Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône
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Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 21:29
Bonjour, bonsoir. Le titre n'étant pas très explicite, je vous explique le problème. Il existe dans le script de SBS tankentai et ses add-on, une commande ( key ) : THROW_ITEM qui permet de lancer un item ( donc on voit l'icône de l'item en combat ) puis de faire son animation sur la personne visée. Le problème : Lorsque j'utilise un objet, mon personnage lance son arme et pas l'item et je ne comprend pas pourquoi, étant donné que tout à l'air bien programmé. Je veut résoudre ce problème pour mon jeu "Le Dernier Voyage". Bref. Je vous balancerais les scripts entiers à la fin du post, je vais juste vous mettre les extraits les plus importants ainsi que les screens pour commencer.
Donc : L'objet "Breuvage" ( potion ) dans la BDD, remarquer la "notetag" en bas qui me permet d'assigner l'îcone de l'objet comme flygraphic ainsi que la séquence utilisée.
Les portions de code du script "Premade Action Sequence" concernées :
Une portion de code du script "[SBS] Battler Configuration" :
Code:
#-------------------------------------------------------------------------- # ++ Flying Graphic Angle #-------------------------------------------------------------------------- # Allows rotation of weapon sprites that are utilized within Animation # Movement hashes. # # You can assign a different weapon graphic to be thrown in this # configuration script under Throwing Weapon Graphic Settings. # # Start - Starting angle in degrees (0-360) # End - Ending angle in degrees. (0-360) # Time - Duration, in frames, of a single rotation. Rotation will continue # until the animation is complete.
Et enfin la portion du script "Notetags for Tankentai v1.2" concernée :
Code:
#============================================================================= Skill, Item, or Weapon Notetag:
<flygraphic: filename>
Assigns a flying graphic to the skill, item, or weapon. The flying graphic is utilized through 'Moving Animation' types of anime hashes.
EXAMPLE 1: <flygraphic: woodarrow> The skill, item, or weapon will use the 'woodarrow' flying graphic. Flying graphic must be in the Graphics/Characters folder.
EXAMPLE 2: <flygraphic: icon> Uses the icon of the skill or item as the flying graphic.
Donc pour moi, logiquement, mon objet doit marcher, mais ce n'est pas le cas. >.< !
Bref, voici les trois scripts concernés, je ne pense pas qu'il soit nécessaire d'envoyer les autres. Je vous fait juste un petit screen de ma liste de scripts au cas ou il y aurait peut-être un soucis d'incompatibilité. Sur rpg maker , la partie de droite est sous celle de gauche.
Les 3 scripts au complet :
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 21:48
"Notetags for Tankentai v1.2":
Spoiler:
#============================================================================== # + Notetags Add-on for RPG Tankentai Sideview Battle System # v1.2 (June 25, 2011) #------------------------------------------------------------------------------ # By Mr. Bubble # Special thanks to Mithran & Yanfly #============================================================================== # + Installation # Place below the Sideview and ATB scripts in the script editor. # # + Please read the Notetag comments for information on available Notetags. #------------------------------------------------------------------------------ # + v1.2 Update # States with multiple slip damage tags will now have all tags be read. #==============================================================================
=begin
Tankentai Notetags Add-on
Terms: key - Refers to the name of an action sequence key. Do not use quotation marks for notetags. value - A numerical value value% - A numerical value used as a percentage of something, but the percent sign is usually optional type - Differs depending on tag (see specific tag for information) filename - A filename from the Graphics/Characters folder
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ SKILLS, ITEMS, & WEAPONS ++ The following tags can be used for skills, items, and weapons. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Skill, Item, or Weapon Notetag:
Assigns an action sequence to the skill, item, or weapon. Remember that keys are case-sensitive and you do not need quotes. You will receive an error if you try to use an action sequence key that does not exist.
EXAMPLE: The skill, item, or weapon execute the "NORMAL_ATTACK" action sequence rather than the default. #============================================================================= Skill, Item, or Weapon Notetag:
Assigns a flying graphic to the skill, item, or weapon. The flying graphic is utilized through 'Moving Animation' types of anime hashes.
EXAMPLE 1: The skill, item, or weapon will use the 'woodarrow' flying graphic. Flying graphic must be in the Graphics/Characters folder.
EXAMPLE 2: Uses the icon of the skill or item as the flying graphic.
#============================================================================= Weapon Notetag (WEAPON TAG ONLY):
Assigns a specific weapon graphic to the weapon from the Graphics/Characters folder. This graphic will replace the weapon icon graphic from the Iconset when weapon animations are used.
EXAMPLE: The weapon will use the big_sword graphic from the Characters folder and it will replace the weapon icon used from the Iconset.
#============================================================================= Skill and Item Notetag:
(add extension tags in here)
Define various extensions for a skill or item. Extensions must be defined between the and tags, each on its own line. A single extension may have multiple names, but will do the same thing. Choose whichever. Multiple extensions may be listed for a single state. The following extensions are available:
perfect hit ignore reflect hide help window OR hide help target all random target no flash OR flash off
and can be used instead of and respectively.
EXAMPLE 1: perfect hit
The skill or item will always hit regardless of hit or evade.
EXAMPLE 2: ignore reflect
The skill or item will always hit regardless of reflect states.
EXAMPLE 3: ignore reflect hide help window target all
The skill or item will always hit regardless of reflect states, will not display the help window, and will target all enemies and allies.
EXAMPLE 4: random target no flash
The skill or item will pick a random target and the battler will not flash when executing an action. For random target to work correctly, you must set the default scope of the skill to "All Enemies" or "All Allies".
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ STATE NOTETAGS ++ The following tags are used for states. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
State Notetag:
Defines the amount of slip damage the state causes after each turn. Multiple slip values can be defined for a single state. In order for a state to uses these slip values, the "Slip Damage" checkbox must be marked in the "Options" box of the state.
type: "hp" or "mp" (no quotation marks). value: A constant value. Negative values heal. value%: A percentage value based off MAXHP or MAXMP. Negative values heal.
EXAMPLE 1: The state will cause 15 damage plus 10% of the battler's MAXHP after every turn.
EXAMPLE 2: The state will heal 5% of the battler's MAXHP after every turn.
EXAMPLE 3: The state will heal 12 MP after every turn.
EXAMPLE 4: The state will cause 5 damage to the battler's MP and will heal 50 HP after every turn. #============================================================================= State Notetag:
Assigns an action sequence to a state. When a battler is inflicted by the state, the battler will replace its standby action sequence with the action sequence assigned to the state.
EXAMPLE: The state will make the battler use the "WAIT-SLEEP" action sequence rather than its default standby action sequence.
#============================================================================= State Notetag:
(add extension tags in here)
Define various extensions for a state. Extensions must be defined between the and tags, each on its own line. A single extensions may have multiple names, but will do the same thing. Choose whichever. Multiple extensions may be listed for a single state. The following extensions are available:
autolife: value OR rebirth: value magic reflect: id physical reflect: id magic null: id physical null: id absorb cost zero turn lift enemy off OR enemy action off no pop OR hide pop window action off OR state action off
id: Refers to an animation ID from the Database.
and can be used instead of and respectively.
EXAMPLE 1: autolife: 51
The state will automatically revive the user when they die and will restore 51% of their MAXHP when triggered. Do not use a percent sign here.
EXAMPLE 2: physical reflect: 39
The state will reflect physical effects back at attackers and will play animation ID 39 when triggered.
EXAMPLE 3: physical null: 23 magic null: 39
The state will nullify physical and magical effects and will play animation ID 39 or animation ID 23 when triggered.
EXAMPLE 4: state action off
The state will not use a State Infliction Action Sequence when a battler is affected.
EXAMPLE 5: hide pop window
The state's name will not appear in a pop window when the state is applied to a battler.
EXAMPLE 6: absorb cost
The state will absorb the MP cost of skills when hit.
EXAMPLE 7: zero turn lift enemy action off
The state will be removed instantly at the end of the turn and enemies will not use a State Infliction Action Sequence when they are affected.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ ENEMY NOTETAGS ++ The following tags are used for enemies. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Enemy Notetag:
Define the action sequence used when an enemy executes an unarmed attack. This tag will have no effect if the enemy is holding a weapon.
EXAMPLE: The enemy will use the "SKILL_USE" action sequence when they execute a normal attack with no weapon.
Define the amount of pixels the shadow is moved based on the origin of the enemy battler. Positive y values move the shadow down. Negative y values move the shadow up.
EXAMPLE: The enemy's shadow will move up 50 pixels
Define the equipped weapon of the enemy battler. If the enemy does not have a weapon, it will use its unarmed action sequence instead. The enemy will execute whatever action sequence is assigned to the weapon when using a normal attack.
EXAMPLE: The enemy will equip weapon ID 4 in battle.
Define the amount of times an enemy can act in a single turn.
times: The maximum number of times an enemy can act in a turn. chance%: The chance, out of 100%, an enemy will get another action. Percent sign (%) is optional. speed reduction: The amount, out of 100%, an enemy's speed rating (from skills) is reduced after each successive action. Percent sign (%) is optional.
EXAMPLE: The enemy has a 50% chance to gain another action up to a maximum of 3 actions for a single turn. The enemy's speed bonus from skills is reduced by 70% after each action.
Define whether an enemy is animated. Enemy battlers will instead use files from the Graphics/Characters folder rather than the Graphics/Battlers folder. Adding a minus sign (-) at the beginning will disable animation if it is turned on elsewhere.
EXAMPLE 1: The enemy will be animated.
EXAMPLE 2: <-animate> The enemy will not be animated.
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++ Tankentai ATB Notetags ++ #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Terms: key - Refers to the name of an action sequence key value - A numerical value value% - A percentage value, but the percent sign is optional id - An ID number from your database. type - Differs depending on tag (see specific tag for information) filename - A filename from the Graphics/Characters folder
The following tags are to be used with the Tankentai ATB installed only. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ ATB SKILLS, ITEMS, & WEAPONS ++ The following tags can be used for skills, items, and weapons. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
Skill, Item, or Weapon Notetag (WITH ATB ONLY):
Defines the charge time of a skill, item, or weapon.
type: Base AGI calculation used for charge time. 0: Fixed Value 1: Battler with the highest AGI 2: Battler with the lowest AGI 3: Average AGI of all battlers 4: Battler's own AGI gauge(%): The amount of charge time, in percent, based on the user's gauge. Percent sign (%) is optional 200% will be twice the amount the battler normally needs for full ATB gauge. 10% will be 1/10 of what the battler needs for a full ATB gauge. 0% is instant. fixed value: Only used if type is set to 0. Used in charge time calculation as if the battler has the AGI of what you define.
EXAMPLE 1: The skill, item, or weapon will have a 50% gauge charge time. The speed of charging is based off the user's own AGI stat. Since the type is not 0, the fixed value is not used. However, you still need a value there.
EXAMPLE 2: The skill, item, or weapon will have a 125% gauge charge time.Since the type is 0, the fixed value is used. This means the user charging speed will be as if the user has a stat of 60 AGI for the duration of the charge.
#============================================================================= Skill, Item, or Weapon Notetag (WITH ATB ONLY):
Defines the action sequence used while charging the skill, item, or weapon. Only used if a '' Notetag is used in the same Notebox. Quotes are not needed.
EXAMPLE: The user will use the "CHARGING" action sequence when the user is charging a skill, item, or weapon.
#============================================================================= Skill, Item, or Weapon Notetag (WITH ATB ONLY):
Defines the total amount of ATB gauge the user is left with after using the skill, item, or weapon. Percent sign (%) is optional.
EXAMPLE: The skill, item, or weapon will reset the user's gauge to 25% after being used.
#============================================================================= Weapon and Armor Notetag (WITH ATB ONLY):
Defines the bonus amount of ATB gauge the armor or weapon gives to the user at the start of battle. Value can be negative. Percent sign (%) is optional. Effect is cumulative.
EXAMPLE 1: The armor or weapon will grant a 60% bonus to the user's initial ATB gauge at the start of battle when equipped.
EXAMPLE 2: The armor or weapon will grant a -15% penalty to the user's initial ATB gauge at the start of battle when equipped.
#============================================================================= Weapon and Armor Notetag (WITH ATB ONLY):
Defines the charge bonus a weapon or armor gives to the user when equipped. value% is the amount of charge time reduced. Value can be negative. Percent sign (%) is optional. Effect is cumulative.
EXAMPLE 1: The weapon or armor will reduce all the user's charge times by 30% when equipped.
EXAMPLE 2: The weapon or armor will increase all the user's charge times by 10%.
#============================================================================= Weapon and Armor Notetag (WITH ATB ONLY):
Defines the bonus amount of ATB gauge the armor or weapon gives to the user at the start of battle. Value can be negative. Percent sign (%) is optional. Effect is cumulative.
EXAMPLE 1: The armor or weapon will grant a 60% bonus to the user's initial ATB gauge at the start of battle when equipped.
