Item IDs.
    return "ITEM_USE"
  end
 #--------------------------------------------------------------------------
 # ● Item Enhancement Extension Settings
 #--------------------------------------------------------------------------
 # "NOEVADE"          -Item cannot miss or be evaded.
 # "IGNOREREFLECT"    -Ignores damage reflection states.
 # "HELPHIDE"        -Help window when casting will not appear.
 # "TARGETALL"        -Will affect all enemies and allies simultaneously.
 # "RANDOMTARGET"    -Target is chosen at random.  Set "Scope" to All Enemies
 #                    or All Allies for this to work correctly.
 # "OTHERS"          -Item will not affect caster.
 # "NOOVERKILL"      -Damage will not be applied after the target reaches zero HP.
 # "NOFLASH"          -Battler will not flash when taking action.
 # "NONE"            -No extension. Used as a default.
  def extension
    case @id
    when 1
      return ["NONE"]
    end
    # Default extensions for unassigned Item IDs.
    return ["NONE"]
  end
end
end
Revenir en haut Aller en bas
Shyno19
Va-nu-pieds Lv.4
Va-nu-pieds Lv.4
Shyno19


Inscrit le : 22/03/2011
Messages : 66

degats apres animation pour les sort Empty
MessageSujet: Re: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitimeJeu 31 Mar 2011 - 9:05

personne ne peut m'aider ?
Revenir en haut Aller en bas
lidenvice
Vagabond Lv.5
Vagabond Lv.5
lidenvice


Masculin Inscrit le : 17/03/2011
Messages : 90

degats apres animation pour les sort Empty
MessageSujet: Re: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitimeJeu 31 Mar 2011 - 13:08

Shyno19 a écrit:
personne ne peut m'aider ?
Dans la démo RPG Tankentai 2.98a Eng v1.9 EXTRA DEMO que je possède, je ne vois pas du tout ce souci d'affichage de points de dégâts. Ne possédant pas la même version que toi je ne sais comment t'aider si ce n'est te proposer de tester la version que je cite.
Revenir en haut Aller en bas
Contenu sponsorisé




degats apres animation pour les sort Empty
MessageSujet: Re: degats apres animation pour les sort   degats apres animation pour les sort Icon_minitime

Revenir en haut Aller en bas
 

degats apres animation pour les sort

Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

 Sujets similaires

-
» Problème d'affichage - Dégâts sort ne s'affiche pas/Sort ne fait pas de dégâts !
» Pour un sort
» Le code pour apprendre un sort
» [Résolu][SBS sans ATB] Condition pour sort .
» Animation pour archer....

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
RPG Maker VX :: Entraide :: Problèmes et Solutions :: Abandonné-
Créer un forum | ©phpBB | Forum gratuit d'entraide | Signaler un abus | Cookies | Forum gratuit