EXAMPLE 2: The armor or weapon will grant a -15% penalty to the user's initial ATB gauge at the start of battle when equipped.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ ATB STATES ++ The following tags can be used for states in the ATB. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
State Notetag (WITH ATB ONLY):
Define the amount of ATB gauge damage a state causes when initially applied. Positive values increase gauges and negative values decrease gauges. Damaging the ATB gauge of a battler that is charging a skill, item, or weapon will immediately interrupt the charge. Percent sign (%) is optional.
EXAMPLE 1: The state will decrease the ATB gauge of battlers by 25% when inflicted.
EXAMPLE 2: The state will increase the ATB gauge of battlers by 80% when inflicted.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ ++ ATB ENEMIES ++ The following tags can be used for enemies in the ATB. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ Enemy Notetag (WITH ATB ONLY):
Defines the charge time for an enemy's unarmed attack.
type: Base AGI calculation used for charge time. 0: Fixed Value 1: Battler with the highest AGI 2: Battler with the lowest AGI 3: Average AGI of all battlers 4: Battler's own AGI gauge(%): The amount of charge time, in percent, based on the user's gauge. Percent sign (%) is optional 200% will be twice the amount the battler normally needs for full ATB gauge. 10% will be 1/10 of what the battler needs for a full ATB gauge. 0% is instant. fixed value: Only used if type is set to 0. Used in charge time calculation as if the battler has the AGI of what you define.
EXAMPLE 1: The enemy will have a 50% gauge charge time. The speed of charging is based off the user's own AGI stat. Since the type is not 0, the fixed value is not used. However, you still need a value there.
EXAMPLE 2: The enemy will have a 125% gauge charge time. Since the type is 0, the fixed value is used. This means the user charging speed will be as if the user has a stat of 60 AGI for the duration of the charge.
Defines the action sequence used while an enemy is charging an unarmed attack. Only used if a '' type Notetag is used.
EXAMPLE: The user will use the "CHARGING" action sequence when the user is charging a skill, item, or weapon. #============================================================================= Enemy Notetag (WITH ATB ONLY):
Defines the action sequence used while an enemy is charging an unarmed attack. Only used if a '' type Notetag is used.
EXAMPLE: The user will use the "CHARGING" action sequence when the user is charging a skill, item, or weapon.
#============================================================================= #----------------------------------------------------------------------------- # Do not edit anything below this line unless you know what you're doing. #----------------------------------------------------------------------------- #=============================================================================
# ATB Base def atb_base_noteread @atb_base ||= note =~ ATB_BASE_TAG ? $1.to_i : :nothing end
#-------------------------------------------------------------------------- # Skill and Item Extensions #-------------------------------------------------------------------------- def skill_item_extension_noteread return @extensions if @extensions != nil @extensions = [] ext_reading = false self.note.split(/[\r\n]+/).each { |line| case line when /<(?:EXTENSION[S]?|ext)>/i ext_reading = true when /<\/(?:EXTENSION[S]?|ext)>/i ext_reading = false when /([\w\s]+)/i next unless ext_reading case $1.upcase when "PERFECTHIT", "PERFECT HIT", "NOEVADE", "NO EVADE" @extensions.push("PERFECTHIT")
when "IGNOREREFLECT", "IGNORE REFLECT" @extensions.push("IGNOREREFLECT")
when "HELPHIDE", "HELP HIDE", "HIDEHELP", "HIDE HELP", "HIDE HELP WINDOW" @extensions.push("HELPHIDE")
when "TARGETALL", "TARGET ALL" @extensions.push("TARGETALL")
when "RANDOMTARGET", "RANDOM TARGET", "RANDOM" @extensions.push("RANDOMTARGET")
when "OTHERS", "REMOVE SELF", "NOT SELF" @extensions.push("OTHERS")
when "NOOVERKILL", "NO OVERKILL" @extensions.push("NOOVERKILL")
when "NOFLASH", "NO FLASH", "DON'T FLASH" @extensions.push("NOFLASH")
when "NONE" @extensions.push("NONE")
end # end case $1.upcase end # end case line } #p @extensions return @extensions end # end def skill_item_extension_noteread end # end module TankentaiBaseItemTags
#========================================================================= # State Tags #========================================================================= module TankentaiStateTags #-------------------------------------------------------------------------- # State Extensions #-------------------------------------------------------------------------- # # tags # def state_extension_noteread return @extensions if @extensions != nil @extensions = [] ext_reading = false self.note.split(/[\r\n]+/).each { |line| case line when /<(?:extensions|EXTENSION)>/i ext_reading = true when /<\/(?:extensions|EXTENSION)>/i ext_reading = false when /([\w\s]+)[:]?\s*([\d]+)/i next unless ext_reading case $1.upcase when "AUTOLIFE", "REBIRTH" @extensions.push("AUTOLIFE/" + $2)
when "MAGREFLECT", "MAGIC REFLECT", "REFLECT MAGIC" @extensions.push("MAGREFLECT/" + $2)
when "PHYREFLECT", "PHYSICAL REFLECT", "REFLECT PHYSICAL" @extensions.push("PHYREFLECT/" + $2)
when "MAGNULL", "MAGIC NULL", "NULL MAGIC" @extensions.push("MAGNULL/" + $2)
when "PHYNULL", "PHYSICAL NULL", "NULL PHYSICAL" @extensions.push("PHYNULL/" + $2)
end # end case $1.upcase
when /([\w\s]+)/i next unless ext_reading case $1.upcase when "COSTABSORB", "COST ABSORB", "ABSORB COST" @extensions.push("COSTABSORB")
when "ZEROTURNLIFT", "ZERO TURN LIFT", "TURN END LIFT" @extensions.push("ZEROTURNLIFT")
when "EXCEPTENEMY", "ENEMY OFF", "ENEMY ACTION OFF" @extensions.push("EXCEPTENEMY")
when "NOSTATEANIME", "ACTION OFF", "STATE ACTION OFF" @extensions.push("NOSTATEANIME")
when "NOPOP", "NO POP" "HIDE POP", "HIDE POP WINDOW", @extensions.push("NOPOP")
when "NONE" @extensions.push("NONE") end # end case $1.upcase end # end when /([\w\s]+)/i } return @extensions end # end def state_extension_noteread
# # "Slip Damage" must be checkmarked SLIP_CANNOT_KILL = /<(?:CANNOT\s?KILL|can't kill)>/i SLIP_CANNOT_POP = /<(?:CANNOT\s?POP|can't pop)>/i SLIP_DAMAGE_TAG = //i
#========================================================================== # * Game_Enemy < Game_Battler #========================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ++ Enemy Base Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_base_action base_action unless $@ def base_action return @action_key if @action_key != nil action = enemy.enemy_base_action_noteread if action != :nothing @action_key = action else @action_key = bubs_tsbs_notetags_enemy_base_action # alias end @action_key end #-------------------------------------------------------------------------- # ++ Enemy Standby Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_normal normal unless $@ def normal return @enemy_standby if @enemy_standby != nil action = enemy.enemy_normal_noteread if action != :nothing @enemy_standby = action else @enemy_standby = bubs_tsbs_notetags_enemy_normal # alias end @enemy_standby end #-------------------------------------------------------------------------- # ++ Enemy Pinch Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_pinch pinch unless $@ def pinch return @enemy_pinch if @enemy_pinch != nil action = enemy.enemy_pinch_noteread if action != :nothing @enemy_pinch = action else @enemy_pinch = bubs_tsbs_notetags_enemy_pinch # alias end @enemy_pinch end #-------------------------------------------------------------------------- # ++ Enemy Guard Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_defence defence unless $@ def defence return @enemy_guard if @enemy_guard != nil action = enemy.enemy_guard_noteread if action != :nothing @enemy_guard = action else @enemy_guard = bubs_tsbs_notetags_enemy_defence # alias end @enemy_guard end #-------------------------------------------------------------------------- # ++ Enemy Hurt Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_damage_hit damage_hit unless $@ def damage_hit return @enemy_hurt if @enemy_hurt != nil action = enemy.enemy_hurt_noteread if action != :nothing @enemy_hurt = action else @enemy_hurt = bubs_tsbs_notetags_enemy_damage_hit # alias end @enemy_hurt end #-------------------------------------------------------------------------- # ++ Enemy Evade Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_evasion evasion unless $@ def evasion return @enemy_evade if @enemy_evade != nil action = enemy.enemy_evade_noteread if action != :nothing @enemy_evade = action else @enemy_evade = bubs_tsbs_notetags_enemy_evasion # alias end @enemy_evade end #-------------------------------------------------------------------------- # ++ Enemy Escape Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_run_success run_success unless $@ def run_success return @enemy_escape if @enemy_escape != nil action = enemy.enemy_escape_noteread if action != :nothing @enemy_escape = action else @enemy_escape = bubs_tsbs_notetags_enemy_run_success # alias end @enemy_escape end #-------------------------------------------------------------------------- # ++ Enemy Enter Battle Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_first_action first_action unless $@ def first_action return @enemy_start if @enemy_start != nil action = enemy.enemy_start_noteread if action != :nothing @enemy_start = action else @enemy_start = bubs_tsbs_notetags_enemy_first_action # alias end @enemy_start end #-------------------------------------------------------------------------- # Enemy Interrupt Recover Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_recover_action recover_action unless $@ def recover_action return @enemy_interrupt if @enemy_interrupt != nil action = enemy.enemy_interrupt_noteread if action != :nothing @enemy_interrupt = action else @enemy_interrupt = bubs_tsbs_notetags_enemy_recover_action # alias end @enemy_interrupt end #-------------------------------------------------------------------------- # ++ Enemy Dead Pose #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_incapacitated incapacitated unless $@ def incapacitated return @enemy_dead if @enemy_dead != nil action = enemy.enemy_incapacitated_noteread if action != :nothing @enemy_dead = action else @enemy_dead = bubs_tsbs_notetags_enemy_incapacitated # alias end @enemy_dead end #-------------------------------------------------------------------------- # ++ Enemy Mirror #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_action_mirror action_mirror unless $@ def action_mirror return @enemy_mirror if @enemy_mirror != nil # simple 'once' constructor value = enemy.enemy_mirror_noteread # check the value taken from data object note if value != :nothing # if the note tag was not found, value would be :nothing, if it was, value is true @enemy_mirror = value # use note tag setting (true) else @enemy_mirror = bubs_tsbs_notetags_action_mirror #otherwise, use original end @enemy_mirror # return this value for sure end #-------------------------------------------------------------------------- # ++ Enemy Animation #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_anime_on anime_on unless $@ def anime_on return @enemy_animate if @enemy_animate != nil value = enemy.enemy_animate_noteread if value != :nothing @enemy_animate = value else @enemy_animate = bubs_tsbs_notetags_anime_on # alias end @enemy_animate end #-------------------------------------------------------------------------- # ++ Enemy Shadow #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_shadow shadow unless $@ def shadow return @shadow_name if @shadow_name != nil file = enemy.enemy_shadow_noteread if file != :nothing @shadow_name = file @shadow_name = "" if file.upcase == "OFF" else @shadow_name = bubs_tsbs_notetags_shadow # alias end @shadow_name end #-------------------------------------------------------------------------- # ++ Enemy Shadow Position #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_shadow_plus shadow_plus unless $@ def shadow_plus return @shadow_plus if @shadow_plus != nil coordinate = enemy.enemy_shadow_plus_noteread if coordinate != :nothing @shadow_plus = coordinate else @shadow_plus = bubs_tsbs_notetags_shadow_plus # alias end @shadow_plus end #-------------------------------------------------------------------------- # ++ Enemy Position #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_position_plus position_plus unless $@ def position_plus return @position_plus if @position_plus != nil coordinate = enemy.enemy_position_plus_noteread if coordinate != :nothing @position_plus = coordinate else @position_plus = bubs_tsbs_notetags_position_plus # alias end @position_plus end #-------------------------------------------------------------------------- # ++ Enemy Equipped Weapon #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_weapon weapon unless $@ def weapon return @enemy_weapon if @enemy_weapon != nil id = enemy.enemy_weapon_noteread if id != :nothing @enemy_weapon = id else @enemy_weapon = bubs_tsbs_notetags_enemy_weapon # alias end @enemy_weapon end #-------------------------------------------------------------------------- # ++ Enemy Collapse Type #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_collapse_type collapse_type unless $@ def collapse_type return @enemy_collapse if @enemy_collapse != nil num = enemy.enemy_collapse_noteread if num != :nothing @enemy_collapse = num else @enemy_collapse = bubs_tsbs_notetags_enemy_collapse_type # alias end @enemy_collapse end #-------------------------------------------------------------------------- # ++ Enemy Multi Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_action_time action_time unless $@ def action_time return @multiact if @multiact != nil array = enemy.enemy_action_time_noteread if array != :nothing @multiact = array else @multiact = bubs_tsbs_notetags_action_time # alias end @multiact end #-------------------------------------------------------------------------- # ++ Enemy Unarmed Charge Time Settings #-------------------------------------------------------------------------- if $imported["TankentaiATB"] alias bubs_tsbs_notetags_enemy_charge charge unless $@ def charge return @charge_values if @charge_values != nil action = enemy.enemy_charge_noteread if action != :nothing @charge_values = action else @charge_values = bubs_tsbs_notetags_enemy_charge # alias end @charge_values end #-------------------------------------------------------------------------- # ++ Enemy Recharge Value Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_recharge recharge unless $@ def recharge return @recharge_value if @recharge_value != nil value = enemy.enemy_recharge_noteread if value != :nothing @recharge_value = value else @recharge_value = bubs_tsbs_notetags_enemy_recharge # alias end @recharge_value end #-------------------------------------------------------------------------- # ++ Enemy ATB Base Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_atb_base atb_base unless $@ def atb_base return @atb_base if @atb_base != nil value = enemy.enemy_atb_base_noteread if value != :nothing @atb_base = value else @atb_base = bubs_tsbs_notetags_enemy_atb_base # alias end @atb_base end #-------------------------------------------------------------------------- # ++ Enemy ATB Gauge Visibility Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_enemy_atb_on atb_on unless $@ def atb_on return @atb_on if @atb_on != nil value = enemy.enemy_atb_on_noteread if value != :nothing @atb_on = value else @atb_on = bubs_tsbs_notetags_enemy_atb_on # alias end @atb_on end
end # if $imported["TankentaiATB"] end # end class Game_Enemy < Game_Battler
#========================================================================== # * RPG::Skill #========================================================================== class RPG::Skill #-------------------------------------------------------------------------- # ++ Skill Action Sequence Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_skill_base_action base_action unless $@ def base_action return @action_key if @action_key != nil action = base_action_noteread if action != :nothing @action_key = action else @action_key = bubs_tsbs_notetags_skill_base_action # alias end @action_key end #-------------------------------------------------------------------------- # ++ Set Skill Extensions #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_skill_extension extension unless $@ def extension return @extensions if @extensions != nil ext = skill_item_extension_noteread if !ext.empty? @extensions = ext else @extensions = bubs_tsbs_notetags_skill_extension # alias end @extensions end #-------------------------------------------------------------------------- # ++ Set Skill Flying Graphic #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_skill_flying_graphic flying_graphic unless $@ def flying_graphic file = flying_graphic_noteread if file != :nothing @flygraphic = file else @flygraphic = bubs_tsbs_notetags_skill_flying_graphic # alias end @flygraphic end #-------------------------------------------------------------------------- # ++ Skill Charge Time Settings #-------------------------------------------------------------------------- if $imported["TankentaiATB"]
alias bubs_tsbs_notetags_skill_charge charge unless $@ def charge return @charge_values if @charge_values != nil value = charge_noteread if value != :nothing @charge_values = value else @charge_values = bubs_tsbs_notetags_skill_charge # alias end @charge_values end #-------------------------------------------------------------------------- # ++ Skill Recharge Value Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_skill_recharge recharge unless $@ def recharge return @recharge_value if @recharge_value != nil value = recharge_noteread if value != :nothing @recharge_value = value else @recharge_value = bubs_tsbs_notetags_skill_recharge # alias end @recharge_value end
end # if $imported["TankentaiATB"] end
#=========================================================================== # * RPG::Item #=========================================================================== class RPG::Item #-------------------------------------------------------------------------- # ++ Item Action Sequence Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_item_base_action base_action unless $@ def base_action return @action_key if @action_key != nil action = base_action_noteread if action != :nothing @action_key = action else @action_key = bubs_tsbs_notetags_item_base_action # alias end @action_key end #-------------------------------------------------------------------------- # ++ Set Item Flying Graphic #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_item_flying_graphic flying_graphic unless $@ def flying_graphic return @flygraphic if @flygraphic != nil file = flying_graphic_noteread if file != :nothing @flygraphic = file else @flygraphic = bubs_tsbs_notetags_item_flying_graphic # alias end @flygraphic end #-------------------------------------------------------------------------- # ++ Item Charge Time Settings #-------------------------------------------------------------------------- if $imported["TankentaiATB"]
alias bubs_tsbs_notetags_item_charge charge unless $@ def charge return @charge_values if @charge_values != nil array = charge_noteread if array != :nothing @charge_values = array else @charge_values = bubs_tsbs_notetags_item_charge # alias end @charge_values end #-------------------------------------------------------------------------- # ++ Item Recharge Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_item_recharge recharge unless $@ def recharge return @recharge_value if @recharge_value != nil value = recharge_noteread if value != :nothing @recharge_value = value else @recharge_value = bubs_tsbs_notetags_item_recharge # alias end @recharge_value end
end # if $imported["TankentaiATB"]
end # end class RPG::Item #========================================================================== # * RPG::Weapon #========================================================================== class RPG::Weapon #-------------------------------------------------------------------------- # ++ Set Weapon Action Sequence #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_base_action base_action unless $@ def base_action return @action_key if @action_key != nil action = base_action_noteread if action != :nothing @action_key = action else @action_key = bubs_tsbs_notetags_weapon_base_action # alias end @action_key end #-------------------------------------------------------------------------- # ++ Set Weapon Graphic #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_graphic graphic unless $@ def graphic return @weapon_graphic if @weapon_graphic != nil file = weapon_graphic_noteread if file != :nothing @weapon_graphic = file else @weapon_graphic = bubs_tsbs_notetags_weapon_graphic # alias end @weapon_graphic end #-------------------------------------------------------------------------- # ++ Set Weapon Flying Graphic #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_flying_graphic flying_graphic unless $@ def flying_graphic return @flygraphic if @flygraphic != nil flying = flying_graphic_noteread if flying != :nothing @flygraphic = flying else @flygraphic = bubs_tsbs_notetags_weapon_flying_graphic # alias end @flygraphic end #-------------------------------------------------------------------------- # ++ Weapon Charge Time Settings #-------------------------------------------------------------------------- if $imported["TankentaiATB"]
alias bubs_tsbs_notetags_weapon_charge charge unless $@ def charge return @charge_values if @charge_values != nil value = charge_noteread if value != :nothing @charge_values = value else @charge_values = bubs_tsbs_notetags_weapon_charge # alias end @charge_values end #-------------------------------------------------------------------------- # ++ Weapon Recharge Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_recharge recharge unless $@ def recharge return @recharge_value if @recharge_value != nil value = recharge_noteread if value != :nothing @recharge_value = value else @recharge_value = bubs_tsbs_notetags_weapon_recharge # alias end @recharge_value end #-------------------------------------------------------------------------- # ++ Weapon Charge Bonus Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_charge_bonus charge_bonus unless $@ def charge_bonus return @charge_bonus if @charge_bonus != nil value = charge_bonus_noteread if value != :nothing @charge_bonus = value else @charge_bonus = bubs_tsbs_notetags_weapon_charge_bonus # alias end @charge_bonus end #-------------------------------------------------------------------------- # ++ Weapon ATB Base Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_weapon_atb_base atb_base unless $@ def atb_base return @atb_base if @atb_base != nil value = atb_base_noteread if value != :nothing @atb_base = value else @atb_base = bubs_tsbs_notetags_weapon_atb_base # alias end @atb_base end
end # if $imported["TankentaiATB"]
end
class RPG::Armor #-------------------------------------------------------------------------- # ++ Armor Charge Bonus Settings #-------------------------------------------------------------------------- if $imported["TankentaiATB"]
alias bubs_tsbs_notetags_armor_charge_bonus charge_bonus unless $@ def charge_bonus return @charge_bonus if @charge_bonus != nil value = charge_bonus_noteread if value != :nothing @charge_bonus = value else @charge_bonus = bubs_tsbs_notetags_armor_charge_bonus # alias end @charge_bonus end #-------------------------------------------------------------------------- # ++ Armor ATB Base Settings #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_armor_atb_base atb_base unless $@ def atb_base return @atb_base if @atb_base != nil value = atb_base_noteread if value != :nothing @atb_base = value else @atb_base = bubs_tsbs_notetags_armor_atb_base # alias end @atb_base end
end # if $imported["TankentaiATB"] end
#========================================================================== # * RPG::State #========================================================================== class RPG::State #-------------------------------------------------------------------------- # ++ Set State Base Action #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_state_base_action base_action unless $@ def base_action return @state_action if @state_action != nil action = state_base_action_noteread if action != :nothing @state_action = action else @state_action = bubs_tsbs_notetags_state_base_action # alias end @state_action end #-------------------------------------------------------------------------- # ++ Set State Extensions #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_state_extension extension unless $@ def extension return @extensions if @extensions != nil ext = state_extension_noteread if !ext.empty? @extensions = ext else @extensions = bubs_tsbs_notetags_state_extension # alias end @extensions end #-------------------------------------------------------------------------- # ++ Set State Slip Damage Values #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_state_slip_extension slip_extension unless $@ def slip_extension return @slip_values if @slip_values != nil array = state_slip_extension_all_noteread if !array.empty? @slip_values = array else @slip_values = bubs_tsbs_notetags_state_slip_extension # alias end @slip_values end #-------------------------------------------------------------------------- # ++ Set State ATB Damage Values #-------------------------------------------------------------------------- if $imported["TankentaiATB"]
alias bubs_tsbs_notetags_atb_damage atb_damage unless $@ def atb_damage return @atb_damage if @atb_damage != nil value = atb_damage_noteread if value != :nothing @atb_damage = value else @atb_damage = bubs_tsbs_notetags_atb_damage # alias end @atb_damage end #-------------------------------------------------------------------------- # ++ Set State ATB Damage Threshold Values #-------------------------------------------------------------------------- alias bubs_tsbs_notetags_atb_minus_damage atb_minus_damage unless $@ def atb_minus_damage return @atb_minus_damage if @atb_minus_damage != nil value = atb_minus_damage_noteread if value != :nothing @atb_minus_damage = value else @atb_minus_damage = bubs_tsbs_notetags_atb_minus_damage # alias end @atb_minus_damage end
end # end if $imported["TankentaiATB"] end
#========================================================================== # * RPG::BaseItem # * RPG::Enemy # * RPG::State #========================================================================== module RPG class BaseItem; include Bubs::TankentaiBaseItemTags; end class Enemy; include Bubs::TankentaiEnemyTags; end class State; include Bubs::TankentaiStateTags; end end
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 21:51
"Premade Action Sequence" :
Spoiler:
#============================================================================== # + Premade Action Sequences for Tankentai Sideview Battle System #------------------------------------------------------------------------------ # Sequences scripted by Mr. Bubble, AlphaWhelp and Kylock #============================================================================== # Add-on action sequences scripts from the original EXTRA demo have been # condensed into a single script. Although it is not required, it is assumed # you are going to use the Tankentai Notetags script to assign these action # sequences to skills, items and weapons. # # You can use the following Notetags: # # # # # # # # # # # # # # # # # # # # MADE FOR ATB ONLY # # # # MADE FOR ATB ONLY # # # # Unfortunately, I do not have the time to provide comments for all of the # anime keys and action sequences. #==============================================================================
} # <-- Do not delete this. ACTION.merge!(PREMADE_ACTION_SEQUENCES) end
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 21:54
"Battler Configuration" : (partie1)
Spoiler:
#============================================================================== # ■ Sideview Battle System Battler Configuration [3.4e] #------------------------------------------------------------------------------ # 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 #============================================================================== # ■ ANIME Hashes #------------------------------------------------------------------------------ # ANIME hashes are utilized by ACTION sequences and have no utility alone. #==============================================================================
ANIME = { # <- Do not delete this line.
#---------------------------------------------------------------------------- # * About Anime Hashes #---------------------------------------------------------------------------- # Think of Anime Hashes as predefined orders/commands that are given to a # battler to make it perform a single desired action/effect in battle. By # utilizing multiple Anime Hashes and listing their keys in an action # sequence, you are able create your own unique battler actions. # Anime Hashes are utilized by listing Anime Keys within an action sequence. # # Please read "About Action Sequences" for specific information on # how to use Anime Hashes in Action Sequences. # #---------------------------------------------------------------------------- # * Creating Anime Hashes #---------------------------------------------------------------------------- # ANIME Hashes in this section are defined with the following syntax:
# ANIME Key - Can be any name you want as long as it does not # contain only numbers such as "5" or "42". # Remember that ANIME Keys are case-sensitive # when they are used. If an ANIME Key is not defined when # used within an action sequence, the ANIME Key will simply # be skipped and the action sequence will continue. # When creating names for your Keys, do not use the # same name as an existing Key. # # => - Must be between the ANIME Key and the Hash Array. # # Hash Array - Contents of the Hash Array differ depending on the type of # battler action you want when the ANIME Key is used in an action # sequence. Please read through the SBS Configuration script # to learn the requirements for each type of Anime Hash. # # Comma - All Anime hashes must end with a comma after the # closing square bracket. Forgetting to include the comma will # result in a syntax error.
#-------------------------------------------------------------------------- # ● Battler Poses #-------------------------------------------------------------------------- # Command a battler to display specific frames from the battler's # assigned character graphic file. # # File No. - File number of battler graphic file used. # 0: Walking Graphic. In the case of Actors, 0 refers to # default walking graphic as assigned in the Actors tab. # n: "Character Name + _n", where n refers to the file number # extension. # Example: If Ralph has a character graphic of "$Ralph.png" # assigned to him in the Actors tab of the Database, # "$Ralph_1" can instead be used if File No. equals 1. # # Row - Row to be used from the character graphic, where the value 0 # refers to the topmost row. (0~3) # Speed - Frame change rate of battler graphic. Lower numbers are faster. # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ... # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ... # [2: One Loop, no repeat] Example: 1 2 3 . # Wait - Time, in frames, before animation loops again. # This value does not apply if Loop=2 # Fixed - Defines loop behavior or specific fixed frame display. # [ -2: Reverse Loop Animation. Also reverses weapon animation.] # [ -1: Normal Loop Animation] # [0~2: Fixed frame display. Refers to frame on character sprite # sheet starting where 0 = left-most frame.] # Z - Value added to battler's Z priority. # Shadow - true: Display battler shadow. # false: Does not display battler shadow. # Weapon - Weapon Sprite Animation to be used with battler frame animation. # For no weapon animation, use "".
#-------------------------------------------------------------------------- # ++ Weapon Sprite Animation #-------------------------------------------------------------------------- # Weapon Sprite Animation keys are not to be used directly within action # sequences. Instead, they are utilized in Battler Frame Animation hash # arrays. # # The amount of frames a Weapon Sprite Animation has from start to finish # is equal to the number of frames in a row of a character graphic. # # Xa - Distance weapon sprite is moved on the X-axis. # Ya - Distance weapon sprite is moved on the Y-axis. Please note that # the Y-axis is inverted. This means negative values move up, positive # values move down. # Za - true: Weapon sprite is displayed over battler sprite. # false: Weapon sprite is displayed behind battler sprite. # A1 - Starting angle of weapon sprite rotation. Negative numbers will # result in counter-clockwise rotation. # A2 - Ending angle of weapon sprite. Rotation will stop here. # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right] # [3:Bottom Left] [4:Bottom Right] # Inv - Invert - If true, horizontally inverts weapon sprite. # Xs - X scale - Stretches weapon sprite horizontally by a factor of X. # Values may be decimals. (0.6, 0.9, etc.) # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y. # Values may be decimals. (0.6, 0.9, etc.) # Xp - X pitch - For adjusting the X axis. This number changes the initial # X coordinate. # Yp - Y pitch - For adjusting the Y axis. This number changes the initial # Y coordinate. # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used # instead.
#-------------------------------------------------------------------------- # ++ Battler Movement #-------------------------------------------------------------------------- # Command a battler to move to a specified point on the battle field. # # Origin - Defines the origin of movement based on an (x,y) coordinate plane. # [0: Battler's Current Position] # [1: Center of Battler's Selected Target] # [2: Screen; (0,0) is at upper-left of screen] # [3: Battler's Start Position] # [4: "Head" of Battler's Selected Target] # [5: "Feet" of Battler's Selected Target] # X - X-axis pixels from origin. 1 unit = 1 pixel # Y - Y-axis pixels from origin. Please note that the Y-axis is # inverted. This means negative values move up, positive values # move down. 1 unit = 1 pixel # Time - Total travel time from starting to end point. # Larger numbers are slower. # Accel - Positive values accelerates frames. Negative values decelerates. # Jump - Negative values produce a jumping arc. Positive values produce # a reverse arc. [0: No jump] # Animation - Battler Frame Animation utilized during moving.
#-------------------------------------------------------------------------- # ++ Battler Float Movement #-------------------------------------------------------------------------- # Battler Float Animation hashes define the movement of battlers from their # own shadows. Note that it is not possible to move horizontally with # Battler Movements hashes while simultaneously floating from a shadow. # # Type - Always "float". # A - Starting float height. Negative values move up. # Positive values move down. # B - Ending float height. This height is maintained until another action # is used. # Time - Total duration of movement from point A to point B # Animation - Specifies the Battler Frame Animation to be used.
#-------------------------------------------------------------------------- # ++ 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.
#-------------------------------------------------------------------------- # ++ Force Battler Action #-------------------------------------------------------------------------- # These types of ANIME hash allow forced control of other battler objects # that you define. This is particuarly used to control battlers when # it is not their turn. # # Type - Specifies action type. "SINGLE" or "SEQUENCE" # # Object - The battler(s) that will execute the specific action defined under # ANIME/ACTION Key. 0 is for selected target. Any other positive # number is a State ID number (1~999) that will force all battlers # with that State on them to execute the ANIME/ACTION Key. # By adding a - (minus sign) followed by a Skill ID number (1~999), # the actors that know that Skill ID will execute the defined # ANIME/ACTION Key except the active battler. # If you want to define a specific actor as the Object, # add 1000 to their index ID number. If the system cannot designate # the index number(such as if actor is dead or ran away), it will # select the nearest one starting from 0. If a response fails, # the action will be cancelled. (Example: Ylva's actor ID is 4. A # value of 1004 would define Ylva as the Object.) # # Reset Type - Specifies method of returning the battler to its original # location. # ANIME/ACTION Key - Specifies action used. If Type is SINGLE, # must be an ANIME hash key. If Type is SEQUENCE, # must an ACTION sequence key.
#-------------------------------------------------------------------------- # ++ 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)]
#-------------------------------------------------------------------------- # ++ Skill Link (Derivating Skills) #-------------------------------------------------------------------------- # Allows you use another skill directly from an action sequence. # # Linking to another skill will immediately terminate the action sequence # the Skill Link was used in. Linking to the next skill will also # require and consume the MP/HP cost of that skill. # # You can also define the probability of a successful Skill Link. If the # skill link is not successful, the link will be skipped and the sequence # will continue as normal. # # Type - Always "der" # Chance - Percentage chance for a successful skill link. (0~100) # Learned? - true: actor does not require Skill ID learned to link. # false: actor requires Skill ID learned. # Skill ID - ID of the skill that will be linked to.
# ANIME Key Type Chance Learned? Skill ID "LINK_SKILL_91" => ["der", 100, true, 91], "LINK_SKILL_92" => ["der", 100, true, 92],
#-------------------------------------------------------------------------- # ++ Action Sequence Conditions #-------------------------------------------------------------------------- # Allows you to create a conditional statement within an action sequence. # # If the condition is met, the ACTION sequence will continue processing # normally. If the condition is not met, the battler's turn will immediately # be ended and will reset to its start coordinate. # # A: Type - always "nece" # B: Object - Object(s) that Condition refers to. [0=Self] [1=Target] # [2=All Enemies] [3=All Allies] # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill] # # D: Condition - Condition is determined by the value you set for Content. # [0] State: State ID Number # [1] Parameter: [0=Current HP] [1=Current MP] [2=ATK] [3=DEF] [4=SPI] [5=AGI] # [2] Switch: Game Switch Number # [3] Variable: Game Variable Number # [4] Skill: Skill ID Number # # E: Condition Value - Value required for the Condition as defined above. # [0] State: Exact amount of states required. If number is positive, the # condition is how many have the state, while a negative number # are those who don't have the state. # [1] Parameter: If Object is more than one battler, average is used. # Success if Parameter is greater than value. If Value # is negative, then success if lower than value. # [2] Switch: If Condition is 2, Condition Value must be true or false. # [true: Switch ON succeeds] [false: Switch OFF succeeds] # [3] Variable: Game Variable value used to determine if condition is met. If # Condition Value is positive, Game Variable must have more # than the defined amount to succeed. If Condition Value has a # minus symbol (-) attached, Game Variable must have less than # the defined amount to succeed. (Ex: -250 means the Game # Variable must have a value less than 250 to succeed.) # [4] Skill: Required amount of battlers that have the specified Skill # ID learned.
# ANIME Key Type Obj Cont Cond Cond Value # A B C D E "CONDITION_STATE_18" => ["nece", 3, 0, 18, 1], "CONDITION_STATE_19" => ["nece", 3, 0, 19, 3], "CONDITION_STATE_17" => ["nece", 0, 0, 17, 1], "CONDITION_STATE_CAT" => ["nece", 0, 0, 20, 1],
#-------------------------------------------------------------------------- # ++ Battler Sprite Angle #-------------------------------------------------------------------------- # Rotates battler sprite image. Weapon Animations do not automatically # rotate with the battler when used in conjunction with Battler Sprite # Rotation ANIME Keys. # # Type - always "angle" # Time - Duration duration of rotation animation in frames. # Start - Starting angle. 0-360 degrees. Can be negative. # End - Ending Angle. 0-360 degress. Can be negative. # Return - true: End of rotation is the same as end of duration. # false: Rotation animation as defined.
# ANIME Key Type Time Start End Return "DEAD_ANGLE" => ["angle", 1, -90, -90,false], "CLOCKWISE_TURN" => ["angle", 48, 0,-360,false], "COUNTERCLOCKWISE_TURN" => ["angle", 6, 0, 360,false],
#-------------------------------------------------------------------------- # ++ Battler Sprite Zoom #-------------------------------------------------------------------------- # Stretch and shrink battler sprites. Battler zoom is always temporary. # # Type - always "zoom" # Time - Duration of zoom animation in frames. # X - X scale - Stretches battler sprite horizontally by a factor of X. # 1.0 is normal size, 0.5 is half size. # Y - Y scale - Stretches battler sprite vertically by a factor of Y. # 1.0 would be normal size, 0.5 would be half size. # Return - true: End of rotation is the same as end of duration. # false: Zoom animation as defined.
# ANIME Key Type Time X Y Return "X_SHRINK" => ["zoom", 16, 0.5, 1.0, true], "Y_SHRINK" => ["zoom", 16, 1.0, 0.5, true],
#-------------------------------------------------------------------------- # ++ Battle Animation (Damage) #-------------------------------------------------------------------------- # These ANIME hashes deal with animations, particularly with those assigned # in the Database for Weapons, Skills and Items. These are what causes # any damage/healing/state/etc. application from Weapons, Skills and Items. # # A difference between "anime" and "m_a" ANIME hashes is that # "anime" triggered animations will move with the Object on the screen. The # Z-axis of animations will always be over battler sprites. # # If the "ID" variable is -1, -2, or -3 the ANIME hash will cause damage # and attempt to apply any states assigned to the weapon, skill, or item. # # If the "ID" variable is -3, it will only cause object damage with no # associated animation. # # If the "ID" variable is -4, it will only produce an animation (if any). # # Type - always "anime" # ID: [1~999: Database Animation ID.] # [-1: Deal damage and uses item/skill/weapon animation in game Database.] # [-2: Deal damage and uses equipped Weapon's animation.] # [-3: Deal damage and not use any animation.] # [-4: Uses item/skill/weapon assigned database animation. No damage.] # Object - [0=Self] [1=Target] # Invert - If set to true, the animation is inverted horizontally. # Wait - true: Sequence will not continue until animation is completed. # false: Sequence will continue regardless of animation length. # Weapon2 - true: If wielding two weapons, animation is used from Weapon 2.
# It is best to explain what each anime key listed above does since # they are often used and are very important. # 'object animation' refers to what the defined database animation is as # assigned in the database (i.e. Item animation, Skill animation or # Weapon animation) # # "DAMAGE_ANIM" # - Deal damage AND plays object animation. # "DAMAGE_ANIM_WAIT" # - Deal damage AND plays object animation AND delays the sequence # until animation is finished. This DOES NOT delay the damage. # "WEAPON_DAMAGE" # - Deal damage AND plays equipped Weapon animation (even if a skill # or item is used) # "WEAPON2_DAMAGE" # - Deal damage AND plays equipped Weapon 2 animation (even if a skill # or item is used) # "WEAPON_DAMAGE_WAIT" # - Deal damage AND plays equipped Weapon animation (even if a skill # or item is used). Delays sequence. # "WEAPON2_DAMAGE_WAIT" # - Deal damage AND plays equipped Weapon 2 animation (even if a skill # or item is used). Delays sequence. # "DAMAGE" # - Deals damage ONLY. Does not play object animation. # "ANIM" # - Only plays object animation. Does not delay sequence. # DOES NOT deal damage. # "ANIM_WAIT" # - Plays object animation AND delays the sequence until the animation # is finished. DOES NOT deal damage. # "ANIM_ON_SELF_WAIT" # - Always plays object animation on self AND delays the sequence # until the animation is finished. DOES NOT deal damage. # Positive ID numbers # - "anime" hashes with a positive ID number refers to the animation ID # in the Animations tab in your Database. These will never cause damage.
#-------------------------------------------------------------------------- # ++ Moving Animations #-------------------------------------------------------------------------- # Allows extended control of database animations when they are used in battle. # # Moving Animation keys provide motion options for animations made in the # database. Used for effects such as long-ranged attacks and projectiles. # Weapon sprites can also substitute animations. # # A difference between Moving Animation and Battle Animation hashes is that # Moving Animations will stay where the Object was even if the Object moves # while the animation plays. # # Moving Animation hashes are the only way to utilize the flying graphics # assigned to skills, items, and weapons. If the Flying Graphic Angle # is left blank (i.e. "") then no flying graphic will be used. # # Type - always "m_a" # ID - 1~999: Database Animation ID # 0: No database animation used. # Object - Animation's target. [0=Target] [1=Enemy's Area] # [2=Party's Area] [4=Self] # Pass - [0: Animation stops when it reaches the Object.] # [1: Animation passes through the Object and continues.] # Time - Total travel time of animation from starting to end point. Larger # values slow down travel speed. This value also determines the length # of time the animation will display on screen. It is possible for # animations to get cut short before it completes. Increase this value # to ensure that animations don't get cut short. # Arc - Trajectory - Positive values produce a low arc. # Negative values produce a high arc. # [0: No Arc] # Xp - X Pitch - Adjusts the initial X coordinate of the animation. # Enemy calculation will be automatically inverted. # Yp - Y Pitch - Adjusts the initial Y coordinate of the animation. # Start - Defines origin of animation movement. # [0=Self] [1=Target] [2=No Movement] # Z-axis - true: Animation will be over the battler sprite. # false: Animation will be behind battler sprite. # Flying Graphic Angle - Insert only "Flying Graphic Angle" and # "Flying Graphic Skill Angle" ANIME keys. # For no weapon sprite, use "".
#-------------------------------------------------------------------------- # ++ Flying Graphic Angle #-------------------------------------------------------------------------- # Allows rotation of weapon sprites that are utilized within Animation # Movement hashes. # # You can assign a different weapon graphic to be thrown in this # configuration script under Throwing Weapon Graphic Settings. # # Start - Starting angle in degrees (0-360) # End - Ending angle in degrees. (0-360) # Time - Duration, in frames, of a single rotation. Rotation will continue # until the animation is complete.
#-------------------------------------------------------------------------- # ++ Flying Graphic Angle (Skill) #-------------------------------------------------------------------------- # Different from Throwing Weapon Rotation. These ANIME hashes are used to # rotate weapon sprites that are "thrown" with Movement of Animation ANIME # objects. These are specifically used with skills. You may assign a different # weapon graphic to be thrown in this configuration script under # Throwing Weapon Graphic Settings. # # Start - Starting angle in degrees (0-360) # End - Ending angle in degrees. (0-360) # Time - Duration, in frames, of a single rotation. Rotation will continue # until the animation is complete. # Type - Always "skill".
# ANIME Key Start End Time Type "WPN_ROTATION(SKILL)" => [ 0, 360, 8, "skill"],
#-------------------------------------------------------------------------- # ++ Emotion Balloon Animation #-------------------------------------------------------------------------- # Uses Balloon.png in the System folder. # # Type - Always "balloon" # Row - Determines row from the Balloon.png (0~9) # Loop - Balloon loop behavior. Balloon disappears when loop is # complete. [0="One-Way" Loop] [1="Round-Trip" Loop]
#-------------------------------------------------------------------------- # ++ 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.
#-------------------------------------------------------------------------- # ++ 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.
#-------------------------------------------------------------------------- # ++ State Granting Effects #-------------------------------------------------------------------------- # Provides application of states on battlers directly through # an Action Sequence. # # Type - always "sta+" # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies] # [4=All Allies (excluding user)] # State ID - State ID to be granted.
# ANIME Key Type Object State ID "APPLY_STATE_18" => ["sta+", 0, 18], "APPLY_STATE_19" => ["sta+", 0, 19], "APPLY_CAT_STATE" => ["sta+", 0, 20],
#-------------------------------------------------------------------------- # ++ State Removal Effects #-------------------------------------------------------------------------- # Provides direct removal of states on battlers directly through # an Action Sequence. # # Type - always "sta-" # Object - [0=Self] [1=Target] [2=All Enemies] [3=All Allies] # [4=All Allies (excluding user)] # State ID - State ID to be removed.
# ANIME Key Type Object State ID "REMOVE_STATE_18" => ["sta-", 3, 18], "REMOVE_STATE_19" => ["sta-", 3, 19],
#-------------------------------------------------------------------------- # ++ Change Actor Graphic #-------------------------------------------------------------------------- # Type - always "change" # Reset - true: Battler sprite reverts back to previously used file after # battle. # false: Transformation is permanent after battle. # Filename - Battler graphics file that will be transformed to.
#-------------------------------------------------------------------------- # ++ Cut-In Image #-------------------------------------------------------------------------- # Only one image can be displayed at a time. Image can be removed by using # "Clear image" within a sequence. # # X1 - Image's starting X-coordinate. # Y1 - Starting Y-coordinate. # X2 - Ending X-coordinate. # Y2 - Ending Y-coordinate. # Time - Total duration of image movement from start to end point. # Higher values are slower. # Z-axis - true: Image appears over BattleStatus Window. # false: Image appears behind BattleStatus Window. # Filename - Filename from .Graphics/Pictures folder.
#-------------------------------------------------------------------------- # ++ Game Switch Control #-------------------------------------------------------------------------- # Provides direct control of Game Switches directly through # an Action Sequence. # # Type - Always "switch" # Switch - Switch number from the game database. # ON/OFF - [true:Switch ON] [false:Switch OFF] # # ANIME Key Type Switch ON/OFF "GAME_SWITCH_1_ON" => ["switch", 1, true],
#-------------------------------------------------------------------------- # ++ Game Variable Control #-------------------------------------------------------------------------- # Provides direct control of Game Variables directly through # an Action Sequence. # # Type - Always "variable" # Var - Variable Number from the game database. # Operand - [0=Set] [1=Add] [2=Sub] [3=Mul] [4=Div] [5=Mod] # X - value of the operation. # # ANIME Key Type Var Oper X "GAME_VAR_1_+1" => ["variable", 1, 1, 1],
#-------------------------------------------------------------------------- # ++ Script Operation #-------------------------------------------------------------------------- # Type - Always "script" # # Inserts a simple script code into the Action Sequence utilizing the eval() # method. The sample, where it says p = 1, can be replaced with any script. # Character strings can work if the .to_s method is used rather than quotes. # Anything else beyond functions will not work.
# ANIME Key Type "TEST_SCRIPT" => ["script", "
p = 1
"],
#-------------------------------------------------------------------------- # ++ Special Modifiers Keys - DO NOT CHANGE THESE NAMES #-------------------------------------------------------------------------- # "Clear image" - Clears images such as Cut-in graphics. # "Afterimage ON" - Activates Afterimage of battler. # "Afterimage OFF" - Deactivates Afterimage. # "Invert" - Invert animation. Use Invert again in a sequence to cancel # because "RESET" does not reset Invert. # "Don't Wait" - Any actions after Don't Wait is applied are done instantly. # Apply "Don't Wait" again in a sequence to trigger off. # "Can Collapse" - Triggers collapse of battler when HP is 0. # Required in every damage sequence. # "Two Wpn Only" - The ANIME key following Two Wpn Only will only execute # if the actor is wielding two weapons. If the actor is not, # the ANIME key will be skipped and will move on to the next. # "One Wpn Only" - The ANIME key following One Wpn Only will only execute # if the actor is wielding one weapon. If the actor is not, # the ANIME key will be skipped and will move on to the next. # "Process Skill" - The Return marker for individual processing of a skill. # "Process Skill End" - The End marker for individual processing of a skill. # "Start Pos Change" - Changes the Start Position to wherever the battler # currently is on screen. # "Start Pos Return" - Returns battler to original Start Position. # "Cancel Action" - Trigger the "end" of battler's turn which will cause the # the next battler's turn to execute. # This includes the function of Can Collapse, and no # additional damage can be dealt by the battler after this. # "End" - This is used when no action is automatically recognized. # # Note: If you wish to understand the Process Skill and Process Skill End # functions, please examine the "SKILL_ALL" sequence in this Config # and use the Float All skill provided in the demo to see how it works.
#-------------------------------------------------------------------------- # ++ Delay Sequence Processing #-------------------------------------------------------------------------- # When there is only a numerical value as an ANIME key, it will be # considered a delay, in frames, before the Action Sequence continues. # (i.e. "10", "42") Because of this, ANIME keys for the # effects defined above cannot be entirely numerical. Any Battler # Frame Animations that have been prompted will persist when Waiting.
} # <- Do not delete this line.
#============================================================================== # * RPG Tankentai Sideview Battle System # [SBS]Action Sequences #------------------------------------------------------------------------------ # Action Sequences consist of the ANIME keys defined in [. #==============================================================================
ACTION = { # <- Do not delete this line. #---------------------------------------------------------------------------- # * About Action Sequences #---------------------------------------------------------------------------- # Think of Action Sequences as a list of orders/commands given to a battler # in a given situation. Battlers are *always* using an Action Sequence even # when you think they are doing nothing. A battler can only process one # Action Sequence at a time. # # Action Sequences can be assigned to skills, items, weapons, and certain # types of actions in sections of the SBS Configuration script. # #---------------------------------------------------------------------------- # * Defining Action Sequences #---------------------------------------------------------------------------- # Action Sequences in this section are defined with the following syntax: # # Action Sequence Key => Hash Array Comma "EXAMPLE_ACTION_SEQUENCE" => ["ANIME_KEY_1", "30", "ANIME_KEY_2"], # # Action Sequence Key - Can be any name you want as long as it does not # contain only numbers such as "5" or "42". # Remember that Action Sequence Keys are case-sensitive # when they are used. If an Action Sequence Key is # mispelled or does not exist when used, it will result # in an error. # # => - Must be between the Action Sequence Key and the Hash Array. # # Hash Array - Consists of the pre-defined ANIME Keys from the ANIME section # of the SBS Configuration script. You can list as many # ANIME Keys within a hash array as you like as long as they # are separated by commas and are between the square brackets. # When the Action Sequence Key is used, the script will process # any keys in the hash array from left to right, in order. # If an ANIME Key contains only an integer (such as "30"), it # will delay the processing of the Action Sequence by # 1/60 second increments depending on the integer value of # the key. # # Comma - All Action Sequences must end with a comma after the # closing square bracket. Forgetting to include the comma will # result in a syntax error. #---------------------------------------------------------------------------- # TIP: I recommend that you copy an existing action sequence, change the # name of the Action Sequence Key and modify the sequence from there.
#------------ Create your own custom Action Sequences BELOW this line ---------
#------------ Create your own custom Action Sequences ABOVE this line ---------
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 21:56
"Battler Configuration" : (partie2)
Spoiler:
#--------------------------- Default Action Sequences ------------------------- # Default Action Sequences used when certain actions are not defined to # another specific Action Sequence. #---------------------------------------------------------------------------- # "ENEMY_UNARMED_ATK" is the most basic action sequence you can try to # understand. It is an action sequence used by enemies when they attack # without an equipped weapon. I have formatted the anime keys within the # action sequence as a vertical list. It does not matter how much whitespace # there is between each key as long as it is in the hash format as explained # above.
# Action Sequence Key "ENEMY_UNARMED_ATK" => [ # Anime Keys "MOVE_TO_TARGET", # Move to the selected target "WPN_SWING_V", # Swing weapon/play attack pose "DAMAGE_ANIM_WAIT", # Do damage and wait for animation "Can Collapse", # Allow targets to die if at 0 HP "FLEE_RESET" # Return to original battle coordinates ], # <-- Don't forget the closing bracket and comma!
# Even though the use of "WPN_SWING_V" in this sequence is kind of strange # since this sequence is used for when enemies don't have weapons, it will # still play the battler's attack pose (if they are animated). # # When you go into battle with an unarmed enemy, examine their actions. # You will see that they will follow this exact sequence. #---------------------------------------------------------------------------- # "NORMAL_ATTACK" is the action sequence used when an actor uses the attack # command. It is also the default sequence used when using a weapon that # does not have a specific action sequence assigned to it. # It is similar to "ENEMY_UNARMED_ATK" except that it also takes into # consideration if the actor is wielding two weapons.
# Action Sequence Key "NORMAL_ATTACK" => [ # Remember the => and [ # Anime Keys "MOVE_TO_TARGET", # Move to selected target "WPN_SWING_V", # Swing weapon & do attack pose "DAMAGE_ANIM_WAIT", # Do damage/healing and wait for animation "12", # Delay sequence for 12 frames "WPN_SWING_VL", # Swing Weapon 2 (if they have one) "WEAPON2_DAMAGE", # Do damage and animation of Weapon 2 "Two Wpn Only", # Special sequence modifier "16", # Delay for 16 frames (if dual-wielding) "Can Collapse", # Allow targets to die if at 0 HP "FLEE_RESET" # Return to original battle coordinates ], # <-- Don't forget the closing bracket and comma!
# "Two Wpn Only" is a special modifier that checks if the actor is holding # two weapons. If the actor is not holding two weapons, it will ignore the # NEXT immediate key and the sequence will continue normally. #---------------------------------------------------------------------------- # "SKILL_USE" is the default action sequence used for skills that do not # have a specific action sequence assigned to it. It is very basic as it # only hits once. Damage is dealt at the end of the animation.
# Action Sequence Key "SKILL_USE" => [ # Remember the => and [ # Anime Keys "STEP_FORWARD", # Step forward from current position "STAND_POSE", # Play wait pose (replaces the pose "STEP_FORWARD" used) "CAST_ANIMATION", # Play cast animation on self "WPN_SWING_UNDER", # Swing weapon (this does not do damage!) "WPN_RAISED", # Swing weapon (in a different way) "WPN_SWING_V", # Swing weapon (in another different way) "ANIM_WAIT", # Play skill/weapon/item animation, wait until it's done "4", # Delay sequence for 4 frames "DAMAGE", # Deal damage "Can Collapse", # Allow targets to die if at 0 HP "24", # Delay sequence for 24 frames "RESET" # Return to original battle coordinates ], # <-- Don't forget the closing bracket and comma!
# A problem many users have with "SKILL_USE" is that it is obviously a # ranged attack and does not take into account if you want the skill # to be close-ranged. To assign another action sequence to a skill, read the # section called Skill Action Sequence Settings. #---------------------------------------------------------------------------- # "ITEM_USE" is the default action sequence for usable items in battle. # It is a very simple action sequence so there isn't much to say.
# Action Sequence Key "ITEM_USE" => [ # Remember the => and [ # Anime Keys "MOVE_TO_TARGET", # Move to selected target "STAND_POSE", # Play wait pose "24", # Delay sequence for 24 frames "DAMAGE_ANIM_WAIT", # Do damage/healing "Can Collapse", # Allow targets to die if at 0 HP "RESET" # Reset to original battle coordinates ], # <-- Don't forget the closing bracket and comma!
#------------------------------- Basic Actions -------------------------------- # These sequences that are used for various states and situations, but are # not meant to be used directly such as by skills, items, and such. # # Basic Actions are grouped into two categories: looped sequences # and non-looped sequences. # # Keep in mind that even though these are default sequences, you can freely # edit them to suit your needs. # # The action sequences here are not formatted in a vertical list like the # ones above, but will process their keys in the same exact way.
# Used when battler is at 25% or less health. "WAIT-CRITICAL" => ["NO_MOVE","STAND_POSE","BALLOON-SWEAT","22"],
# Used when battler is inflicted with by certain debuffs. "WAIT-DEBUFF" => ["NO_MOVE","STAND_POSE","BALLOON-COBWEB","22"],
# Used when battler is inflicted with Sleep. "WAIT-SLEEP" => ["NO_MOVE","STAND_POSE","BALLOON-SLEEP","22"],
# Used when battler is inflicted with Float. "WAIT-FLOAT" => ["STAND_POSE","6","FLOAT_","4", "FLOAT_2","4","FLOAT_3","4", "FLOAT_4","4"],
# Used when battler uses the Guard command. "GUARDING" => ["STAND_POSE","4","CONDITION_STATE_17","FLOAT_", "2","FLOAT_2","2","FLOAT_3","2", "FLOAT_4","2"],
# "ENTER_BATTLE" - Used at the start of battle when battlers enter the # battlefield. They will start a small length away from their start position # before stepping forward. This sequence will also be used when battlers # join in the middle of battle. "BATTLE_START" => ["BATTLE_ENTRANCE","RESET"],
# Used when the battler is incapacitated and not immortal. "DEAD" => ["DEAD_ANGLE","DEAD_POSE"],
# Used when a battler is hurt by damage "HURT" => ["KNOCKBACK","RESET"],
# Used when actors successfully escape battle. "FLEE" => ["FLEE_SUCCESS"],
# Used when enemies successfully escape battle. "ENEMY_FLEE" => ["FLEE_SUCCESS","RESET"],
# Used when actors fail to escape. "FLEE_FAIL" => ["FLEE_FAIL","STAND_POSE","8","RESET"],
# Used when an actor is selecting a command "COMMAND_INPUT" => ["STEP_FORWARD"],
# Used when an actor has selected a command "COMMAND_SELECT" => ["RESET"],
# Used when an actor evades damage. "EVADE_ATTACK" => ["JUMP_BACK","JUMP_BACK","STAND_POSE","16", "RESET"],
# Used when an enemy evades damage. "ENEMY_EVADE_ATTACK" => ["JUMP_BACK","STAND_POSE","16","RESET"],
# Used by actors when they win a battle. # If the actor is inflicted with the cat state (state ID 20) at the end of # battle, they will revert to the graphic of Ylva. "VICTORY" => ["STAND_POSE","16","FACE_RIGHT_POSE","VICTORY_JUMP", "STAND_POSE","Don't Wait","CONDITION_STATE_CAT", "CAST_ANIMATION","TRANSFORM_YLVA","STAND_POSE","Don't Wait"],
# Used by battlers when their action sequence is interrupted. "RESET_POSITION" => ["RESET"],
# Charging action sequence for ATB use only. "CHARGING" => ["STAND_POSE", "CAST_ANIMATION"],
#----------------------- Force Battler Action Sequences ----------------------- # Sequences that are utilized through Force Battler Action ANIME keys.
#-------------------------- Advanced Action Sequences ------------------------- # Examples of advanced action sequences. You can use these as examples on how # to create your own custom action sequences. # # The action sequences below are not formatted in a vertical list, but they # are still processed from left to right, top to bottom.
# "SKILL_ALL" - Example of how to use "Process Skill" and # "Process Skill End" within Action Sequences. Used by the Float # All spell in the demo. "SKILL_ALL"=> ["STEP_FORWARD","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED", "Process Skill","WPN_SWING_V","DAMAGE_ANIM","24", "Process Skill End","Can Collapse","RESET"],
# "MULTI_ATTACK" - Example of a multi-attack Action Sequence that utilizes # effects such as afterimages and jumping. It is also # made to use Weapon 2 for Two Swords Style actors. # Damage is caused by "WEAPON_DAMAGE". "MULTI_ATTACK" => ["Afterimage ON","STEP_ATTACK","WPN_SWING_VL", "WEAPON_DAMAGE", "STAND_POSE","16","WEAPON_DAMAGE","WPN_SWING_UNDER", "WPN_SWING_OVER","4","LONG_JUMP_ATTACK","WPN_SWING_VL", "WEAPON_DAMAGE","STAND_POSE","16","WEAPON_DAMAGE", "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert", "LONG_JUMP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE", "JUMP_BACK","JUMP_BACK","STAND_POSE", "WEAPON_DAMAGE","DASH_ATTACK","WPN_SWING_VL","Can Collapse", "Afterimage OFF","16","FLEE_RESET"],
# "MULTI_ATTACK_RAND" - Example of a simple multi-hit skill using the # animation of the equipped weapon rather than # database assigned animation of the skill. "MULTI_ATTACK_RAND"=> ["STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16", "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16", "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","STAND_POSE","16", "STEP_ATTACK","WPN_SWING_VL","WEAPON_DAMAGE","Can Collapse","RESET"],
# "RAPID_MULTI_ATTACK" - A multi-hit Action Sequence that hits quickly. # "FORCE_KNOCKBACK" is used to "RAPID_MULTI_ATTACK" => ["MOVE_TO_TARGET","WPN_SWING_V","FORCE_KNOCKBACK","WEAPON_DAMAGE", "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE", "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE", "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE", "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE", "MOVE_TO_TARGET_FAST","WPN_SWING_V","FORCE_KNOCKBACK","WPN_SWING_VL","WEAPON_DAMAGE", "Can Collapse","12","RESET"],
# "THROW_WEAPON" - An Action Sequence that demonstrates the function to # 'throw' a weapon sprite at an enemy. "THROW_WEAPON" => ["STEP_FORWARD","WPN_SWING_V","absorb1","STAND_POSE", "START_WEAPON_THROW","12","WEAPON_DAMAGE","Can Collapse", "END_WEAPON_THROW","RESET"],
# "MULTI_SHOCK" - An example of having animations travel from one battler # to another. Also utilizes "Process Skill" and # "Process Skill End". "REAL_TARGET" is used to set # the origin of "IMPACT_1" to the user's targets. "MULTI_SHOCK"=> ["JUMP_FORWARD","FLOAT_STOP","Process Skill", "REAL_TARGET","WPN_SWING_V","IMPACT_1","8", "WEAPON_DAMAGE","Process Skill End","Can Collapse", "FLOAT_LAND","RESET"],
# "SHOCK_WAVE" - A simple example of having animations travel from one point # to another. Unlike "MULTI_SHOCK", this sequence makes # multiple moving animations appear for each target. "SHOCK_WAVE" => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20", "DAMAGE_ANIM_WAIT","Can Collapse"],
# "SKILL_90_SEQUENCE" - Example of using Link Skills. When the sequence # processes to "LINK_SKILL_91", it will link to # the defined skill ID. In this case, it will link # to skill ID 91. "SKILL_90_SEQUENCE" => ["MOVE_TO_TARGET","DAMAGE_ANIM","WPN_SWING_V", "16","Can Collapse","LINK_SKILL_91","RESET"],
# "SKILL_91_SEQUENCE" - Another example of using Link Skills. When the # Action Sequence reaches "LINK_SKILL_92", it will # link to skill ID 92. This essentially makes # a chain of three linked skills used in succession. "SKILL_91_SEQUENCE" => ["FLEE_FAIL","CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED", "8","DAMAGE_ANIM","Can Collapse","LINK_SKILL_92","RESET"],
# "CUT_IN" - Simple example of using a cut-in image during an Action Sequence. # "Clear image" is used to remove the image from screen. "CUT_IN" => ["STAND_POSE","CAST_ANIMATION","CUT_IN_START", "75","CUT_IN_END","8","MOVE_TO_TARGET", "WPN_SWING_V","DAMAGE_ANIM_WAIT","Can Collapse", "Clear image","FLEE_RESET"],
# "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a # database animation that does not cause damage. Damage is only # caused when the sequence reaches "DAMAGE_ANIM". "STOMP" => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK", "TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK", "TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK", "JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
# "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to # demonstrate "PLAY_AREA_ANIM". "ALL_ATTACK_1" => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION", "WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM", "WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse", "RESET"],
# "TRANSFORM_CAT" - Made to demonstrate sprite transformation through # an action sequence. "TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32", "TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
# "THROW_FRIEND" - Demonstrates using a Force Battler Action key to # move another battler when it's not their turn. "THROW_FRIEND" => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4", "absorb1","THROW_TARGET","ALLY_FLING", "MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET", "STAND_POSE","32"],
#------------------------- Union Skill Sequences ------------------------ # There is a difference between how union skill sequences are made with the # ATB compared to without the ATB. ATB Union sequences do not require special # states or "Action Conditions" hashes such as "CONDITION_STATE_19". "Forced # Battler Actions", such as "FORCE_ULRIKA", are also not required. You must # also go in your ATB Configurations script and define your union skills # under "ATB Union Skills Settings". # # Target modification keys are used to set the correct target for # assist actors.
# Main action sequence of the union skill. Damage can only be caused by # this skill. "2-MAN_ATK_RALPH" => ["CONDITION_STATE_18","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK", "MOVE_RIGHT_OF_TARGET","STAND_POSE","CAST_ANIMATION","WPN_SWING_UNDER", "WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","DAMAGE_ANIM", "Can Collapse","FLEE_RESET","REMOVE_STATE_18"],
# Assist actors apply a dummy state to themselves. "2-MAN_ATK_ASSIST" => ["APPLY_STATE_18"],
# Ulrika runs her sequence through use of "ULRIKA_ATTACK" key from # Ralph's sequence. "ULRIKA_ATTACK_1" => ["2","MOVE_LEFT_OF_TARGET","STAND_POSE", "CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED", "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"],
#------------------------- Union Skill Sequences ------------------------ # Assist actors apply a dummy state to themselves. "4-MAN_ATK_ASSIST" => ["APPLY_STATE_19"],
# Main action sequence of the union skill. Damage can only be caused by # this skill. "4-MAN_ATK-RALPH"=> ["CONDITION_STATE_19","FOUR_UNIFIED_TARGETS","FORCE_ULRIKA", "FORCE_BENNETT","FORCE_YLVA","4_MAN_MOVE-RALPH","STAND_POSE", "CAST_ANIMATION","WPN_SWING_UNDER","WPN_RAISED","90", "ANIMATION_11","RIGHT_DASH_ATTACK","64","DAMAGE_ANIM_WAIT", "Can Collapse","FLEE_RESET","REMOVE_STATE_18"],
# Ulrika runs her sequence through use of "FORCE_ULRIKA" key from # Ralph's sequence. "4_MAN_ATK-ULRIKA" => ["2","4_MAN_MOVE-ULRIKA","STAND_POSE","CAST_ANIMATION", "WPN_SWING_UNDER","WPN_RAISED","90", "LEFT_DASH_ATTACK","96","FLEE_RESET"],
# Bennett runs his sequence through use of "FORCE_BENNETT" key from # Ralph's sequence. "4_MAN_ATK-BENNETT" => ["2","4_MAN_MOVE-BENNETT","STAND_POSE","CAST_ANIMATION", "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","FORCE_ROTATION", "DAMAGE_ANIM","128","FLEE_RESET"],
# Ylva runs her sequence through use of "FORCE_YLVA" key from # Ralph's sequence. "4_MAN_ATK-YLVA" => ["2","4_MAN_MOVE-YLVA","STAND_POSE","CAST_ANIMATION", "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","FORCE_ROTATION", "DAMAGE_ANIM","144","FLEE_RESET"],
#---------------------------------------------------------------------------- # "End" - An important action sequence that works behind the scenes. # Do not edit this action sequence key or its contents. "End" => ["End"]}
end
#============================================================================== # * Game_Actor #------------------------------------------------------------------------------ # Actor Basic Action Settings #------------------------------------------------------------------------------ # This page is used to define what Action Sequence Actors should use when # specific conditions are met. Each actor can have their own unique action # sequence that you can define in the appropriate section. For example, # each actor can have its own unique Action Sequence when a battle is won. # # Since actors do not have a Notebox in the database, all customization # for actors must be done manually in Ruby syntax. #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ++ Actor Unarmed Attack Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is unarmed. # # If Actor is equipped with any weapon then this Action Sequence will # not be used. def non_weapon case @actor_id when 1 # Actor ID return "NORMAL_ATTACK" # Action Sequence Key end # Default Action Sequence for all unassigned Actor IDs. return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ++ Actor Wait/Idle Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is doing nothing else in # battle and is not inflicted with special states. def normal case @actor_id when 1 return "WAIT" end # Default Action Sequence for all unassigned Actor IDs. return "WAIT" end #-------------------------------------------------------------------------- # ++ Actor Critical (1/4th HP) Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is at 25% or lower HP. def pinch case @actor_id when 1 return "WAIT-CRITICAL" end # Default Action Sequence for all unassigned Actor IDs. return "WAIT-CRITICAL" end #-------------------------------------------------------------------------- # ++ Actor Guarding Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor uses the Guard command. def defence case @actor_id when 1 return "GUARDING" end # Default Action Sequence for all unassigned Actor IDs. return "GUARDING" end #-------------------------------------------------------------------------- # ++ Actor Damage Hit Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is hit by damage. def damage_hit case @actor_id when 1 return "HURT" end # Default Action Sequence for all unassigned Actor IDs. return "HURT" end #-------------------------------------------------------------------------- # ++ Actor Evasion Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor evades an attack. def evasion case @actor_id when 1 return "EVADE_ATTACK" end # Default Action Sequence for all unassigned Actor IDs. return "EVADE_ATTACK" end #-------------------------------------------------------------------------- # ++ Actor Command Input Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is having a command # selected by the player, but has not selected a command yet. def command_b case @actor_id when 1 return "COMMAND_INPUT" end # Default Action Sequence for all unassigned Actor IDs. return "COMMAND_INPUT" end #-------------------------------------------------------------------------- # ++ Actor Command Selected Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor has a command selected # the player. def command_a case @actor_id when 1 return "COMMAND_SELECT" end # Default Action Sequence for all unassigned Actor IDs. return "COMMAND_SELECT" end #-------------------------------------------------------------------------- # ++ Actor Flee Success Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor successfully escapes battle. def run_success case @actor_id when 1 return "FLEE" end # Default Action Sequence for all unassigned Actor IDs. return "FLEE" end #-------------------------------------------------------------------------- # ++ Actor Flee Failure Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor fails to escape battle. def run_ng case @actor_id when 1 return "FLEE_FAIL" end # Default Action Sequence for all unassigned Actor IDs. return "FLEE_FAIL" end #-------------------------------------------------------------------------- # ++ Actor Victory Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor at the end of a # victorious battle. def win case @actor_id when 1 return "VICTORY" end # Default Action Sequence for all unassigned Actor IDs. return "VICTORY" end #-------------------------------------------------------------------------- # ++ Actor Battle Start Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor first enters the battlefield. def first_action case @actor_id when 1 return "BATTLE_START" end # Default Action Sequence for all unassigned Actor IDs. return "BATTLE_START" end #-------------------------------------------------------------------------- # ++ Actor Interrupt Reset Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor's Action Sequence is # somehow interrupted. def recover_action case @actor_id when 1 return "RESET_POSITION" end # Default Action Sequence for all unassigned Actor IDs. return "RESET_POSITION" end #-------------------------------------------------------------------------- # ++ Actor Incapacitated Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Actor is dead. def incapacitated case @actor_id when 1 # Actor ID return "" # Action Sequence Key end # Default Action Sequence for all unassigned Actor IDs. return "" end #-------------------------------------------------------------------------- # ++ Actor Shadow #-------------------------------------------------------------------------- # Define filename of shadow graphic used by an Actor. # # return "shadow01" <- Image file name in .Graphics/Characters # return "" <- No shadow used. def shadow case @actor_id when 1 return "shadow00" end # Default shadow for all unassigned Actor IDs. return "shadow00" end #-------------------------------------------------------------------------- # ++ Actor Shadow Adjustment #-------------------------------------------------------------------------- # Adjusts the coordinates of Actor shadow graphics. # # return [ X-Coordinate, Y-Coordinate] def shadow_plus case @actor_id when 1 return [ 0, 4] # [ X, Y] end # Default shadow positioning for all unassigned Actor IDs. return [ 0, 4] end end #============================================================================== # * Game_Enemy #------------------------------------------------------------------------------ # Enemy Basic Action Settings #------------------------------------------------------------------------------ # This section is used to define what Action Sequence enemies should use under # specific conditions. Each enemy can have their own unique action # sequence that you can define in the appropriate section. # # Notetags are available for use if using the Notetags for Tankentai Add-on. # # Terms: # key - Refers to the name of an action sequence key. # Do not use quotation marks for notetags. # value - A numerical value # value% - A numerical value used as a percentage of something, but # the percent sign is usually optional # id - ID number from the database # type - Differs depending on tag (see specific tag for information) # filename - A filename from the Graphics/Characters folder #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ++ Enemy Unarmed Attack Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy is unarmed. # # If Enemy is equipped with any weapon then this Action Sequence will # not be used. # # Notetag: def base_action case @enemy_id when 1 # Enemy ID return "ENEMY_UNARMED_ATK" # Action Sequence Key end # Default Action Sequence for all unassigned Enemy IDs. return "ENEMY_UNARMED_ATK" end #-------------------------------------------------------------------------- # ++ Enemy Standby Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy is doing nothing else in # battle and is not inflicted with special states. # # Notetag: def normal case @enemy_id when 1 return "WAIT" end # Default Action Sequence for all unassigned Enemy IDs. return "WAIT" end #-------------------------------------------------------------------------- # ++ Enemy Critical (1/4th HP) Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy is at 25% or lower HP. # # Notetag: def pinch case @enemy_id when 1 return "WAIT" end # Default Action Sequence for all unassigned Enemy IDs. return "WAIT" end #-------------------------------------------------------------------------- # ++ Enemy Guarding Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy uses the Guard command. # # Notetag: def defence case @enemy_id when 1 return "GUARDING" end # Default Action Sequence for all unassigned Enemy IDs. return "GUARDING" end #-------------------------------------------------------------------------- # ++ Enemy Hurt Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy is hit by damage. # # Notetag: def damage_hit case @enemy_id when 1 return "HURT" end # Default Action Sequence for all unassigned Enemy IDs. return "HURT" end #-------------------------------------------------------------------------- # ++ Enemy Evasion Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy evades an attack. # # Notetag: def evasion case @enemy_id when 1 return "ENEMY_EVADE_ATTACK" end # Default Action Sequence for all unassigned Enemy IDs. return "ENEMY_EVADE_ATTACK" end #-------------------------------------------------------------------------- # ++ Enemy Escape Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy runs away from battle. # # Notetag: def run_success case @enemy_id when 1 return "ENEMY_FLEE" end # Default Action Sequence for all unassigned Enemy IDs. return "ENEMY_FLEE" end #-------------------------------------------------------------------------- # ++ Enemy Battle Start Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy first enters the battlefield. # # Notetag: def first_action case @enemy_id when 1 return "BATTLE_START" end # Default Action Sequence for all unassigned Enemy IDs. return "BATTLE_START" end #-------------------------------------------------------------------------- # ++ Enemy Interrupt Reset Action Sequence #-------------------------------------------------------------------------- # Define the Action Sequence key used when an enemy's action sequence is # somehow interrupted and cannot be completed normally. # # Notetag: def recover_action case @enemy_id when 1 return "RESET_POSITION" end # Default Action Sequence for all unassigned Enemy IDs. return "RESET_POSITION" end #-------------------------------------------------------------------------- # ++ Enemy Incapacitated Action Sequence #-------------------------------------------------------------------------- # Define Action Sequence key used when an Enemy is dead. If left blank ("") # then incapacitated sequence is not used. # # Notetag: def incapacitated case @enemy_id when 1 # Enemy ID return "" # Action Sequence Key end # Default Action Sequence for all unassigned Enemy IDs. return "" end #-------------------------------------------------------------------------- # ++ Enemy Shadow #-------------------------------------------------------------------------- # Define the filename of the shadow graphic used by an Enemy. # # Filename must be in quotes, but does not need the file extension. # # Notetag: def shadow case @enemy_id when 1 return "shadow01" when 30 return "" end # Default shadow for all unassigned Enemy IDs. return "shadow01" end #-------------------------------------------------------------------------- # ++ Enemy Shadow Adjustment #-------------------------------------------------------------------------- # return [ X-Coordinate, Y-Coordinate] # # Notetag: def shadow_plus case @enemy_id when 1 return [ 0, -8] end # Default shadow positioning for all unassigned Enemy IDs. return [ 0, 0] end #-------------------------------------------------------------------------- # ++ Enemy Equipped Weapon #-------------------------------------------------------------------------- # Equip a weapon on an enemy. Enemy receives any effects when equipped with # the weapon such as status increases. Enemy will also follow the action # sequence assigned to the weapon. Enemies can only equip one weapon. # # If Weapon ID is set to 0, enemy will be unarmed. # # Notetag: def weapon case @enemy_id when 1 # Enemy ID return 0 # Weapon ID end # Default weapon for all unassigned Enemy IDs. return 0 end #-------------------------------------------------------------------------- # ++ Enemy Screen Positioning Adjustment #-------------------------------------------------------------------------- # Adjusts the position of enemies in battle. # Positive Y-values move the enemy down. Negative Y-values move the enemy up. # # return [ 0, 0] <- [X-value、Y-value] # # Notetag: def position_plus case @enemy_id when 1 return [0, 0] end # Default positioning for all unassigned Enemy IDs. return [ 0, 0] end #-------------------------------------------------------------------------- # ++ Enemy Collapse Animation Settings #-------------------------------------------------------------------------- # Define which collapse animation an enemy uses when killed. The collapse # type is defined by using a numerical value. # # 1 - Enemy sprite stays on screen after death. # 2 - Enemy fades from the battle normally # 3 - Special collapse animation. Good for bosses. # # Notetag: def collapse_type case @enemy_id when 1 return 2 when 30 return 3 end # Default collapse for all unassigned Enemy IDs. return 2 end #-------------------------------------------------------------------------- # ++ Enemy Multiple Actions Settings #-------------------------------------------------------------------------- # Define how many times an enemy can attack in a single turn. # # Maximum Actions, Probability, Speed Adjustment # return [ 2, 100, 100] # # Maximum Actions - Maximum number of actions enemy may execute in a turn. # Probability - % value. Chance for enemy to do another action. # Speed Adjustment - % value that decreases enemy's bonus speed from skills # after each successive action. # # Notetag: def action_time case @enemy_id when 1 return [ 1, 100, 100] end # Default multi-action setting for all unassigned Enemy IDs. return [ 1, 100, 100] end #-------------------------------------------------------------------------- # ++ Enemy Animated Battler Settings #-------------------------------------------------------------------------- # true: Enemy battler uses files from Graphics/Characters folder like actors. # false: Default enemy battler image from Graphics/Battlers folder. # [File Settings] # 1.Enemy animated battler file must be in .Graphics/Characters folder. # 2.Enemy battler file names must match between .Graphics/Characters and # .Graphics/Battlers folders. # # Notetag: OR <-animate> OR <+animate> # Prefixing animate with a minus sign will return false. def anime_on case @enemy_id when 1 return false end # Default animation setting for all unassigned Enemy IDs. return false end #-------------------------------------------------------------------------- # ++ Enemy Mirror Settings #-------------------------------------------------------------------------- # Mirrors the enemy battler's graphic and any animations they produce. # # false: Normal # true: Mirrors enemy image and animations # # Notetag: OR <-mirror> OR <+mirror> # Prefixing mirror with a minus sign will return false.
def action_mirror case @enemy_id when 1 return false end # Default invert setting for all unassigned Enemy IDs. return false end end
module RPG #============================================================================== # ■ module RPG #------------------------------------------------------------------------------ # State Action Settings # # Notetags are available for use if using the Notetags for Tankentai Add-on. # # Terms: # key - Refers to the name of an action sequence key. # Do not use quotation marks for notetags. # value - A numerical value # value% - A numerical value used as a percentage of something, but # the percent sign is usually optional # id - ID number from the database # type - Differs depending on tag (see specific tag for information) # filename - A filename from the Graphics/Characters folder #============================================================================== class State #-------------------------------------------------------------------------- # ++ State Affliction Wait Sequence Settings #-------------------------------------------------------------------------- # When a battler is affected by a state, their Wait/Idle sequence will be # replaced by the Action Sequence defined for the State IDs below. Only one # State Affliction Wait Animation can be active at a time. The state with the # highest Priority rating will take precedence if affected by multiple states. # # when 1 <- State ID number # return "DEAD" <- Action Sequence when afflicted by specified state. # # Notetag: def base_action case @id when 1 # Incapacitated(HP0). Has the highest priority. DO NOT REMOVE. return "DEAD" end # Default Action Sequence for all unassigned State IDs. return "WAIT" end #-------------------------------------------------------------------------- # ++ State Enhancement Extension Settings #-------------------------------------------------------------------------- # Note about REFLECT and NULL states: # An item/skill is considered physical if "Physical Attack" is # checked under "Options" in your Database. Otherwise, it is magical. # # "AUTOLIFE/50" - Automatically revives when Incapacitated. # Value after "/" is % of MAXHP restored when revived. # "MAGREFLECT/39" - Reflects magical skills to the original caster. # Value after "/" is Animation ID when triggered. # "MAGNULL/39" - Nullify magical skills and effects. # Value after "/" is Animation ID when triggered. # "PHYREFLECT/39" - Reflects physical skills to the original caster. # Value after "/" is Animation ID when triggered. # "PHYNULL/39" - Nullify physical skills and effects. # Value after "/" is Animation ID when triggered. # "COSTABSORB" - Absorbs the MP (or HP) cost of an incoming skill when # affected. This will not appear as POP Damage. This # function is similar to Celes' "Runic" from FF6. # "ZEROTURNLIFT" - State is lifted at the end of turn regardless. # "EXCEPTENEMY" - Enemies will not use Action Sequence assigned # under State Affliction Wait Animation Settings when # afflicted. (Actors still will.) # "NOPOP" - State name will not appear as POP Window. # "NOSTATEANIME" - State's caster and enemies will not use animation # sequence assigned under State Affliction Wait Sequence # Settings when afflicted. # "SLIPDAMAGE" - Apply slip damage. Assign values under Slip Damage Settings. # "NONE" - No extension. Used as a default. def extension case @id when 1 # Incapacitated State. Has highest priority. DO NOT REMOVE. return ["NOPOP","EXCEPTENEMY"] end # Default extensions for all unassigned State IDs. return ["NONE"] end #-------------------------------------------------------------------------- # ++ Slip Damage Settings #-------------------------------------------------------------------------- # Also includes regeneration options. # # when 1 <- State ID. Slip Damage only applies if "SLIPDAMAGE" is assigned above. # Multiple settings may be applied. Ex)[["hp",0,5,true],["mp",0,5,true]] # # Type, Constant, %, POP?, Allow Death # return [["hp", 0, 10, true, true]] # # Type – "hp" or "mp". # Constant – Set a constant value to apply each turn. # Positive values are damage. Negative values are recovery. # % - Set a percentage value to apply each turn based on MAX HP/MP. # Positive values are damage. Negative values are recovery. # POP? - Determines whether or not you want slip damage value to # appear as POP Damage. # Allow Death - This function is not working - true: Slip damage can kill. # false: Slip damage will not kill. (Battler will be left at 1 HP) # # Notetags: # (Optional) # (Optional)
def slip_extension case @id when 2 # Poison return [["hp", 0, 10, true, true]] end return [] end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # Weapon Action Settings # # Notetags are available for use if using the Notetags for Tankentai Add-on. # # Terms: # key - Refers to the name of an action sequence key. # Do not use quotation marks for notetags. # value - A numerical value # value% - A numerical value used as a percentage of something, but # the percent sign is usually optional # id - ID number from the database # type - Differs depending on tag (see specific tag for information) # filename - A filename from the Graphics/Characters folder #============================================================================== class Weapon #-------------------------------------------------------------------------- # ++ Weapon Action Sequence Settings #-------------------------------------------------------------------------- # Assigns a specific Action Sequence when using a weapon. # # when 1 <- Weapon ID number # return "NORMAL_ATTACK" <- Action Sequence for assigned Weapon ID. # # Notetag: def base_action case @id when 1 return "NORMAL_ATTACK" end # Default Action Sequence for unassigned Weapon IDs. return "NORMAL_ATTACK" end #-------------------------------------------------------------------------- # ++ Weapon Graphic Settings #-------------------------------------------------------------------------- # Allows use of a seperate weapon graphic besides the one assigned # from Iconset.png # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics/Characters folder # of your project. # # Notetag: def graphic case @id when 1 return "" end # Default weapon graphic for unassigned Weapon IDs. return "" end #-------------------------------------------------------------------------- # ++ Throwing Weapon Graphic Settings #-------------------------------------------------------------------------- # Allows use of a seperate throwing weapon graphic besides the one assigned # from Iconset.png. This is useful for arrows when you don't want the bow # to be thrown. # # Flying Graphics can only be utilized through use of Moving Animation # hashes. # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics/Characters folder # of your project. # # Notetags: def flying_graphic case @id when 1 return "" end # Default throwing weapon graphic for unassigned Weapon IDs. return "" end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # Skill Settings # # Notetags are available for use if using the Notetags for Tankentai Add-on. # # Terms: # key - Refers to the name of an action sequence key. # Do not use quotation marks for notetags. # value - A numerical value # value% - A numerical value used as a percentage of something, but # the percent sign is usually optional # id - ID number from the database # type - Differs depending on tag (see specific tag for information) # filename - A filename from the Graphics/Characters folder #============================================================================== class Skill #-------------------------------------------------------------------------- # ++ Skill Action Sequence Settings #-------------------------------------------------------------------------- # Assign a Skill ID from the Database to execute a defined Action Sequence. # Only Action Sequence keys can be assigned. ANIME keys cannot # be directly assigned here. # # Notetag: def base_action # Default Action Sequence for unassigned Skill IDs. return "SKILL_USE" end #-------------------------------------------------------------------------- # ++ Skill Extension Settings #-------------------------------------------------------------------------- # Allows you to add special effexts to skills. # Multiple extensions may be applied to a skill ID. # # "PERFECTHIT" -Skill cannot miss or be evaded. # "IGNOREREFLECT" -Ignores damage reflection states. # "HELPHIDE" -Help window when casting will not appear. # "TARGETALL" -Will affect all enemies and allies simultaneously. # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies # or All Allies for this to work correctly. # "OTHERS" -Skill will not affect caster. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP. # "NOFLASH" -Battler will not flash when taking action. # "NONE" -Used as a default. def extension # Default extensions for unassigned Skill IDs. return ["NONE"] end #-------------------------------------------------------------------------- # ++ Skill Flying Graphic Settings #-------------------------------------------------------------------------- # Allows use of a seperate throwing weapon graphic besides the one assigned # from Iconset.png. # # Flying Graphics can only be utilized through use of Moving Animation # hashes. # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics/Characters folder # of your project. # # Notetag: def flying_graphic case @id when 1 return "" end # Default throwing skill graphic for unassigned Weapon IDs. return "" end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # Item Action Settings # # Notetags are available for use if using the Notetags for Tankentai Add-on. # # Terms: # key - Refers to the name of an action sequence key. # Do not use quotation marks for notetags. # value - A numerical value # value% - A numerical value used as a percentage of something, but # the percent sign is usually optional # id - ID number from the database # type - Differs depending on tag (see specific tag for information) # filename - A filename from the Graphics/Characters folder #============================================================================== class Item #-------------------------------------------------------------------------- # ++ Item ID Sequence Assignment #-------------------------------------------------------------------------- # Assign an Item ID from the Database to execute a defined Action Sequence. # Only Action Sequence keys can be assigned. ANIME keys cannot # be directly assigned here. # # Notetag: def base_action case @id when 1 # Item ID return "ITEM_USE" end # Default Action Sequence for unassigned Item IDs. return "ITEM_USE" # Action Sequence Key end #-------------------------------------------------------------------------- # ++ Item Enhancement Extension Settings #-------------------------------------------------------------------------- # Allows you to add special effexts to skills. # Multiple extensions may be applied to a skill ID. # # "PERFECTHIT" -Item cannot miss or be evaded. # "IGNOREREFLECT" -Ignores damage reflection states. # "HELPHIDE" -Help window when casting will not appear. # "TARGETALL" -Will affect all enemies and allies simultaneously. # "RANDOMTARGET" -Target is chosen at random. Set "Scope" to All Enemies # or All Allies for this to work correctly. # "OTHERS" -Item will not affect caster. # "NOOVERKILL" -Damage will not be applied after the target reaches zero HP. # "NOFLASH" -Battler will not flash when taking action. def extension case @id when 1 # Item ID return ["IGNOREREFLECT"] # Extensions end # Default extensions for unassigned Item IDs. return ["IGNOREREFLECT"] end #-------------------------------------------------------------------------- # ++ Item Flying Graphic Settings #-------------------------------------------------------------------------- # Allows use of a seperate throwing weapon graphic besides the one assigned # from Iconset.png. # # Flying Graphics can only be utilized through use of Moving Animation # hashes. # # return "001-Weapon01" <- Weapon image file name. If "", none is used. # File must be in the .Graphics/Characters folder # of your project. # # Notetag: def flying_graphic case @id when 1 return "" end # Default throwing skill graphic for unassigned Weapon IDs. return "" end end end
Merci d'avance pour toute contribution. Si je n'ai pas mis assez d'infos dites le moi ! J'ai essayé d'en mettre une bonne partie sans en mettre d'inutiles, et de vous mettre aussi des portions de codes précises pour faciliter la dure tâche que je confie à qui voudra bien l'accepter
Et mes excuses pour avoir du faire 5 posts consécutifs les scripts ne passaient pas sinon et ça bugait.
Olix
Citadin Lv.7
Age : 25 Inscrit le : 30/10/2012 Messages : 172
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 22:02
Essaie d'enlever : "flygraphic: icon" dans les commentaires
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Fév 2013 - 22:29
Ca ne marche pas, en fait que je mette < flygraphic: icon > ou pas, ça ne change rien , le perso. lance son arme :
On ne voit pas très bien car l'arme est "mangée" par la fenetre en haut, mais je l'ai entouré en rouge.
Edit : Après quelques tests, si je met < graphic : icon > ça a exactement le même comportement. Et si le personnage n'a pas équipé d'arme, l'objet fait son animation sans qu'aucune icône apparaisse... je comprend pas. :/
----Roxxor----
Voyageur Lv.10
Age : 27 Inscrit le : 08/05/2010 Messages : 383
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Sam 16 Fév 2013 - 20:17
Tu as peut -être une incompatibilité de scripts. Tu devrais essayer de créer un nouveau projet avec juste le SBS + les scripts pour faire voler ton item. Juste pour voir s'il s'agit d'une incompatibilité. Sinon, as tu essayé avec un autre objet ? ça vient peut-être de l'ID.
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Sam 16 Fév 2013 - 21:29
J'ai essayé plusieurs objets oui, et c'est pareil a chaque fois. Je ferais ce que tu m'a proposé pour voir si c'est de l'incompatibilité. Au pire ce n'est pas si grave que ça si ça marche pas mais quand même, j'aime bien faire dans le détail ^^
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Lun 18 Fév 2013 - 17:44
Up , j'aimerais quand même résoudre ça moi qui aime faire dans le détail, personne ne peut m'aider ?
----Roxxor----
Voyageur Lv.10
Age : 27 Inscrit le : 08/05/2010 Messages : 383
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Lun 18 Fév 2013 - 17:50
Si tu veux vraiment qu'on puisse t'aider, fais nous une démo vierge mais avec tout tes scripts dedans Je ferais des test et ça me permettra de mieux cerner ton problème.
Olowynd
Voyageur Lv.10
Age : 28 Inscrit le : 30/12/2012 Messages : 390
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Lun 18 Fév 2013 - 18:08
ok, je ferais ça dès que j'aurais assez de temps.
Braségalan
Habitant Lv.6
Inscrit le : 09/06/2011 Messages : 111
Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône Ven 15 Mar 2013 - 20:02
Tu peux pas faire en sorte qu'au moment où tu jette l'objet ton arme change et devienne une autre arme qui a le skin de la bouteille et reprendre l'arme ensuite ? Ou juste changer le skin de l'arme ?
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Sujet: Re: Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône
Problème script SBS Tankentai : Utiliser un objet ne montre pas son icône